babylon.module.d.ts 5.5 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. * Checks if the navigator object exists
  284. * @returns true if the navigator object exists
  285. */
  286. static IsNavigatorAvailable(): boolean;
  287. /**
  288. * Extracts text content from a DOM element hierarchy
  289. * @param element defines the root element
  290. * @returns a string
  291. */
  292. static GetDOMTextContent(element: HTMLElement): string;
  293. }
  294. }
  295. declare module "babylonjs/Misc/logger" {
  296. /**
  297. * Logger used througouht the application to allow configuration of
  298. * the log level required for the messages.
  299. */
  300. export class Logger {
  301. /**
  302. * No log
  303. */
  304. static readonly NoneLogLevel: number;
  305. /**
  306. * Only message logs
  307. */
  308. static readonly MessageLogLevel: number;
  309. /**
  310. * Only warning logs
  311. */
  312. static readonly WarningLogLevel: number;
  313. /**
  314. * Only error logs
  315. */
  316. static readonly ErrorLogLevel: number;
  317. /**
  318. * All logs
  319. */
  320. static readonly AllLogLevel: number;
  321. private static _LogCache;
  322. /**
  323. * Gets a value indicating the number of loading errors
  324. * @ignorenaming
  325. */
  326. static errorsCount: number;
  327. /**
  328. * Callback called when a new log is added
  329. */
  330. static OnNewCacheEntry: (entry: string) => void;
  331. private static _AddLogEntry;
  332. private static _FormatMessage;
  333. private static _LogDisabled;
  334. private static _LogEnabled;
  335. private static _WarnDisabled;
  336. private static _WarnEnabled;
  337. private static _ErrorDisabled;
  338. private static _ErrorEnabled;
  339. /**
  340. * Log a message to the console
  341. */
  342. static Log: (message: string) => void;
  343. /**
  344. * Write a warning message to the console
  345. */
  346. static Warn: (message: string) => void;
  347. /**
  348. * Write an error message to the console
  349. */
  350. static Error: (message: string) => void;
  351. /**
  352. * Gets current log cache (list of logs)
  353. */
  354. static readonly LogCache: string;
  355. /**
  356. * Clears the log cache
  357. */
  358. static ClearLogCache(): void;
  359. /**
  360. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  361. */
  362. static LogLevels: number;
  363. }
  364. }
  365. declare module "babylonjs/Misc/typeStore" {
  366. /** @hidden */
  367. export class _TypeStore {
  368. /** @hidden */
  369. static RegisteredTypes: {
  370. [key: string]: Object;
  371. };
  372. /** @hidden */
  373. static GetClass(fqdn: string): any;
  374. }
  375. }
  376. declare module "babylonjs/Misc/deepCopier" {
  377. /**
  378. * Class containing a set of static utilities functions for deep copy.
  379. */
  380. export class DeepCopier {
  381. /**
  382. * Tries to copy an object by duplicating every property
  383. * @param source defines the source object
  384. * @param destination defines the target object
  385. * @param doNotCopyList defines a list of properties to avoid
  386. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  387. */
  388. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  389. }
  390. }
  391. declare module "babylonjs/Misc/precisionDate" {
  392. /**
  393. * Class containing a set of static utilities functions for precision date
  394. */
  395. export class PrecisionDate {
  396. /**
  397. * Gets either window.performance.now() if supported or Date.now() else
  398. */
  399. static readonly Now: number;
  400. }
  401. }
  402. declare module "babylonjs/Misc/devTools" {
  403. /** @hidden */
  404. export class _DevTools {
  405. static WarnImport(name: string): string;
  406. }
  407. }
  408. declare module "babylonjs/Misc/webRequest" {
  409. /**
  410. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  411. */
  412. export class WebRequest {
  413. private _xhr;
  414. /**
  415. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  416. * i.e. when loading files, where the server/service expects an Authorization header
  417. */
  418. static CustomRequestHeaders: {
  419. [key: string]: string;
  420. };
  421. /**
  422. * Add callback functions in this array to update all the requests before they get sent to the network
  423. */
  424. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  425. private _injectCustomRequestHeaders;
  426. /**
  427. * Gets or sets a function to be called when loading progress changes
  428. */
  429. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  430. /**
  431. * Returns client's state
  432. */
  433. readonly readyState: number;
  434. /**
  435. * Returns client's status
  436. */
  437. readonly status: number;
  438. /**
  439. * Returns client's status as a text
  440. */
  441. readonly statusText: string;
  442. /**
  443. * Returns client's response
  444. */
  445. readonly response: any;
  446. /**
  447. * Returns client's response url
  448. */
  449. readonly responseURL: string;
  450. /**
  451. * Returns client's response as text
  452. */
  453. readonly responseText: string;
  454. /**
  455. * Gets or sets the expected response type
  456. */
  457. responseType: XMLHttpRequestResponseType;
  458. /** @hidden */
  459. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  460. /** @hidden */
  461. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  462. /**
  463. * Cancels any network activity
  464. */
  465. abort(): void;
  466. /**
  467. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  468. * @param body defines an optional request body
  469. */
  470. send(body?: Document | BodyInit | null): void;
  471. /**
  472. * Sets the request method, request URL
  473. * @param method defines the method to use (GET, POST, etc..)
  474. * @param url defines the url to connect with
  475. */
  476. open(method: string, url: string): void;
  477. }
  478. }
  479. declare module "babylonjs/Misc/fileRequest" {
  480. import { Observable } from "babylonjs/Misc/observable";
  481. /**
  482. * File request interface
  483. */
  484. export interface IFileRequest {
  485. /**
  486. * Raised when the request is complete (success or error).
  487. */
  488. onCompleteObservable: Observable<IFileRequest>;
  489. /**
  490. * Aborts the request for a file.
  491. */
  492. abort: () => void;
  493. }
  494. }
  495. declare module "babylonjs/Misc/performanceMonitor" {
  496. /**
  497. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  498. */
  499. export class PerformanceMonitor {
  500. private _enabled;
  501. private _rollingFrameTime;
  502. private _lastFrameTimeMs;
  503. /**
  504. * constructor
  505. * @param frameSampleSize The number of samples required to saturate the sliding window
  506. */
  507. constructor(frameSampleSize?: number);
  508. /**
  509. * Samples current frame
  510. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  511. */
  512. sampleFrame(timeMs?: number): void;
  513. /**
  514. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  515. */
  516. readonly averageFrameTime: number;
  517. /**
  518. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  519. */
  520. readonly averageFrameTimeVariance: number;
  521. /**
  522. * Returns the frame time of the most recent frame
  523. */
  524. readonly instantaneousFrameTime: number;
  525. /**
  526. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  527. */
  528. readonly averageFPS: number;
  529. /**
  530. * Returns the average framerate in frames per second using the most recent frame time
  531. */
  532. readonly instantaneousFPS: number;
  533. /**
  534. * Returns true if enough samples have been taken to completely fill the sliding window
  535. */
  536. readonly isSaturated: boolean;
  537. /**
  538. * Enables contributions to the sliding window sample set
  539. */
  540. enable(): void;
  541. /**
  542. * Disables contributions to the sliding window sample set
  543. * Samples will not be interpolated over the disabled period
  544. */
  545. disable(): void;
  546. /**
  547. * Returns true if sampling is enabled
  548. */
  549. readonly isEnabled: boolean;
  550. /**
  551. * Resets performance monitor
  552. */
  553. reset(): void;
  554. }
  555. /**
  556. * RollingAverage
  557. *
  558. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  559. */
  560. export class RollingAverage {
  561. /**
  562. * Current average
  563. */
  564. average: number;
  565. /**
  566. * Current variance
  567. */
  568. variance: number;
  569. protected _samples: Array<number>;
  570. protected _sampleCount: number;
  571. protected _pos: number;
  572. protected _m2: number;
  573. /**
  574. * constructor
  575. * @param length The number of samples required to saturate the sliding window
  576. */
  577. constructor(length: number);
  578. /**
  579. * Adds a sample to the sample set
  580. * @param v The sample value
  581. */
  582. add(v: number): void;
  583. /**
  584. * Returns previously added values or null if outside of history or outside the sliding window domain
  585. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  586. * @return Value previously recorded with add() or null if outside of range
  587. */
  588. history(i: number): number;
  589. /**
  590. * Returns true if enough samples have been taken to completely fill the sliding window
  591. * @return true if sample-set saturated
  592. */
  593. isSaturated(): boolean;
  594. /**
  595. * Resets the rolling average (equivalent to 0 samples taken so far)
  596. */
  597. reset(): void;
  598. /**
  599. * Wraps a value around the sample range boundaries
  600. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  601. * @return Wrapped position in sample range
  602. */
  603. protected _wrapPosition(i: number): number;
  604. }
  605. }
  606. declare module "babylonjs/Misc/stringDictionary" {
  607. import { Nullable } from "babylonjs/types";
  608. /**
  609. * This class implement a typical dictionary using a string as key and the generic type T as value.
  610. * The underlying implementation relies on an associative array to ensure the best performances.
  611. * The value can be anything including 'null' but except 'undefined'
  612. */
  613. export class StringDictionary<T> {
  614. /**
  615. * This will clear this dictionary and copy the content from the 'source' one.
  616. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  617. * @param source the dictionary to take the content from and copy to this dictionary
  618. */
  619. copyFrom(source: StringDictionary<T>): void;
  620. /**
  621. * Get a value based from its key
  622. * @param key the given key to get the matching value from
  623. * @return the value if found, otherwise undefined is returned
  624. */
  625. get(key: string): T | undefined;
  626. /**
  627. * Get a value from its key or add it if it doesn't exist.
  628. * This method will ensure you that a given key/data will be present in the dictionary.
  629. * @param key the given key to get the matching value from
  630. * @param factory the factory that will create the value if the key is not present in the dictionary.
  631. * The factory will only be invoked if there's no data for the given key.
  632. * @return the value corresponding to the key.
  633. */
  634. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  635. /**
  636. * Get a value from its key if present in the dictionary otherwise add it
  637. * @param key the key to get the value from
  638. * @param val if there's no such key/value pair in the dictionary add it with this value
  639. * @return the value corresponding to the key
  640. */
  641. getOrAdd(key: string, val: T): T;
  642. /**
  643. * Check if there's a given key in the dictionary
  644. * @param key the key to check for
  645. * @return true if the key is present, false otherwise
  646. */
  647. contains(key: string): boolean;
  648. /**
  649. * Add a new key and its corresponding value
  650. * @param key the key to add
  651. * @param value the value corresponding to the key
  652. * @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
  653. */
  654. add(key: string, value: T): boolean;
  655. /**
  656. * Update a specific value associated to a key
  657. * @param key defines the key to use
  658. * @param value defines the value to store
  659. * @returns true if the value was updated (or false if the key was not found)
  660. */
  661. set(key: string, value: T): boolean;
  662. /**
  663. * Get the element of the given key and remove it from the dictionary
  664. * @param key defines the key to search
  665. * @returns the value associated with the key or null if not found
  666. */
  667. getAndRemove(key: string): Nullable<T>;
  668. /**
  669. * Remove a key/value from the dictionary.
  670. * @param key the key to remove
  671. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  672. */
  673. remove(key: string): boolean;
  674. /**
  675. * Clear the whole content of the dictionary
  676. */
  677. clear(): void;
  678. /**
  679. * Gets the current count
  680. */
  681. readonly count: number;
  682. /**
  683. * Execute a callback on each key/val of the dictionary.
  684. * Note that you can remove any element in this dictionary in the callback implementation
  685. * @param callback the callback to execute on a given key/value pair
  686. */
  687. forEach(callback: (key: string, val: T) => void): void;
  688. /**
  689. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  690. * If the callback returns null or undefined the method will iterate to the next key/value pair
  691. * Note that you can remove any element in this dictionary in the callback implementation
  692. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  693. * @returns the first item
  694. */
  695. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  696. private _count;
  697. private _data;
  698. }
  699. }
  700. declare module "babylonjs/Meshes/dataBuffer" {
  701. /**
  702. * Class used to store gfx data (like WebGLBuffer)
  703. */
  704. export class DataBuffer {
  705. /**
  706. * Gets or sets the number of objects referencing this buffer
  707. */
  708. references: number;
  709. /** Gets or sets the size of the underlying buffer */
  710. capacity: number;
  711. /**
  712. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  713. */
  714. is32Bits: boolean;
  715. /**
  716. * Gets the underlying buffer
  717. */
  718. readonly underlyingResource: any;
  719. }
  720. }
  721. declare module "babylonjs/Meshes/buffer" {
  722. import { Nullable, DataArray } from "babylonjs/types";
  723. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  724. /**
  725. * Class used to store data that will be store in GPU memory
  726. */
  727. export class Buffer {
  728. private _engine;
  729. private _buffer;
  730. /** @hidden */
  731. _data: Nullable<DataArray>;
  732. private _updatable;
  733. private _instanced;
  734. /**
  735. * Gets the byte stride.
  736. */
  737. readonly byteStride: number;
  738. /**
  739. * Constructor
  740. * @param engine the engine
  741. * @param data the data to use for this buffer
  742. * @param updatable whether the data is updatable
  743. * @param stride the stride (optional)
  744. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  745. * @param instanced whether the buffer is instanced (optional)
  746. * @param useBytes set to true if the stride in in bytes (optional)
  747. */
  748. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  749. /**
  750. * Create a new VertexBuffer based on the current buffer
  751. * @param kind defines the vertex buffer kind (position, normal, etc.)
  752. * @param offset defines offset in the buffer (0 by default)
  753. * @param size defines the size in floats of attributes (position is 3 for instance)
  754. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  755. * @param instanced defines if the vertex buffer contains indexed data
  756. * @param useBytes defines if the offset and stride are in bytes
  757. * @returns the new vertex buffer
  758. */
  759. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  760. /**
  761. * Gets a boolean indicating if the Buffer is updatable?
  762. * @returns true if the buffer is updatable
  763. */
  764. isUpdatable(): boolean;
  765. /**
  766. * Gets current buffer's data
  767. * @returns a DataArray or null
  768. */
  769. getData(): Nullable<DataArray>;
  770. /**
  771. * Gets underlying native buffer
  772. * @returns underlying native buffer
  773. */
  774. getBuffer(): Nullable<DataBuffer>;
  775. /**
  776. * Gets the stride in float32 units (i.e. byte stride / 4).
  777. * May not be an integer if the byte stride is not divisible by 4.
  778. * DEPRECATED. Use byteStride instead.
  779. * @returns the stride in float32 units
  780. */
  781. getStrideSize(): number;
  782. /**
  783. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  784. * @param data defines the data to store
  785. */
  786. create(data?: Nullable<DataArray>): void;
  787. /** @hidden */
  788. _rebuild(): void;
  789. /**
  790. * Update current buffer data
  791. * @param data defines the data to store
  792. */
  793. update(data: DataArray): void;
  794. /**
  795. * Updates the data directly.
  796. * @param data the new data
  797. * @param offset the new offset
  798. * @param vertexCount the vertex count (optional)
  799. * @param useBytes set to true if the offset is in bytes
  800. */
  801. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  802. /**
  803. * Release all resources
  804. */
  805. dispose(): void;
  806. }
  807. /**
  808. * Specialized buffer used to store vertex data
  809. */
  810. export class VertexBuffer {
  811. /** @hidden */
  812. _buffer: Buffer;
  813. private _kind;
  814. private _size;
  815. private _ownsBuffer;
  816. private _instanced;
  817. private _instanceDivisor;
  818. /**
  819. * The byte type.
  820. */
  821. static readonly BYTE: number;
  822. /**
  823. * The unsigned byte type.
  824. */
  825. static readonly UNSIGNED_BYTE: number;
  826. /**
  827. * The short type.
  828. */
  829. static readonly SHORT: number;
  830. /**
  831. * The unsigned short type.
  832. */
  833. static readonly UNSIGNED_SHORT: number;
  834. /**
  835. * The integer type.
  836. */
  837. static readonly INT: number;
  838. /**
  839. * The unsigned integer type.
  840. */
  841. static readonly UNSIGNED_INT: number;
  842. /**
  843. * The float type.
  844. */
  845. static readonly FLOAT: number;
  846. /**
  847. * Gets or sets the instance divisor when in instanced mode
  848. */
  849. instanceDivisor: number;
  850. /**
  851. * Gets the byte stride.
  852. */
  853. readonly byteStride: number;
  854. /**
  855. * Gets the byte offset.
  856. */
  857. readonly byteOffset: number;
  858. /**
  859. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  860. */
  861. readonly normalized: boolean;
  862. /**
  863. * Gets the data type of each component in the array.
  864. */
  865. readonly type: number;
  866. /**
  867. * Constructor
  868. * @param engine the engine
  869. * @param data the data to use for this vertex buffer
  870. * @param kind the vertex buffer kind
  871. * @param updatable whether the data is updatable
  872. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  873. * @param stride the stride (optional)
  874. * @param instanced whether the buffer is instanced (optional)
  875. * @param offset the offset of the data (optional)
  876. * @param size the number of components (optional)
  877. * @param type the type of the component (optional)
  878. * @param normalized whether the data contains normalized data (optional)
  879. * @param useBytes set to true if stride and offset are in bytes (optional)
  880. */
  881. 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);
  882. /** @hidden */
  883. _rebuild(): void;
  884. /**
  885. * Returns the kind of the VertexBuffer (string)
  886. * @returns a string
  887. */
  888. getKind(): string;
  889. /**
  890. * Gets a boolean indicating if the VertexBuffer is updatable?
  891. * @returns true if the buffer is updatable
  892. */
  893. isUpdatable(): boolean;
  894. /**
  895. * Gets current buffer's data
  896. * @returns a DataArray or null
  897. */
  898. getData(): Nullable<DataArray>;
  899. /**
  900. * Gets underlying native buffer
  901. * @returns underlying native buffer
  902. */
  903. getBuffer(): Nullable<DataBuffer>;
  904. /**
  905. * Gets the stride in float32 units (i.e. byte stride / 4).
  906. * May not be an integer if the byte stride is not divisible by 4.
  907. * DEPRECATED. Use byteStride instead.
  908. * @returns the stride in float32 units
  909. */
  910. getStrideSize(): number;
  911. /**
  912. * Returns the offset as a multiple of the type byte length.
  913. * DEPRECATED. Use byteOffset instead.
  914. * @returns the offset in bytes
  915. */
  916. getOffset(): number;
  917. /**
  918. * Returns the number of components per vertex attribute (integer)
  919. * @returns the size in float
  920. */
  921. getSize(): number;
  922. /**
  923. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  924. * @returns true if this buffer is instanced
  925. */
  926. getIsInstanced(): boolean;
  927. /**
  928. * Returns the instancing divisor, zero for non-instanced (integer).
  929. * @returns a number
  930. */
  931. getInstanceDivisor(): number;
  932. /**
  933. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  934. * @param data defines the data to store
  935. */
  936. create(data?: DataArray): void;
  937. /**
  938. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  939. * This function will create a new buffer if the current one is not updatable
  940. * @param data defines the data to store
  941. */
  942. update(data: DataArray): void;
  943. /**
  944. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  945. * Returns the directly updated WebGLBuffer.
  946. * @param data the new data
  947. * @param offset the new offset
  948. * @param useBytes set to true if the offset is in bytes
  949. */
  950. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  951. /**
  952. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  953. */
  954. dispose(): void;
  955. /**
  956. * Enumerates each value of this vertex buffer as numbers.
  957. * @param count the number of values to enumerate
  958. * @param callback the callback function called for each value
  959. */
  960. forEach(count: number, callback: (value: number, index: number) => void): void;
  961. /**
  962. * Positions
  963. */
  964. static readonly PositionKind: string;
  965. /**
  966. * Normals
  967. */
  968. static readonly NormalKind: string;
  969. /**
  970. * Tangents
  971. */
  972. static readonly TangentKind: string;
  973. /**
  974. * Texture coordinates
  975. */
  976. static readonly UVKind: string;
  977. /**
  978. * Texture coordinates 2
  979. */
  980. static readonly UV2Kind: string;
  981. /**
  982. * Texture coordinates 3
  983. */
  984. static readonly UV3Kind: string;
  985. /**
  986. * Texture coordinates 4
  987. */
  988. static readonly UV4Kind: string;
  989. /**
  990. * Texture coordinates 5
  991. */
  992. static readonly UV5Kind: string;
  993. /**
  994. * Texture coordinates 6
  995. */
  996. static readonly UV6Kind: string;
  997. /**
  998. * Colors
  999. */
  1000. static readonly ColorKind: string;
  1001. /**
  1002. * Matrix indices (for bones)
  1003. */
  1004. static readonly MatricesIndicesKind: string;
  1005. /**
  1006. * Matrix weights (for bones)
  1007. */
  1008. static readonly MatricesWeightsKind: string;
  1009. /**
  1010. * Additional matrix indices (for bones)
  1011. */
  1012. static readonly MatricesIndicesExtraKind: string;
  1013. /**
  1014. * Additional matrix weights (for bones)
  1015. */
  1016. static readonly MatricesWeightsExtraKind: string;
  1017. /**
  1018. * Deduces the stride given a kind.
  1019. * @param kind The kind string to deduce
  1020. * @returns The deduced stride
  1021. */
  1022. static DeduceStride(kind: string): number;
  1023. /**
  1024. * Gets the byte length of the given type.
  1025. * @param type the type
  1026. * @returns the number of bytes
  1027. */
  1028. static GetTypeByteLength(type: number): number;
  1029. /**
  1030. * Enumerates each value of the given parameters as numbers.
  1031. * @param data the data to enumerate
  1032. * @param byteOffset the byte offset of the data
  1033. * @param byteStride the byte stride of the data
  1034. * @param componentCount the number of components per element
  1035. * @param componentType the type of the component
  1036. * @param count the number of values to enumerate
  1037. * @param normalized whether the data is normalized
  1038. * @param callback the callback function called for each value
  1039. */
  1040. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  1041. private static _GetFloatValue;
  1042. }
  1043. }
  1044. declare module "babylonjs/Maths/math.scalar" {
  1045. /**
  1046. * Scalar computation library
  1047. */
  1048. export class Scalar {
  1049. /**
  1050. * Two pi constants convenient for computation.
  1051. */
  1052. static TwoPi: number;
  1053. /**
  1054. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1055. * @param a number
  1056. * @param b number
  1057. * @param epsilon (default = 1.401298E-45)
  1058. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1059. */
  1060. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1061. /**
  1062. * Returns a string : the upper case translation of the number i to hexadecimal.
  1063. * @param i number
  1064. * @returns the upper case translation of the number i to hexadecimal.
  1065. */
  1066. static ToHex(i: number): string;
  1067. /**
  1068. * Returns -1 if value is negative and +1 is value is positive.
  1069. * @param value the value
  1070. * @returns the value itself if it's equal to zero.
  1071. */
  1072. static Sign(value: number): number;
  1073. /**
  1074. * Returns the value itself if it's between min and max.
  1075. * Returns min if the value is lower than min.
  1076. * Returns max if the value is greater than max.
  1077. * @param value the value to clmap
  1078. * @param min the min value to clamp to (default: 0)
  1079. * @param max the max value to clamp to (default: 1)
  1080. * @returns the clamped value
  1081. */
  1082. static Clamp(value: number, min?: number, max?: number): number;
  1083. /**
  1084. * the log2 of value.
  1085. * @param value the value to compute log2 of
  1086. * @returns the log2 of value.
  1087. */
  1088. static Log2(value: number): number;
  1089. /**
  1090. * Loops the value, so that it is never larger than length and never smaller than 0.
  1091. *
  1092. * This is similar to the modulo operator but it works with floating point numbers.
  1093. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1094. * With t = 5 and length = 2.5, the result would be 0.0.
  1095. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1096. * @param value the value
  1097. * @param length the length
  1098. * @returns the looped value
  1099. */
  1100. static Repeat(value: number, length: number): number;
  1101. /**
  1102. * Normalize the value between 0.0 and 1.0 using min and max values
  1103. * @param value value to normalize
  1104. * @param min max to normalize between
  1105. * @param max min to normalize between
  1106. * @returns the normalized value
  1107. */
  1108. static Normalize(value: number, min: number, max: number): number;
  1109. /**
  1110. * Denormalize the value from 0.0 and 1.0 using min and max values
  1111. * @param normalized value to denormalize
  1112. * @param min max to denormalize between
  1113. * @param max min to denormalize between
  1114. * @returns the denormalized value
  1115. */
  1116. static Denormalize(normalized: number, min: number, max: number): number;
  1117. /**
  1118. * Calculates the shortest difference between two given angles given in degrees.
  1119. * @param current current angle in degrees
  1120. * @param target target angle in degrees
  1121. * @returns the delta
  1122. */
  1123. static DeltaAngle(current: number, target: number): number;
  1124. /**
  1125. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1126. * @param tx value
  1127. * @param length length
  1128. * @returns The returned value will move back and forth between 0 and length
  1129. */
  1130. static PingPong(tx: number, length: number): number;
  1131. /**
  1132. * Interpolates between min and max with smoothing at the limits.
  1133. *
  1134. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1135. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1136. * @param from from
  1137. * @param to to
  1138. * @param tx value
  1139. * @returns the smooth stepped value
  1140. */
  1141. static SmoothStep(from: number, to: number, tx: number): number;
  1142. /**
  1143. * Moves a value current towards target.
  1144. *
  1145. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1146. * Negative values of maxDelta pushes the value away from target.
  1147. * @param current current value
  1148. * @param target target value
  1149. * @param maxDelta max distance to move
  1150. * @returns resulting value
  1151. */
  1152. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1153. /**
  1154. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1155. *
  1156. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1157. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1158. * @param current current value
  1159. * @param target target value
  1160. * @param maxDelta max distance to move
  1161. * @returns resulting angle
  1162. */
  1163. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1164. /**
  1165. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1166. * @param start start value
  1167. * @param end target value
  1168. * @param amount amount to lerp between
  1169. * @returns the lerped value
  1170. */
  1171. static Lerp(start: number, end: number, amount: number): number;
  1172. /**
  1173. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1174. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1175. * @param start start value
  1176. * @param end target value
  1177. * @param amount amount to lerp between
  1178. * @returns the lerped value
  1179. */
  1180. static LerpAngle(start: number, end: number, amount: number): number;
  1181. /**
  1182. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1183. * @param a start value
  1184. * @param b target value
  1185. * @param value value between a and b
  1186. * @returns the inverseLerp value
  1187. */
  1188. static InverseLerp(a: number, b: number, value: number): number;
  1189. /**
  1190. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1191. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1192. * @param value1 spline value
  1193. * @param tangent1 spline value
  1194. * @param value2 spline value
  1195. * @param tangent2 spline value
  1196. * @param amount input value
  1197. * @returns hermite result
  1198. */
  1199. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1200. /**
  1201. * Returns a random float number between and min and max values
  1202. * @param min min value of random
  1203. * @param max max value of random
  1204. * @returns random value
  1205. */
  1206. static RandomRange(min: number, max: number): number;
  1207. /**
  1208. * This function returns percentage of a number in a given range.
  1209. *
  1210. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1211. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1212. * @param number to convert to percentage
  1213. * @param min min range
  1214. * @param max max range
  1215. * @returns the percentage
  1216. */
  1217. static RangeToPercent(number: number, min: number, max: number): number;
  1218. /**
  1219. * This function returns number that corresponds to the percentage in a given range.
  1220. *
  1221. * PercentToRange(0.34,0,100) will return 34.
  1222. * @param percent to convert to number
  1223. * @param min min range
  1224. * @param max max range
  1225. * @returns the number
  1226. */
  1227. static PercentToRange(percent: number, min: number, max: number): number;
  1228. /**
  1229. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1230. * @param angle The angle to normalize in radian.
  1231. * @return The converted angle.
  1232. */
  1233. static NormalizeRadians(angle: number): number;
  1234. }
  1235. }
  1236. declare module "babylonjs/Maths/math.constants" {
  1237. /**
  1238. * Constant used to convert a value to gamma space
  1239. * @ignorenaming
  1240. */
  1241. export const ToGammaSpace: number;
  1242. /**
  1243. * Constant used to convert a value to linear space
  1244. * @ignorenaming
  1245. */
  1246. export const ToLinearSpace = 2.2;
  1247. /**
  1248. * Constant used to define the minimal number value in Babylon.js
  1249. * @ignorenaming
  1250. */
  1251. let Epsilon: number;
  1252. export { Epsilon };
  1253. }
  1254. declare module "babylonjs/Maths/math.viewport" {
  1255. /**
  1256. * Class used to represent a viewport on screen
  1257. */
  1258. export class Viewport {
  1259. /** viewport left coordinate */
  1260. x: number;
  1261. /** viewport top coordinate */
  1262. y: number;
  1263. /**viewport width */
  1264. width: number;
  1265. /** viewport height */
  1266. height: number;
  1267. /**
  1268. * Creates a Viewport object located at (x, y) and sized (width, height)
  1269. * @param x defines viewport left coordinate
  1270. * @param y defines viewport top coordinate
  1271. * @param width defines the viewport width
  1272. * @param height defines the viewport height
  1273. */
  1274. constructor(
  1275. /** viewport left coordinate */
  1276. x: number,
  1277. /** viewport top coordinate */
  1278. y: number,
  1279. /**viewport width */
  1280. width: number,
  1281. /** viewport height */
  1282. height: number);
  1283. /**
  1284. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1285. * @param renderWidth defines the rendering width
  1286. * @param renderHeight defines the rendering height
  1287. * @returns a new Viewport
  1288. */
  1289. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1290. /**
  1291. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1292. * @param renderWidth defines the rendering width
  1293. * @param renderHeight defines the rendering height
  1294. * @param ref defines the target viewport
  1295. * @returns the current viewport
  1296. */
  1297. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1298. /**
  1299. * Returns a new Viewport copied from the current one
  1300. * @returns a new Viewport
  1301. */
  1302. clone(): Viewport;
  1303. }
  1304. }
  1305. declare module "babylonjs/Misc/arrayTools" {
  1306. /**
  1307. * Class containing a set of static utilities functions for arrays.
  1308. */
  1309. export class ArrayTools {
  1310. /**
  1311. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1312. * @param size the number of element to construct and put in the array
  1313. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1314. * @returns a new array filled with new objects
  1315. */
  1316. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1317. }
  1318. }
  1319. declare module "babylonjs/Maths/math.like" {
  1320. import { float, int, DeepImmutable } from "babylonjs/types";
  1321. /**
  1322. * @hidden
  1323. */
  1324. export interface IColor4Like {
  1325. r: float;
  1326. g: float;
  1327. b: float;
  1328. a: float;
  1329. }
  1330. /**
  1331. * @hidden
  1332. */
  1333. export interface IColor3Like {
  1334. r: float;
  1335. g: float;
  1336. b: float;
  1337. }
  1338. /**
  1339. * @hidden
  1340. */
  1341. export interface IVector4Like {
  1342. x: float;
  1343. y: float;
  1344. z: float;
  1345. w: float;
  1346. }
  1347. /**
  1348. * @hidden
  1349. */
  1350. export interface IVector3Like {
  1351. x: float;
  1352. y: float;
  1353. z: float;
  1354. }
  1355. /**
  1356. * @hidden
  1357. */
  1358. export interface IVector2Like {
  1359. x: float;
  1360. y: float;
  1361. }
  1362. /**
  1363. * @hidden
  1364. */
  1365. export interface IMatrixLike {
  1366. toArray(): DeepImmutable<Float32Array>;
  1367. updateFlag: int;
  1368. }
  1369. /**
  1370. * @hidden
  1371. */
  1372. export interface IViewportLike {
  1373. x: float;
  1374. y: float;
  1375. width: float;
  1376. height: float;
  1377. }
  1378. /**
  1379. * @hidden
  1380. */
  1381. export interface IPlaneLike {
  1382. normal: IVector3Like;
  1383. d: float;
  1384. normalize(): void;
  1385. }
  1386. }
  1387. declare module "babylonjs/Maths/math.vector" {
  1388. import { Viewport } from "babylonjs/Maths/math.viewport";
  1389. import { DeepImmutable, Nullable, FloatArray, float } from "babylonjs/types";
  1390. import { IPlaneLike } from "babylonjs/Maths/math.like";
  1391. /**
  1392. * Class representing a vector containing 2 coordinates
  1393. */
  1394. export class Vector2 {
  1395. /** defines the first coordinate */
  1396. x: number;
  1397. /** defines the second coordinate */
  1398. y: number;
  1399. /**
  1400. * Creates a new Vector2 from the given x and y coordinates
  1401. * @param x defines the first coordinate
  1402. * @param y defines the second coordinate
  1403. */
  1404. constructor(
  1405. /** defines the first coordinate */
  1406. x?: number,
  1407. /** defines the second coordinate */
  1408. y?: number);
  1409. /**
  1410. * Gets a string with the Vector2 coordinates
  1411. * @returns a string with the Vector2 coordinates
  1412. */
  1413. toString(): string;
  1414. /**
  1415. * Gets class name
  1416. * @returns the string "Vector2"
  1417. */
  1418. getClassName(): string;
  1419. /**
  1420. * Gets current vector hash code
  1421. * @returns the Vector2 hash code as a number
  1422. */
  1423. getHashCode(): number;
  1424. /**
  1425. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1426. * @param array defines the source array
  1427. * @param index defines the offset in source array
  1428. * @returns the current Vector2
  1429. */
  1430. toArray(array: FloatArray, index?: number): Vector2;
  1431. /**
  1432. * Copy the current vector to an array
  1433. * @returns a new array with 2 elements: the Vector2 coordinates.
  1434. */
  1435. asArray(): number[];
  1436. /**
  1437. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1438. * @param source defines the source Vector2
  1439. * @returns the current updated Vector2
  1440. */
  1441. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  1442. /**
  1443. * Sets the Vector2 coordinates with the given floats
  1444. * @param x defines the first coordinate
  1445. * @param y defines the second coordinate
  1446. * @returns the current updated Vector2
  1447. */
  1448. copyFromFloats(x: number, y: number): Vector2;
  1449. /**
  1450. * Sets the Vector2 coordinates with the given floats
  1451. * @param x defines the first coordinate
  1452. * @param y defines the second coordinate
  1453. * @returns the current updated Vector2
  1454. */
  1455. set(x: number, y: number): Vector2;
  1456. /**
  1457. * Add another vector with the current one
  1458. * @param otherVector defines the other vector
  1459. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  1460. */
  1461. add(otherVector: DeepImmutable<Vector2>): Vector2;
  1462. /**
  1463. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  1464. * @param otherVector defines the other vector
  1465. * @param result defines the target vector
  1466. * @returns the unmodified current Vector2
  1467. */
  1468. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1469. /**
  1470. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  1471. * @param otherVector defines the other vector
  1472. * @returns the current updated Vector2
  1473. */
  1474. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1475. /**
  1476. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  1477. * @param otherVector defines the other vector
  1478. * @returns a new Vector2
  1479. */
  1480. addVector3(otherVector: Vector3): Vector2;
  1481. /**
  1482. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  1483. * @param otherVector defines the other vector
  1484. * @returns a new Vector2
  1485. */
  1486. subtract(otherVector: Vector2): Vector2;
  1487. /**
  1488. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  1489. * @param otherVector defines the other vector
  1490. * @param result defines the target vector
  1491. * @returns the unmodified current Vector2
  1492. */
  1493. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1494. /**
  1495. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  1496. * @param otherVector defines the other vector
  1497. * @returns the current updated Vector2
  1498. */
  1499. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1500. /**
  1501. * Multiplies in place the current Vector2 coordinates by the given ones
  1502. * @param otherVector defines the other vector
  1503. * @returns the current updated Vector2
  1504. */
  1505. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1506. /**
  1507. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  1508. * @param otherVector defines the other vector
  1509. * @returns a new Vector2
  1510. */
  1511. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  1512. /**
  1513. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  1514. * @param otherVector defines the other vector
  1515. * @param result defines the target vector
  1516. * @returns the unmodified current Vector2
  1517. */
  1518. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1519. /**
  1520. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  1521. * @param x defines the first coordinate
  1522. * @param y defines the second coordinate
  1523. * @returns a new Vector2
  1524. */
  1525. multiplyByFloats(x: number, y: number): Vector2;
  1526. /**
  1527. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  1528. * @param otherVector defines the other vector
  1529. * @returns a new Vector2
  1530. */
  1531. divide(otherVector: Vector2): Vector2;
  1532. /**
  1533. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  1534. * @param otherVector defines the other vector
  1535. * @param result defines the target vector
  1536. * @returns the unmodified current Vector2
  1537. */
  1538. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1539. /**
  1540. * Divides the current Vector2 coordinates by the given ones
  1541. * @param otherVector defines the other vector
  1542. * @returns the current updated Vector2
  1543. */
  1544. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1545. /**
  1546. * Gets a new Vector2 with current Vector2 negated coordinates
  1547. * @returns a new Vector2
  1548. */
  1549. negate(): Vector2;
  1550. /**
  1551. * Multiply the Vector2 coordinates by scale
  1552. * @param scale defines the scaling factor
  1553. * @returns the current updated Vector2
  1554. */
  1555. scaleInPlace(scale: number): Vector2;
  1556. /**
  1557. * Returns a new Vector2 scaled by "scale" from the current Vector2
  1558. * @param scale defines the scaling factor
  1559. * @returns a new Vector2
  1560. */
  1561. scale(scale: number): Vector2;
  1562. /**
  1563. * Scale the current Vector2 values by a factor to a given Vector2
  1564. * @param scale defines the scale factor
  1565. * @param result defines the Vector2 object where to store the result
  1566. * @returns the unmodified current Vector2
  1567. */
  1568. scaleToRef(scale: number, result: Vector2): Vector2;
  1569. /**
  1570. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  1571. * @param scale defines the scale factor
  1572. * @param result defines the Vector2 object where to store the result
  1573. * @returns the unmodified current Vector2
  1574. */
  1575. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  1576. /**
  1577. * Gets a boolean if two vectors are equals
  1578. * @param otherVector defines the other vector
  1579. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  1580. */
  1581. equals(otherVector: DeepImmutable<Vector2>): boolean;
  1582. /**
  1583. * Gets a boolean if two vectors are equals (using an epsilon value)
  1584. * @param otherVector defines the other vector
  1585. * @param epsilon defines the minimal distance to consider equality
  1586. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  1587. */
  1588. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  1589. /**
  1590. * Gets a new Vector2 from current Vector2 floored values
  1591. * @returns a new Vector2
  1592. */
  1593. floor(): Vector2;
  1594. /**
  1595. * Gets a new Vector2 from current Vector2 floored values
  1596. * @returns a new Vector2
  1597. */
  1598. fract(): Vector2;
  1599. /**
  1600. * Gets the length of the vector
  1601. * @returns the vector length (float)
  1602. */
  1603. length(): number;
  1604. /**
  1605. * Gets the vector squared length
  1606. * @returns the vector squared length (float)
  1607. */
  1608. lengthSquared(): number;
  1609. /**
  1610. * Normalize the vector
  1611. * @returns the current updated Vector2
  1612. */
  1613. normalize(): Vector2;
  1614. /**
  1615. * Gets a new Vector2 copied from the Vector2
  1616. * @returns a new Vector2
  1617. */
  1618. clone(): Vector2;
  1619. /**
  1620. * Gets a new Vector2(0, 0)
  1621. * @returns a new Vector2
  1622. */
  1623. static Zero(): Vector2;
  1624. /**
  1625. * Gets a new Vector2(1, 1)
  1626. * @returns a new Vector2
  1627. */
  1628. static One(): Vector2;
  1629. /**
  1630. * Gets a new Vector2 set from the given index element of the given array
  1631. * @param array defines the data source
  1632. * @param offset defines the offset in the data source
  1633. * @returns a new Vector2
  1634. */
  1635. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  1636. /**
  1637. * Sets "result" from the given index element of the given array
  1638. * @param array defines the data source
  1639. * @param offset defines the offset in the data source
  1640. * @param result defines the target vector
  1641. */
  1642. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  1643. /**
  1644. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  1645. * @param value1 defines 1st point of control
  1646. * @param value2 defines 2nd point of control
  1647. * @param value3 defines 3rd point of control
  1648. * @param value4 defines 4th point of control
  1649. * @param amount defines the interpolation factor
  1650. * @returns a new Vector2
  1651. */
  1652. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  1653. /**
  1654. * 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".
  1655. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  1656. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  1657. * @param value defines the value to clamp
  1658. * @param min defines the lower limit
  1659. * @param max defines the upper limit
  1660. * @returns a new Vector2
  1661. */
  1662. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  1663. /**
  1664. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  1665. * @param value1 defines the 1st control point
  1666. * @param tangent1 defines the outgoing tangent
  1667. * @param value2 defines the 2nd control point
  1668. * @param tangent2 defines the incoming tangent
  1669. * @param amount defines the interpolation factor
  1670. * @returns a new Vector2
  1671. */
  1672. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  1673. /**
  1674. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  1675. * @param start defines the start vector
  1676. * @param end defines the end vector
  1677. * @param amount defines the interpolation factor
  1678. * @returns a new Vector2
  1679. */
  1680. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  1681. /**
  1682. * Gets the dot product of the vector "left" and the vector "right"
  1683. * @param left defines first vector
  1684. * @param right defines second vector
  1685. * @returns the dot product (float)
  1686. */
  1687. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  1688. /**
  1689. * Returns a new Vector2 equal to the normalized given vector
  1690. * @param vector defines the vector to normalize
  1691. * @returns a new Vector2
  1692. */
  1693. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  1694. /**
  1695. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  1696. * @param left defines 1st vector
  1697. * @param right defines 2nd vector
  1698. * @returns a new Vector2
  1699. */
  1700. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1701. /**
  1702. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  1703. * @param left defines 1st vector
  1704. * @param right defines 2nd vector
  1705. * @returns a new Vector2
  1706. */
  1707. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1708. /**
  1709. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  1710. * @param vector defines the vector to transform
  1711. * @param transformation defines the matrix to apply
  1712. * @returns a new Vector2
  1713. */
  1714. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  1715. /**
  1716. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  1717. * @param vector defines the vector to transform
  1718. * @param transformation defines the matrix to apply
  1719. * @param result defines the target vector
  1720. */
  1721. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  1722. /**
  1723. * Determines if a given vector is included in a triangle
  1724. * @param p defines the vector to test
  1725. * @param p0 defines 1st triangle point
  1726. * @param p1 defines 2nd triangle point
  1727. * @param p2 defines 3rd triangle point
  1728. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  1729. */
  1730. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  1731. /**
  1732. * Gets the distance between the vectors "value1" and "value2"
  1733. * @param value1 defines first vector
  1734. * @param value2 defines second vector
  1735. * @returns the distance between vectors
  1736. */
  1737. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1738. /**
  1739. * Returns the squared distance between the vectors "value1" and "value2"
  1740. * @param value1 defines first vector
  1741. * @param value2 defines second vector
  1742. * @returns the squared distance between vectors
  1743. */
  1744. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1745. /**
  1746. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  1747. * @param value1 defines first vector
  1748. * @param value2 defines second vector
  1749. * @returns a new Vector2
  1750. */
  1751. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  1752. /**
  1753. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  1754. * @param p defines the middle point
  1755. * @param segA defines one point of the segment
  1756. * @param segB defines the other point of the segment
  1757. * @returns the shortest distance
  1758. */
  1759. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  1760. }
  1761. /**
  1762. * Classed used to store (x,y,z) vector representation
  1763. * A Vector3 is the main object used in 3D geometry
  1764. * It can represent etiher the coordinates of a point the space, either a direction
  1765. * Reminder: js uses a left handed forward facing system
  1766. */
  1767. export class Vector3 {
  1768. /**
  1769. * Defines the first coordinates (on X axis)
  1770. */
  1771. x: number;
  1772. /**
  1773. * Defines the second coordinates (on Y axis)
  1774. */
  1775. y: number;
  1776. /**
  1777. * Defines the third coordinates (on Z axis)
  1778. */
  1779. z: number;
  1780. private static _UpReadOnly;
  1781. private static _ZeroReadOnly;
  1782. /**
  1783. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  1784. * @param x defines the first coordinates (on X axis)
  1785. * @param y defines the second coordinates (on Y axis)
  1786. * @param z defines the third coordinates (on Z axis)
  1787. */
  1788. constructor(
  1789. /**
  1790. * Defines the first coordinates (on X axis)
  1791. */
  1792. x?: number,
  1793. /**
  1794. * Defines the second coordinates (on Y axis)
  1795. */
  1796. y?: number,
  1797. /**
  1798. * Defines the third coordinates (on Z axis)
  1799. */
  1800. z?: number);
  1801. /**
  1802. * Creates a string representation of the Vector3
  1803. * @returns a string with the Vector3 coordinates.
  1804. */
  1805. toString(): string;
  1806. /**
  1807. * Gets the class name
  1808. * @returns the string "Vector3"
  1809. */
  1810. getClassName(): string;
  1811. /**
  1812. * Creates the Vector3 hash code
  1813. * @returns a number which tends to be unique between Vector3 instances
  1814. */
  1815. getHashCode(): number;
  1816. /**
  1817. * Creates an array containing three elements : the coordinates of the Vector3
  1818. * @returns a new array of numbers
  1819. */
  1820. asArray(): number[];
  1821. /**
  1822. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  1823. * @param array defines the destination array
  1824. * @param index defines the offset in the destination array
  1825. * @returns the current Vector3
  1826. */
  1827. toArray(array: FloatArray, index?: number): Vector3;
  1828. /**
  1829. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  1830. * @returns a new Quaternion object, computed from the Vector3 coordinates
  1831. */
  1832. toQuaternion(): Quaternion;
  1833. /**
  1834. * Adds the given vector to the current Vector3
  1835. * @param otherVector defines the second operand
  1836. * @returns the current updated Vector3
  1837. */
  1838. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1839. /**
  1840. * Adds the given coordinates to the current Vector3
  1841. * @param x defines the x coordinate of the operand
  1842. * @param y defines the y coordinate of the operand
  1843. * @param z defines the z coordinate of the operand
  1844. * @returns the current updated Vector3
  1845. */
  1846. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  1847. /**
  1848. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  1849. * @param otherVector defines the second operand
  1850. * @returns the resulting Vector3
  1851. */
  1852. add(otherVector: DeepImmutable<Vector3>): Vector3;
  1853. /**
  1854. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  1855. * @param otherVector defines the second operand
  1856. * @param result defines the Vector3 object where to store the result
  1857. * @returns the current Vector3
  1858. */
  1859. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1860. /**
  1861. * Subtract the given vector from the current Vector3
  1862. * @param otherVector defines the second operand
  1863. * @returns the current updated Vector3
  1864. */
  1865. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1866. /**
  1867. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  1868. * @param otherVector defines the second operand
  1869. * @returns the resulting Vector3
  1870. */
  1871. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  1872. /**
  1873. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  1874. * @param otherVector defines the second operand
  1875. * @param result defines the Vector3 object where to store the result
  1876. * @returns the current Vector3
  1877. */
  1878. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1879. /**
  1880. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  1881. * @param x defines the x coordinate of the operand
  1882. * @param y defines the y coordinate of the operand
  1883. * @param z defines the z coordinate of the operand
  1884. * @returns the resulting Vector3
  1885. */
  1886. subtractFromFloats(x: number, y: number, z: number): Vector3;
  1887. /**
  1888. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  1889. * @param x defines the x coordinate of the operand
  1890. * @param y defines the y coordinate of the operand
  1891. * @param z defines the z coordinate of the operand
  1892. * @param result defines the Vector3 object where to store the result
  1893. * @returns the current Vector3
  1894. */
  1895. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  1896. /**
  1897. * Gets a new Vector3 set with the current Vector3 negated coordinates
  1898. * @returns a new Vector3
  1899. */
  1900. negate(): Vector3;
  1901. /**
  1902. * Multiplies the Vector3 coordinates by the float "scale"
  1903. * @param scale defines the multiplier factor
  1904. * @returns the current updated Vector3
  1905. */
  1906. scaleInPlace(scale: number): Vector3;
  1907. /**
  1908. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  1909. * @param scale defines the multiplier factor
  1910. * @returns a new Vector3
  1911. */
  1912. scale(scale: number): Vector3;
  1913. /**
  1914. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  1915. * @param scale defines the multiplier factor
  1916. * @param result defines the Vector3 object where to store the result
  1917. * @returns the current Vector3
  1918. */
  1919. scaleToRef(scale: number, result: Vector3): Vector3;
  1920. /**
  1921. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  1922. * @param scale defines the scale factor
  1923. * @param result defines the Vector3 object where to store the result
  1924. * @returns the unmodified current Vector3
  1925. */
  1926. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  1927. /**
  1928. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  1929. * @param otherVector defines the second operand
  1930. * @returns true if both vectors are equals
  1931. */
  1932. equals(otherVector: DeepImmutable<Vector3>): boolean;
  1933. /**
  1934. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  1935. * @param otherVector defines the second operand
  1936. * @param epsilon defines the minimal distance to define values as equals
  1937. * @returns true if both vectors are distant less than epsilon
  1938. */
  1939. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  1940. /**
  1941. * Returns true if the current Vector3 coordinates equals the given floats
  1942. * @param x defines the x coordinate of the operand
  1943. * @param y defines the y coordinate of the operand
  1944. * @param z defines the z coordinate of the operand
  1945. * @returns true if both vectors are equals
  1946. */
  1947. equalsToFloats(x: number, y: number, z: number): boolean;
  1948. /**
  1949. * Multiplies the current Vector3 coordinates by the given ones
  1950. * @param otherVector defines the second operand
  1951. * @returns the current updated Vector3
  1952. */
  1953. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1954. /**
  1955. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  1956. * @param otherVector defines the second operand
  1957. * @returns the new Vector3
  1958. */
  1959. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  1960. /**
  1961. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  1962. * @param otherVector defines the second operand
  1963. * @param result defines the Vector3 object where to store the result
  1964. * @returns the current Vector3
  1965. */
  1966. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1967. /**
  1968. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  1969. * @param x defines the x coordinate of the operand
  1970. * @param y defines the y coordinate of the operand
  1971. * @param z defines the z coordinate of the operand
  1972. * @returns the new Vector3
  1973. */
  1974. multiplyByFloats(x: number, y: number, z: number): Vector3;
  1975. /**
  1976. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  1977. * @param otherVector defines the second operand
  1978. * @returns the new Vector3
  1979. */
  1980. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  1981. /**
  1982. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  1983. * @param otherVector defines the second operand
  1984. * @param result defines the Vector3 object where to store the result
  1985. * @returns the current Vector3
  1986. */
  1987. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1988. /**
  1989. * Divides the current Vector3 coordinates by the given ones.
  1990. * @param otherVector defines the second operand
  1991. * @returns the current updated Vector3
  1992. */
  1993. divideInPlace(otherVector: Vector3): Vector3;
  1994. /**
  1995. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  1996. * @param other defines the second operand
  1997. * @returns the current updated Vector3
  1998. */
  1999. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2000. /**
  2001. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  2002. * @param other defines the second operand
  2003. * @returns the current updated Vector3
  2004. */
  2005. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2006. /**
  2007. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2008. * @param x defines the x coordinate of the operand
  2009. * @param y defines the y coordinate of the operand
  2010. * @param z defines the z coordinate of the operand
  2011. * @returns the current updated Vector3
  2012. */
  2013. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2014. /**
  2015. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2016. * @param x defines the x coordinate of the operand
  2017. * @param y defines the y coordinate of the operand
  2018. * @param z defines the z coordinate of the operand
  2019. * @returns the current updated Vector3
  2020. */
  2021. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2022. /**
  2023. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2024. * Check if is non uniform within a certain amount of decimal places to account for this
  2025. * @param epsilon the amount the values can differ
  2026. * @returns if the the vector is non uniform to a certain number of decimal places
  2027. */
  2028. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2029. /**
  2030. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2031. */
  2032. readonly isNonUniform: boolean;
  2033. /**
  2034. * Gets a new Vector3 from current Vector3 floored values
  2035. * @returns a new Vector3
  2036. */
  2037. floor(): Vector3;
  2038. /**
  2039. * Gets a new Vector3 from current Vector3 floored values
  2040. * @returns a new Vector3
  2041. */
  2042. fract(): Vector3;
  2043. /**
  2044. * Gets the length of the Vector3
  2045. * @returns the length of the Vector3
  2046. */
  2047. length(): number;
  2048. /**
  2049. * Gets the squared length of the Vector3
  2050. * @returns squared length of the Vector3
  2051. */
  2052. lengthSquared(): number;
  2053. /**
  2054. * Normalize the current Vector3.
  2055. * Please note that this is an in place operation.
  2056. * @returns the current updated Vector3
  2057. */
  2058. normalize(): Vector3;
  2059. /**
  2060. * Reorders the x y z properties of the vector in place
  2061. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2062. * @returns the current updated vector
  2063. */
  2064. reorderInPlace(order: string): this;
  2065. /**
  2066. * Rotates the vector around 0,0,0 by a quaternion
  2067. * @param quaternion the rotation quaternion
  2068. * @param result vector to store the result
  2069. * @returns the resulting vector
  2070. */
  2071. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2072. /**
  2073. * Rotates a vector around a given point
  2074. * @param quaternion the rotation quaternion
  2075. * @param point the point to rotate around
  2076. * @param result vector to store the result
  2077. * @returns the resulting vector
  2078. */
  2079. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2080. /**
  2081. * Normalize the current Vector3 with the given input length.
  2082. * Please note that this is an in place operation.
  2083. * @param len the length of the vector
  2084. * @returns the current updated Vector3
  2085. */
  2086. normalizeFromLength(len: number): Vector3;
  2087. /**
  2088. * Normalize the current Vector3 to a new vector
  2089. * @returns the new Vector3
  2090. */
  2091. normalizeToNew(): Vector3;
  2092. /**
  2093. * Normalize the current Vector3 to the reference
  2094. * @param reference define the Vector3 to update
  2095. * @returns the updated Vector3
  2096. */
  2097. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2098. /**
  2099. * Creates a new Vector3 copied from the current Vector3
  2100. * @returns the new Vector3
  2101. */
  2102. clone(): Vector3;
  2103. /**
  2104. * Copies the given vector coordinates to the current Vector3 ones
  2105. * @param source defines the source Vector3
  2106. * @returns the current updated Vector3
  2107. */
  2108. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2109. /**
  2110. * Copies the given floats to the current Vector3 coordinates
  2111. * @param x defines the x coordinate of the operand
  2112. * @param y defines the y coordinate of the operand
  2113. * @param z defines the z coordinate of the operand
  2114. * @returns the current updated Vector3
  2115. */
  2116. copyFromFloats(x: number, y: number, z: number): Vector3;
  2117. /**
  2118. * Copies the given floats to the current Vector3 coordinates
  2119. * @param x defines the x coordinate of the operand
  2120. * @param y defines the y coordinate of the operand
  2121. * @param z defines the z coordinate of the operand
  2122. * @returns the current updated Vector3
  2123. */
  2124. set(x: number, y: number, z: number): Vector3;
  2125. /**
  2126. * Copies the given float to the current Vector3 coordinates
  2127. * @param v defines the x, y and z coordinates of the operand
  2128. * @returns the current updated Vector3
  2129. */
  2130. setAll(v: number): Vector3;
  2131. /**
  2132. * Get the clip factor between two vectors
  2133. * @param vector0 defines the first operand
  2134. * @param vector1 defines the second operand
  2135. * @param axis defines the axis to use
  2136. * @param size defines the size along the axis
  2137. * @returns the clip factor
  2138. */
  2139. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2140. /**
  2141. * Get angle between two vectors
  2142. * @param vector0 angle between vector0 and vector1
  2143. * @param vector1 angle between vector0 and vector1
  2144. * @param normal direction of the normal
  2145. * @return the angle between vector0 and vector1
  2146. */
  2147. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2148. /**
  2149. * Returns a new Vector3 set from the index "offset" of the given array
  2150. * @param array defines the source array
  2151. * @param offset defines the offset in the source array
  2152. * @returns the new Vector3
  2153. */
  2154. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2155. /**
  2156. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2157. * This function is deprecated. Use FromArray instead
  2158. * @param array defines the source array
  2159. * @param offset defines the offset in the source array
  2160. * @returns the new Vector3
  2161. */
  2162. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2163. /**
  2164. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2165. * @param array defines the source array
  2166. * @param offset defines the offset in the source array
  2167. * @param result defines the Vector3 where to store the result
  2168. */
  2169. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2170. /**
  2171. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2172. * This function is deprecated. Use FromArrayToRef instead.
  2173. * @param array defines the source array
  2174. * @param offset defines the offset in the source array
  2175. * @param result defines the Vector3 where to store the result
  2176. */
  2177. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2178. /**
  2179. * Sets the given vector "result" with the given floats.
  2180. * @param x defines the x coordinate of the source
  2181. * @param y defines the y coordinate of the source
  2182. * @param z defines the z coordinate of the source
  2183. * @param result defines the Vector3 where to store the result
  2184. */
  2185. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2186. /**
  2187. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2188. * @returns a new empty Vector3
  2189. */
  2190. static Zero(): Vector3;
  2191. /**
  2192. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2193. * @returns a new unit Vector3
  2194. */
  2195. static One(): Vector3;
  2196. /**
  2197. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2198. * @returns a new up Vector3
  2199. */
  2200. static Up(): Vector3;
  2201. /**
  2202. * Gets a up Vector3 that must not be updated
  2203. */
  2204. static readonly UpReadOnly: DeepImmutable<Vector3>;
  2205. /**
  2206. * Gets a zero Vector3 that must not be updated
  2207. */
  2208. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  2209. /**
  2210. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2211. * @returns a new down Vector3
  2212. */
  2213. static Down(): Vector3;
  2214. /**
  2215. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2216. * @returns a new forward Vector3
  2217. */
  2218. static Forward(): Vector3;
  2219. /**
  2220. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2221. * @returns a new forward Vector3
  2222. */
  2223. static Backward(): Vector3;
  2224. /**
  2225. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2226. * @returns a new right Vector3
  2227. */
  2228. static Right(): Vector3;
  2229. /**
  2230. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2231. * @returns a new left Vector3
  2232. */
  2233. static Left(): Vector3;
  2234. /**
  2235. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2236. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2237. * @param vector defines the Vector3 to transform
  2238. * @param transformation defines the transformation matrix
  2239. * @returns the transformed Vector3
  2240. */
  2241. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2242. /**
  2243. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2244. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2245. * @param vector defines the Vector3 to transform
  2246. * @param transformation defines the transformation matrix
  2247. * @param result defines the Vector3 where to store the result
  2248. */
  2249. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2250. /**
  2251. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2252. * This method computes tranformed coordinates only, not transformed direction vectors
  2253. * @param x define the x coordinate of the source vector
  2254. * @param y define the y coordinate of the source vector
  2255. * @param z define the z coordinate of the source vector
  2256. * @param transformation defines the transformation matrix
  2257. * @param result defines the Vector3 where to store the result
  2258. */
  2259. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2260. /**
  2261. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2262. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2263. * @param vector defines the Vector3 to transform
  2264. * @param transformation defines the transformation matrix
  2265. * @returns the new Vector3
  2266. */
  2267. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2268. /**
  2269. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2270. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2271. * @param vector defines the Vector3 to transform
  2272. * @param transformation defines the transformation matrix
  2273. * @param result defines the Vector3 where to store the result
  2274. */
  2275. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2276. /**
  2277. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2278. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2279. * @param x define the x coordinate of the source vector
  2280. * @param y define the y coordinate of the source vector
  2281. * @param z define the z coordinate of the source vector
  2282. * @param transformation defines the transformation matrix
  2283. * @param result defines the Vector3 where to store the result
  2284. */
  2285. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2286. /**
  2287. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2288. * @param value1 defines the first control point
  2289. * @param value2 defines the second control point
  2290. * @param value3 defines the third control point
  2291. * @param value4 defines the fourth control point
  2292. * @param amount defines the amount on the spline to use
  2293. * @returns the new Vector3
  2294. */
  2295. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2296. /**
  2297. * 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"
  2298. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2299. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2300. * @param value defines the current value
  2301. * @param min defines the lower range value
  2302. * @param max defines the upper range value
  2303. * @returns the new Vector3
  2304. */
  2305. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2306. /**
  2307. * 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"
  2308. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2309. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2310. * @param value defines the current value
  2311. * @param min defines the lower range value
  2312. * @param max defines the upper range value
  2313. * @param result defines the Vector3 where to store the result
  2314. */
  2315. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2316. /**
  2317. * Checks if a given vector is inside a specific range
  2318. * @param v defines the vector to test
  2319. * @param min defines the minimum range
  2320. * @param max defines the maximum range
  2321. */
  2322. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2323. /**
  2324. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2325. * @param value1 defines the first control point
  2326. * @param tangent1 defines the first tangent vector
  2327. * @param value2 defines the second control point
  2328. * @param tangent2 defines the second tangent vector
  2329. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2330. * @returns the new Vector3
  2331. */
  2332. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2333. /**
  2334. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2335. * @param start defines the start value
  2336. * @param end defines the end value
  2337. * @param amount max defines amount between both (between 0 and 1)
  2338. * @returns the new Vector3
  2339. */
  2340. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2341. /**
  2342. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2343. * @param start defines the start value
  2344. * @param end defines the end value
  2345. * @param amount max defines amount between both (between 0 and 1)
  2346. * @param result defines the Vector3 where to store the result
  2347. */
  2348. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2349. /**
  2350. * Returns the dot product (float) between the vectors "left" and "right"
  2351. * @param left defines the left operand
  2352. * @param right defines the right operand
  2353. * @returns the dot product
  2354. */
  2355. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2356. /**
  2357. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2358. * The cross product is then orthogonal to both "left" and "right"
  2359. * @param left defines the left operand
  2360. * @param right defines the right operand
  2361. * @returns the cross product
  2362. */
  2363. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2364. /**
  2365. * Sets the given vector "result" with the cross product of "left" and "right"
  2366. * The cross product is then orthogonal to both "left" and "right"
  2367. * @param left defines the left operand
  2368. * @param right defines the right operand
  2369. * @param result defines the Vector3 where to store the result
  2370. */
  2371. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2372. /**
  2373. * Returns a new Vector3 as the normalization of the given vector
  2374. * @param vector defines the Vector3 to normalize
  2375. * @returns the new Vector3
  2376. */
  2377. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2378. /**
  2379. * Sets the given vector "result" with the normalization of the given first vector
  2380. * @param vector defines the Vector3 to normalize
  2381. * @param result defines the Vector3 where to store the result
  2382. */
  2383. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2384. /**
  2385. * Project a Vector3 onto screen space
  2386. * @param vector defines the Vector3 to project
  2387. * @param world defines the world matrix to use
  2388. * @param transform defines the transform (view x projection) matrix to use
  2389. * @param viewport defines the screen viewport to use
  2390. * @returns the new Vector3
  2391. */
  2392. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2393. /** @hidden */
  2394. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2395. /**
  2396. * Unproject from screen space to object space
  2397. * @param source defines the screen space Vector3 to use
  2398. * @param viewportWidth defines the current width of the viewport
  2399. * @param viewportHeight defines the current height of the viewport
  2400. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2401. * @param transform defines the transform (view x projection) matrix to use
  2402. * @returns the new Vector3
  2403. */
  2404. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2405. /**
  2406. * Unproject from screen space to object space
  2407. * @param source defines the screen space Vector3 to use
  2408. * @param viewportWidth defines the current width of the viewport
  2409. * @param viewportHeight defines the current height of the viewport
  2410. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2411. * @param view defines the view matrix to use
  2412. * @param projection defines the projection matrix to use
  2413. * @returns the new Vector3
  2414. */
  2415. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2416. /**
  2417. * Unproject from screen space to object space
  2418. * @param source defines the screen space Vector3 to use
  2419. * @param viewportWidth defines the current width of the viewport
  2420. * @param viewportHeight defines the current height of the viewport
  2421. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2422. * @param view defines the view matrix to use
  2423. * @param projection defines the projection matrix to use
  2424. * @param result defines the Vector3 where to store the result
  2425. */
  2426. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2427. /**
  2428. * Unproject from screen space to object space
  2429. * @param sourceX defines the screen space x coordinate to use
  2430. * @param sourceY defines the screen space y coordinate to use
  2431. * @param sourceZ defines the screen space z coordinate to use
  2432. * @param viewportWidth defines the current width of the viewport
  2433. * @param viewportHeight defines the current height of the viewport
  2434. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2435. * @param view defines the view matrix to use
  2436. * @param projection defines the projection matrix to use
  2437. * @param result defines the Vector3 where to store the result
  2438. */
  2439. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2440. /**
  2441. * Gets the minimal coordinate values between two Vector3
  2442. * @param left defines the first operand
  2443. * @param right defines the second operand
  2444. * @returns the new Vector3
  2445. */
  2446. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2447. /**
  2448. * Gets the maximal coordinate values between two Vector3
  2449. * @param left defines the first operand
  2450. * @param right defines the second operand
  2451. * @returns the new Vector3
  2452. */
  2453. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2454. /**
  2455. * Returns the distance between the vectors "value1" and "value2"
  2456. * @param value1 defines the first operand
  2457. * @param value2 defines the second operand
  2458. * @returns the distance
  2459. */
  2460. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2461. /**
  2462. * Returns the squared distance between the vectors "value1" and "value2"
  2463. * @param value1 defines the first operand
  2464. * @param value2 defines the second operand
  2465. * @returns the squared distance
  2466. */
  2467. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2468. /**
  2469. * Returns a new Vector3 located at the center between "value1" and "value2"
  2470. * @param value1 defines the first operand
  2471. * @param value2 defines the second operand
  2472. * @returns the new Vector3
  2473. */
  2474. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  2475. /**
  2476. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  2477. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  2478. * to something in order to rotate it from its local system to the given target system
  2479. * Note: axis1, axis2 and axis3 are normalized during this operation
  2480. * @param axis1 defines the first axis
  2481. * @param axis2 defines the second axis
  2482. * @param axis3 defines the third axis
  2483. * @returns a new Vector3
  2484. */
  2485. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  2486. /**
  2487. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  2488. * @param axis1 defines the first axis
  2489. * @param axis2 defines the second axis
  2490. * @param axis3 defines the third axis
  2491. * @param ref defines the Vector3 where to store the result
  2492. */
  2493. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  2494. }
  2495. /**
  2496. * Vector4 class created for EulerAngle class conversion to Quaternion
  2497. */
  2498. export class Vector4 {
  2499. /** x value of the vector */
  2500. x: number;
  2501. /** y value of the vector */
  2502. y: number;
  2503. /** z value of the vector */
  2504. z: number;
  2505. /** w value of the vector */
  2506. w: number;
  2507. /**
  2508. * Creates a Vector4 object from the given floats.
  2509. * @param x x value of the vector
  2510. * @param y y value of the vector
  2511. * @param z z value of the vector
  2512. * @param w w value of the vector
  2513. */
  2514. constructor(
  2515. /** x value of the vector */
  2516. x: number,
  2517. /** y value of the vector */
  2518. y: number,
  2519. /** z value of the vector */
  2520. z: number,
  2521. /** w value of the vector */
  2522. w: number);
  2523. /**
  2524. * Returns the string with the Vector4 coordinates.
  2525. * @returns a string containing all the vector values
  2526. */
  2527. toString(): string;
  2528. /**
  2529. * Returns the string "Vector4".
  2530. * @returns "Vector4"
  2531. */
  2532. getClassName(): string;
  2533. /**
  2534. * Returns the Vector4 hash code.
  2535. * @returns a unique hash code
  2536. */
  2537. getHashCode(): number;
  2538. /**
  2539. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  2540. * @returns the resulting array
  2541. */
  2542. asArray(): number[];
  2543. /**
  2544. * Populates the given array from the given index with the Vector4 coordinates.
  2545. * @param array array to populate
  2546. * @param index index of the array to start at (default: 0)
  2547. * @returns the Vector4.
  2548. */
  2549. toArray(array: FloatArray, index?: number): Vector4;
  2550. /**
  2551. * Adds the given vector to the current Vector4.
  2552. * @param otherVector the vector to add
  2553. * @returns the updated Vector4.
  2554. */
  2555. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2556. /**
  2557. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  2558. * @param otherVector the vector to add
  2559. * @returns the resulting vector
  2560. */
  2561. add(otherVector: DeepImmutable<Vector4>): Vector4;
  2562. /**
  2563. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  2564. * @param otherVector the vector to add
  2565. * @param result the vector to store the result
  2566. * @returns the current Vector4.
  2567. */
  2568. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2569. /**
  2570. * Subtract in place the given vector from the current Vector4.
  2571. * @param otherVector the vector to subtract
  2572. * @returns the updated Vector4.
  2573. */
  2574. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2575. /**
  2576. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  2577. * @param otherVector the vector to add
  2578. * @returns the new vector with the result
  2579. */
  2580. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  2581. /**
  2582. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  2583. * @param otherVector the vector to subtract
  2584. * @param result the vector to store the result
  2585. * @returns the current Vector4.
  2586. */
  2587. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2588. /**
  2589. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2590. */
  2591. /**
  2592. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2593. * @param x value to subtract
  2594. * @param y value to subtract
  2595. * @param z value to subtract
  2596. * @param w value to subtract
  2597. * @returns new vector containing the result
  2598. */
  2599. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2600. /**
  2601. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2602. * @param x value to subtract
  2603. * @param y value to subtract
  2604. * @param z value to subtract
  2605. * @param w value to subtract
  2606. * @param result the vector to store the result in
  2607. * @returns the current Vector4.
  2608. */
  2609. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  2610. /**
  2611. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  2612. * @returns a new vector with the negated values
  2613. */
  2614. negate(): Vector4;
  2615. /**
  2616. * Multiplies the current Vector4 coordinates by scale (float).
  2617. * @param scale the number to scale with
  2618. * @returns the updated Vector4.
  2619. */
  2620. scaleInPlace(scale: number): Vector4;
  2621. /**
  2622. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  2623. * @param scale the number to scale with
  2624. * @returns a new vector with the result
  2625. */
  2626. scale(scale: number): Vector4;
  2627. /**
  2628. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  2629. * @param scale the number to scale with
  2630. * @param result a vector to store the result in
  2631. * @returns the current Vector4.
  2632. */
  2633. scaleToRef(scale: number, result: Vector4): Vector4;
  2634. /**
  2635. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  2636. * @param scale defines the scale factor
  2637. * @param result defines the Vector4 object where to store the result
  2638. * @returns the unmodified current Vector4
  2639. */
  2640. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  2641. /**
  2642. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  2643. * @param otherVector the vector to compare against
  2644. * @returns true if they are equal
  2645. */
  2646. equals(otherVector: DeepImmutable<Vector4>): boolean;
  2647. /**
  2648. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  2649. * @param otherVector vector to compare against
  2650. * @param epsilon (Default: very small number)
  2651. * @returns true if they are equal
  2652. */
  2653. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  2654. /**
  2655. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  2656. * @param x x value to compare against
  2657. * @param y y value to compare against
  2658. * @param z z value to compare against
  2659. * @param w w value to compare against
  2660. * @returns true if equal
  2661. */
  2662. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  2663. /**
  2664. * Multiplies in place the current Vector4 by the given one.
  2665. * @param otherVector vector to multiple with
  2666. * @returns the updated Vector4.
  2667. */
  2668. multiplyInPlace(otherVector: Vector4): Vector4;
  2669. /**
  2670. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  2671. * @param otherVector vector to multiple with
  2672. * @returns resulting new vector
  2673. */
  2674. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  2675. /**
  2676. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  2677. * @param otherVector vector to multiple with
  2678. * @param result vector to store the result
  2679. * @returns the current Vector4.
  2680. */
  2681. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2682. /**
  2683. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  2684. * @param x x value multiply with
  2685. * @param y y value multiply with
  2686. * @param z z value multiply with
  2687. * @param w w value multiply with
  2688. * @returns resulting new vector
  2689. */
  2690. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  2691. /**
  2692. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  2693. * @param otherVector vector to devide with
  2694. * @returns resulting new vector
  2695. */
  2696. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  2697. /**
  2698. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  2699. * @param otherVector vector to devide with
  2700. * @param result vector to store the result
  2701. * @returns the current Vector4.
  2702. */
  2703. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2704. /**
  2705. * Divides the current Vector3 coordinates by the given ones.
  2706. * @param otherVector vector to devide with
  2707. * @returns the updated Vector3.
  2708. */
  2709. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2710. /**
  2711. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  2712. * @param other defines the second operand
  2713. * @returns the current updated Vector4
  2714. */
  2715. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2716. /**
  2717. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  2718. * @param other defines the second operand
  2719. * @returns the current updated Vector4
  2720. */
  2721. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2722. /**
  2723. * Gets a new Vector4 from current Vector4 floored values
  2724. * @returns a new Vector4
  2725. */
  2726. floor(): Vector4;
  2727. /**
  2728. * Gets a new Vector4 from current Vector3 floored values
  2729. * @returns a new Vector4
  2730. */
  2731. fract(): Vector4;
  2732. /**
  2733. * Returns the Vector4 length (float).
  2734. * @returns the length
  2735. */
  2736. length(): number;
  2737. /**
  2738. * Returns the Vector4 squared length (float).
  2739. * @returns the length squared
  2740. */
  2741. lengthSquared(): number;
  2742. /**
  2743. * Normalizes in place the Vector4.
  2744. * @returns the updated Vector4.
  2745. */
  2746. normalize(): Vector4;
  2747. /**
  2748. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  2749. * @returns this converted to a new vector3
  2750. */
  2751. toVector3(): Vector3;
  2752. /**
  2753. * Returns a new Vector4 copied from the current one.
  2754. * @returns the new cloned vector
  2755. */
  2756. clone(): Vector4;
  2757. /**
  2758. * Updates the current Vector4 with the given one coordinates.
  2759. * @param source the source vector to copy from
  2760. * @returns the updated Vector4.
  2761. */
  2762. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  2763. /**
  2764. * Updates the current Vector4 coordinates with the given floats.
  2765. * @param x float to copy from
  2766. * @param y float to copy from
  2767. * @param z float to copy from
  2768. * @param w float to copy from
  2769. * @returns the updated Vector4.
  2770. */
  2771. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2772. /**
  2773. * Updates the current Vector4 coordinates with the given floats.
  2774. * @param x float to set from
  2775. * @param y float to set from
  2776. * @param z float to set from
  2777. * @param w float to set from
  2778. * @returns the updated Vector4.
  2779. */
  2780. set(x: number, y: number, z: number, w: number): Vector4;
  2781. /**
  2782. * Copies the given float to the current Vector3 coordinates
  2783. * @param v defines the x, y, z and w coordinates of the operand
  2784. * @returns the current updated Vector3
  2785. */
  2786. setAll(v: number): Vector4;
  2787. /**
  2788. * Returns a new Vector4 set from the starting index of the given array.
  2789. * @param array the array to pull values from
  2790. * @param offset the offset into the array to start at
  2791. * @returns the new vector
  2792. */
  2793. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  2794. /**
  2795. * Updates the given vector "result" from the starting index of the given array.
  2796. * @param array the array to pull values from
  2797. * @param offset the offset into the array to start at
  2798. * @param result the vector to store the result in
  2799. */
  2800. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  2801. /**
  2802. * Updates the given vector "result" from the starting index of the given Float32Array.
  2803. * @param array the array to pull values from
  2804. * @param offset the offset into the array to start at
  2805. * @param result the vector to store the result in
  2806. */
  2807. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  2808. /**
  2809. * Updates the given vector "result" coordinates from the given floats.
  2810. * @param x float to set from
  2811. * @param y float to set from
  2812. * @param z float to set from
  2813. * @param w float to set from
  2814. * @param result the vector to the floats in
  2815. */
  2816. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2817. /**
  2818. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  2819. * @returns the new vector
  2820. */
  2821. static Zero(): Vector4;
  2822. /**
  2823. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  2824. * @returns the new vector
  2825. */
  2826. static One(): Vector4;
  2827. /**
  2828. * Returns a new normalized Vector4 from the given one.
  2829. * @param vector the vector to normalize
  2830. * @returns the vector
  2831. */
  2832. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  2833. /**
  2834. * Updates the given vector "result" from the normalization of the given one.
  2835. * @param vector the vector to normalize
  2836. * @param result the vector to store the result in
  2837. */
  2838. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  2839. /**
  2840. * Returns a vector with the minimum values from the left and right vectors
  2841. * @param left left vector to minimize
  2842. * @param right right vector to minimize
  2843. * @returns a new vector with the minimum of the left and right vector values
  2844. */
  2845. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2846. /**
  2847. * Returns a vector with the maximum values from the left and right vectors
  2848. * @param left left vector to maximize
  2849. * @param right right vector to maximize
  2850. * @returns a new vector with the maximum of the left and right vector values
  2851. */
  2852. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2853. /**
  2854. * Returns the distance (float) between the vectors "value1" and "value2".
  2855. * @param value1 value to calulate the distance between
  2856. * @param value2 value to calulate the distance between
  2857. * @return the distance between the two vectors
  2858. */
  2859. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2860. /**
  2861. * Returns the squared distance (float) between the vectors "value1" and "value2".
  2862. * @param value1 value to calulate the distance between
  2863. * @param value2 value to calulate the distance between
  2864. * @return the distance between the two vectors squared
  2865. */
  2866. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2867. /**
  2868. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  2869. * @param value1 value to calulate the center between
  2870. * @param value2 value to calulate the center between
  2871. * @return the center between the two vectors
  2872. */
  2873. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  2874. /**
  2875. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  2876. * This methods computes transformed normalized direction vectors only.
  2877. * @param vector the vector to transform
  2878. * @param transformation the transformation matrix to apply
  2879. * @returns the new vector
  2880. */
  2881. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  2882. /**
  2883. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  2884. * This methods computes transformed normalized direction vectors only.
  2885. * @param vector the vector to transform
  2886. * @param transformation the transformation matrix to apply
  2887. * @param result the vector to store the result in
  2888. */
  2889. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2890. /**
  2891. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  2892. * This methods computes transformed normalized direction vectors only.
  2893. * @param x value to transform
  2894. * @param y value to transform
  2895. * @param z value to transform
  2896. * @param w value to transform
  2897. * @param transformation the transformation matrix to apply
  2898. * @param result the vector to store the results in
  2899. */
  2900. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2901. /**
  2902. * Creates a new Vector4 from a Vector3
  2903. * @param source defines the source data
  2904. * @param w defines the 4th component (default is 0)
  2905. * @returns a new Vector4
  2906. */
  2907. static FromVector3(source: Vector3, w?: number): Vector4;
  2908. }
  2909. /**
  2910. * Class used to store quaternion data
  2911. * @see https://en.wikipedia.org/wiki/Quaternion
  2912. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  2913. */
  2914. export class Quaternion {
  2915. /** defines the first component (0 by default) */
  2916. x: number;
  2917. /** defines the second component (0 by default) */
  2918. y: number;
  2919. /** defines the third component (0 by default) */
  2920. z: number;
  2921. /** defines the fourth component (1.0 by default) */
  2922. w: number;
  2923. /**
  2924. * Creates a new Quaternion from the given floats
  2925. * @param x defines the first component (0 by default)
  2926. * @param y defines the second component (0 by default)
  2927. * @param z defines the third component (0 by default)
  2928. * @param w defines the fourth component (1.0 by default)
  2929. */
  2930. constructor(
  2931. /** defines the first component (0 by default) */
  2932. x?: number,
  2933. /** defines the second component (0 by default) */
  2934. y?: number,
  2935. /** defines the third component (0 by default) */
  2936. z?: number,
  2937. /** defines the fourth component (1.0 by default) */
  2938. w?: number);
  2939. /**
  2940. * Gets a string representation for the current quaternion
  2941. * @returns a string with the Quaternion coordinates
  2942. */
  2943. toString(): string;
  2944. /**
  2945. * Gets the class name of the quaternion
  2946. * @returns the string "Quaternion"
  2947. */
  2948. getClassName(): string;
  2949. /**
  2950. * Gets a hash code for this quaternion
  2951. * @returns the quaternion hash code
  2952. */
  2953. getHashCode(): number;
  2954. /**
  2955. * Copy the quaternion to an array
  2956. * @returns a new array populated with 4 elements from the quaternion coordinates
  2957. */
  2958. asArray(): number[];
  2959. /**
  2960. * Check if two quaternions are equals
  2961. * @param otherQuaternion defines the second operand
  2962. * @return true if the current quaternion and the given one coordinates are strictly equals
  2963. */
  2964. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  2965. /**
  2966. * Clone the current quaternion
  2967. * @returns a new quaternion copied from the current one
  2968. */
  2969. clone(): Quaternion;
  2970. /**
  2971. * Copy a quaternion to the current one
  2972. * @param other defines the other quaternion
  2973. * @returns the updated current quaternion
  2974. */
  2975. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  2976. /**
  2977. * Updates the current quaternion with the given float coordinates
  2978. * @param x defines the x coordinate
  2979. * @param y defines the y coordinate
  2980. * @param z defines the z coordinate
  2981. * @param w defines the w coordinate
  2982. * @returns the updated current quaternion
  2983. */
  2984. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  2985. /**
  2986. * Updates the current quaternion from the given float coordinates
  2987. * @param x defines the x coordinate
  2988. * @param y defines the y coordinate
  2989. * @param z defines the z coordinate
  2990. * @param w defines the w coordinate
  2991. * @returns the updated current quaternion
  2992. */
  2993. set(x: number, y: number, z: number, w: number): Quaternion;
  2994. /**
  2995. * Adds two quaternions
  2996. * @param other defines the second operand
  2997. * @returns a new quaternion as the addition result of the given one and the current quaternion
  2998. */
  2999. add(other: DeepImmutable<Quaternion>): Quaternion;
  3000. /**
  3001. * Add a quaternion to the current one
  3002. * @param other defines the quaternion to add
  3003. * @returns the current quaternion
  3004. */
  3005. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3006. /**
  3007. * Subtract two quaternions
  3008. * @param other defines the second operand
  3009. * @returns a new quaternion as the subtraction result of the given one from the current one
  3010. */
  3011. subtract(other: Quaternion): Quaternion;
  3012. /**
  3013. * Multiplies the current quaternion by a scale factor
  3014. * @param value defines the scale factor
  3015. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3016. */
  3017. scale(value: number): Quaternion;
  3018. /**
  3019. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3020. * @param scale defines the scale factor
  3021. * @param result defines the Quaternion object where to store the result
  3022. * @returns the unmodified current quaternion
  3023. */
  3024. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3025. /**
  3026. * Multiplies in place the current quaternion by a scale factor
  3027. * @param value defines the scale factor
  3028. * @returns the current modified quaternion
  3029. */
  3030. scaleInPlace(value: number): Quaternion;
  3031. /**
  3032. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3033. * @param scale defines the scale factor
  3034. * @param result defines the Quaternion object where to store the result
  3035. * @returns the unmodified current quaternion
  3036. */
  3037. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3038. /**
  3039. * Multiplies two quaternions
  3040. * @param q1 defines the second operand
  3041. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3042. */
  3043. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3044. /**
  3045. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3046. * @param q1 defines the second operand
  3047. * @param result defines the target quaternion
  3048. * @returns the current quaternion
  3049. */
  3050. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3051. /**
  3052. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3053. * @param q1 defines the second operand
  3054. * @returns the currentupdated quaternion
  3055. */
  3056. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3057. /**
  3058. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3059. * @param ref defines the target quaternion
  3060. * @returns the current quaternion
  3061. */
  3062. conjugateToRef(ref: Quaternion): Quaternion;
  3063. /**
  3064. * Conjugates in place (1-q) the current quaternion
  3065. * @returns the current updated quaternion
  3066. */
  3067. conjugateInPlace(): Quaternion;
  3068. /**
  3069. * Conjugates in place (1-q) the current quaternion
  3070. * @returns a new quaternion
  3071. */
  3072. conjugate(): Quaternion;
  3073. /**
  3074. * Gets length of current quaternion
  3075. * @returns the quaternion length (float)
  3076. */
  3077. length(): number;
  3078. /**
  3079. * Normalize in place the current quaternion
  3080. * @returns the current updated quaternion
  3081. */
  3082. normalize(): Quaternion;
  3083. /**
  3084. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3085. * @param order is a reserved parameter and is ignore for now
  3086. * @returns a new Vector3 containing the Euler angles
  3087. */
  3088. toEulerAngles(order?: string): Vector3;
  3089. /**
  3090. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3091. * @param result defines the vector which will be filled with the Euler angles
  3092. * @param order is a reserved parameter and is ignore for now
  3093. * @returns the current unchanged quaternion
  3094. */
  3095. toEulerAnglesToRef(result: Vector3): Quaternion;
  3096. /**
  3097. * Updates the given rotation matrix with the current quaternion values
  3098. * @param result defines the target matrix
  3099. * @returns the current unchanged quaternion
  3100. */
  3101. toRotationMatrix(result: Matrix): Quaternion;
  3102. /**
  3103. * Updates the current quaternion from the given rotation matrix values
  3104. * @param matrix defines the source matrix
  3105. * @returns the current updated quaternion
  3106. */
  3107. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3108. /**
  3109. * Creates a new quaternion from a rotation matrix
  3110. * @param matrix defines the source matrix
  3111. * @returns a new quaternion created from the given rotation matrix values
  3112. */
  3113. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3114. /**
  3115. * Updates the given quaternion with the given rotation matrix values
  3116. * @param matrix defines the source matrix
  3117. * @param result defines the target quaternion
  3118. */
  3119. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3120. /**
  3121. * Returns the dot product (float) between the quaternions "left" and "right"
  3122. * @param left defines the left operand
  3123. * @param right defines the right operand
  3124. * @returns the dot product
  3125. */
  3126. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3127. /**
  3128. * Checks if the two quaternions are close to each other
  3129. * @param quat0 defines the first quaternion to check
  3130. * @param quat1 defines the second quaternion to check
  3131. * @returns true if the two quaternions are close to each other
  3132. */
  3133. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3134. /**
  3135. * Creates an empty quaternion
  3136. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3137. */
  3138. static Zero(): Quaternion;
  3139. /**
  3140. * Inverse a given quaternion
  3141. * @param q defines the source quaternion
  3142. * @returns a new quaternion as the inverted current quaternion
  3143. */
  3144. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3145. /**
  3146. * Inverse a given quaternion
  3147. * @param q defines the source quaternion
  3148. * @param result the quaternion the result will be stored in
  3149. * @returns the result quaternion
  3150. */
  3151. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3152. /**
  3153. * Creates an identity quaternion
  3154. * @returns the identity quaternion
  3155. */
  3156. static Identity(): Quaternion;
  3157. /**
  3158. * Gets a boolean indicating if the given quaternion is identity
  3159. * @param quaternion defines the quaternion to check
  3160. * @returns true if the quaternion is identity
  3161. */
  3162. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3163. /**
  3164. * Creates a quaternion from a rotation around an axis
  3165. * @param axis defines the axis to use
  3166. * @param angle defines the angle to use
  3167. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3168. */
  3169. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3170. /**
  3171. * Creates a rotation around an axis and stores it into the given quaternion
  3172. * @param axis defines the axis to use
  3173. * @param angle defines the angle to use
  3174. * @param result defines the target quaternion
  3175. * @returns the target quaternion
  3176. */
  3177. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3178. /**
  3179. * Creates a new quaternion from data stored into an array
  3180. * @param array defines the data source
  3181. * @param offset defines the offset in the source array where the data starts
  3182. * @returns a new quaternion
  3183. */
  3184. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3185. /**
  3186. * Create a quaternion from Euler rotation angles
  3187. * @param x Pitch
  3188. * @param y Yaw
  3189. * @param z Roll
  3190. * @returns the new Quaternion
  3191. */
  3192. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3193. /**
  3194. * Updates a quaternion from Euler rotation angles
  3195. * @param x Pitch
  3196. * @param y Yaw
  3197. * @param z Roll
  3198. * @param result the quaternion to store the result
  3199. * @returns the updated quaternion
  3200. */
  3201. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3202. /**
  3203. * Create a quaternion from Euler rotation vector
  3204. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3205. * @returns the new Quaternion
  3206. */
  3207. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3208. /**
  3209. * Updates a quaternion from Euler rotation vector
  3210. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3211. * @param result the quaternion to store the result
  3212. * @returns the updated quaternion
  3213. */
  3214. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3215. /**
  3216. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3217. * @param yaw defines the rotation around Y axis
  3218. * @param pitch defines the rotation around X axis
  3219. * @param roll defines the rotation around Z axis
  3220. * @returns the new quaternion
  3221. */
  3222. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3223. /**
  3224. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3225. * @param yaw defines the rotation around Y axis
  3226. * @param pitch defines the rotation around X axis
  3227. * @param roll defines the rotation around Z axis
  3228. * @param result defines the target quaternion
  3229. */
  3230. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3231. /**
  3232. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3233. * @param alpha defines the rotation around first axis
  3234. * @param beta defines the rotation around second axis
  3235. * @param gamma defines the rotation around third axis
  3236. * @returns the new quaternion
  3237. */
  3238. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3239. /**
  3240. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3241. * @param alpha defines the rotation around first axis
  3242. * @param beta defines the rotation around second axis
  3243. * @param gamma defines the rotation around third axis
  3244. * @param result defines the target quaternion
  3245. */
  3246. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3247. /**
  3248. * 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)
  3249. * @param axis1 defines the first axis
  3250. * @param axis2 defines the second axis
  3251. * @param axis3 defines the third axis
  3252. * @returns the new quaternion
  3253. */
  3254. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3255. /**
  3256. * 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
  3257. * @param axis1 defines the first axis
  3258. * @param axis2 defines the second axis
  3259. * @param axis3 defines the third axis
  3260. * @param ref defines the target quaternion
  3261. */
  3262. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3263. /**
  3264. * Interpolates between two quaternions
  3265. * @param left defines first quaternion
  3266. * @param right defines second quaternion
  3267. * @param amount defines the gradient to use
  3268. * @returns the new interpolated quaternion
  3269. */
  3270. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3271. /**
  3272. * Interpolates between two quaternions and stores it into a target quaternion
  3273. * @param left defines first quaternion
  3274. * @param right defines second quaternion
  3275. * @param amount defines the gradient to use
  3276. * @param result defines the target quaternion
  3277. */
  3278. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3279. /**
  3280. * Interpolate between two quaternions using Hermite interpolation
  3281. * @param value1 defines first quaternion
  3282. * @param tangent1 defines the incoming tangent
  3283. * @param value2 defines second quaternion
  3284. * @param tangent2 defines the outgoing tangent
  3285. * @param amount defines the target quaternion
  3286. * @returns the new interpolated quaternion
  3287. */
  3288. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3289. }
  3290. /**
  3291. * Class used to store matrix data (4x4)
  3292. */
  3293. export class Matrix {
  3294. private static _updateFlagSeed;
  3295. private static _identityReadOnly;
  3296. private _isIdentity;
  3297. private _isIdentityDirty;
  3298. private _isIdentity3x2;
  3299. private _isIdentity3x2Dirty;
  3300. /**
  3301. * Gets the update flag of the matrix which is an unique number for the matrix.
  3302. * It will be incremented every time the matrix data change.
  3303. * You can use it to speed the comparison between two versions of the same matrix.
  3304. */
  3305. updateFlag: number;
  3306. private readonly _m;
  3307. /**
  3308. * Gets the internal data of the matrix
  3309. */
  3310. readonly m: DeepImmutable<Float32Array>;
  3311. /** @hidden */
  3312. _markAsUpdated(): void;
  3313. /** @hidden */
  3314. private _updateIdentityStatus;
  3315. /**
  3316. * Creates an empty matrix (filled with zeros)
  3317. */
  3318. constructor();
  3319. /**
  3320. * Check if the current matrix is identity
  3321. * @returns true is the matrix is the identity matrix
  3322. */
  3323. isIdentity(): boolean;
  3324. /**
  3325. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3326. * @returns true is the matrix is the identity matrix
  3327. */
  3328. isIdentityAs3x2(): boolean;
  3329. /**
  3330. * Gets the determinant of the matrix
  3331. * @returns the matrix determinant
  3332. */
  3333. determinant(): number;
  3334. /**
  3335. * Returns the matrix as a Float32Array
  3336. * @returns the matrix underlying array
  3337. */
  3338. toArray(): DeepImmutable<Float32Array>;
  3339. /**
  3340. * Returns the matrix as a Float32Array
  3341. * @returns the matrix underlying array.
  3342. */
  3343. asArray(): DeepImmutable<Float32Array>;
  3344. /**
  3345. * Inverts the current matrix in place
  3346. * @returns the current inverted matrix
  3347. */
  3348. invert(): Matrix;
  3349. /**
  3350. * Sets all the matrix elements to zero
  3351. * @returns the current matrix
  3352. */
  3353. reset(): Matrix;
  3354. /**
  3355. * Adds the current matrix with a second one
  3356. * @param other defines the matrix to add
  3357. * @returns a new matrix as the addition of the current matrix and the given one
  3358. */
  3359. add(other: DeepImmutable<Matrix>): Matrix;
  3360. /**
  3361. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3362. * @param other defines the matrix to add
  3363. * @param result defines the target matrix
  3364. * @returns the current matrix
  3365. */
  3366. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3367. /**
  3368. * Adds in place the given matrix to the current matrix
  3369. * @param other defines the second operand
  3370. * @returns the current updated matrix
  3371. */
  3372. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3373. /**
  3374. * Sets the given matrix to the current inverted Matrix
  3375. * @param other defines the target matrix
  3376. * @returns the unmodified current matrix
  3377. */
  3378. invertToRef(other: Matrix): Matrix;
  3379. /**
  3380. * add a value at the specified position in the current Matrix
  3381. * @param index the index of the value within the matrix. between 0 and 15.
  3382. * @param value the value to be added
  3383. * @returns the current updated matrix
  3384. */
  3385. addAtIndex(index: number, value: number): Matrix;
  3386. /**
  3387. * mutiply the specified position in the current Matrix by a value
  3388. * @param index the index of the value within the matrix. between 0 and 15.
  3389. * @param value the value to be added
  3390. * @returns the current updated matrix
  3391. */
  3392. multiplyAtIndex(index: number, value: number): Matrix;
  3393. /**
  3394. * Inserts the translation vector (using 3 floats) in the current matrix
  3395. * @param x defines the 1st component of the translation
  3396. * @param y defines the 2nd component of the translation
  3397. * @param z defines the 3rd component of the translation
  3398. * @returns the current updated matrix
  3399. */
  3400. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3401. /**
  3402. * Adds the translation vector (using 3 floats) in the current matrix
  3403. * @param x defines the 1st component of the translation
  3404. * @param y defines the 2nd component of the translation
  3405. * @param z defines the 3rd component of the translation
  3406. * @returns the current updated matrix
  3407. */
  3408. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3409. /**
  3410. * Inserts the translation vector in the current matrix
  3411. * @param vector3 defines the translation to insert
  3412. * @returns the current updated matrix
  3413. */
  3414. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3415. /**
  3416. * Gets the translation value of the current matrix
  3417. * @returns a new Vector3 as the extracted translation from the matrix
  3418. */
  3419. getTranslation(): Vector3;
  3420. /**
  3421. * Fill a Vector3 with the extracted translation from the matrix
  3422. * @param result defines the Vector3 where to store the translation
  3423. * @returns the current matrix
  3424. */
  3425. getTranslationToRef(result: Vector3): Matrix;
  3426. /**
  3427. * Remove rotation and scaling part from the matrix
  3428. * @returns the updated matrix
  3429. */
  3430. removeRotationAndScaling(): Matrix;
  3431. /**
  3432. * Multiply two matrices
  3433. * @param other defines the second operand
  3434. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  3435. */
  3436. multiply(other: DeepImmutable<Matrix>): Matrix;
  3437. /**
  3438. * Copy the current matrix from the given one
  3439. * @param other defines the source matrix
  3440. * @returns the current updated matrix
  3441. */
  3442. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  3443. /**
  3444. * Populates the given array from the starting index with the current matrix values
  3445. * @param array defines the target array
  3446. * @param offset defines the offset in the target array where to start storing values
  3447. * @returns the current matrix
  3448. */
  3449. copyToArray(array: Float32Array, offset?: number): Matrix;
  3450. /**
  3451. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  3452. * @param other defines the second operand
  3453. * @param result defines the matrix where to store the multiplication
  3454. * @returns the current matrix
  3455. */
  3456. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3457. /**
  3458. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  3459. * @param other defines the second operand
  3460. * @param result defines the array where to store the multiplication
  3461. * @param offset defines the offset in the target array where to start storing values
  3462. * @returns the current matrix
  3463. */
  3464. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  3465. /**
  3466. * Check equality between this matrix and a second one
  3467. * @param value defines the second matrix to compare
  3468. * @returns true is the current matrix and the given one values are strictly equal
  3469. */
  3470. equals(value: DeepImmutable<Matrix>): boolean;
  3471. /**
  3472. * Clone the current matrix
  3473. * @returns a new matrix from the current matrix
  3474. */
  3475. clone(): Matrix;
  3476. /**
  3477. * Returns the name of the current matrix class
  3478. * @returns the string "Matrix"
  3479. */
  3480. getClassName(): string;
  3481. /**
  3482. * Gets the hash code of the current matrix
  3483. * @returns the hash code
  3484. */
  3485. getHashCode(): number;
  3486. /**
  3487. * Decomposes the current Matrix into a translation, rotation and scaling components
  3488. * @param scale defines the scale vector3 given as a reference to update
  3489. * @param rotation defines the rotation quaternion given as a reference to update
  3490. * @param translation defines the translation vector3 given as a reference to update
  3491. * @returns true if operation was successful
  3492. */
  3493. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  3494. /**
  3495. * Gets specific row of the matrix
  3496. * @param index defines the number of the row to get
  3497. * @returns the index-th row of the current matrix as a new Vector4
  3498. */
  3499. getRow(index: number): Nullable<Vector4>;
  3500. /**
  3501. * Sets the index-th row of the current matrix to the vector4 values
  3502. * @param index defines the number of the row to set
  3503. * @param row defines the target vector4
  3504. * @returns the updated current matrix
  3505. */
  3506. setRow(index: number, row: Vector4): Matrix;
  3507. /**
  3508. * Compute the transpose of the matrix
  3509. * @returns the new transposed matrix
  3510. */
  3511. transpose(): Matrix;
  3512. /**
  3513. * Compute the transpose of the matrix and store it in a given matrix
  3514. * @param result defines the target matrix
  3515. * @returns the current matrix
  3516. */
  3517. transposeToRef(result: Matrix): Matrix;
  3518. /**
  3519. * Sets the index-th row of the current matrix with the given 4 x float values
  3520. * @param index defines the row index
  3521. * @param x defines the x component to set
  3522. * @param y defines the y component to set
  3523. * @param z defines the z component to set
  3524. * @param w defines the w component to set
  3525. * @returns the updated current matrix
  3526. */
  3527. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  3528. /**
  3529. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  3530. * @param scale defines the scale factor
  3531. * @returns a new matrix
  3532. */
  3533. scale(scale: number): Matrix;
  3534. /**
  3535. * Scale the current matrix values by a factor to a given result matrix
  3536. * @param scale defines the scale factor
  3537. * @param result defines the matrix to store the result
  3538. * @returns the current matrix
  3539. */
  3540. scaleToRef(scale: number, result: Matrix): Matrix;
  3541. /**
  3542. * Scale the current matrix values by a factor and add the result to a given matrix
  3543. * @param scale defines the scale factor
  3544. * @param result defines the Matrix to store the result
  3545. * @returns the current matrix
  3546. */
  3547. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  3548. /**
  3549. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  3550. * @param ref matrix to store the result
  3551. */
  3552. toNormalMatrix(ref: Matrix): void;
  3553. /**
  3554. * Gets only rotation part of the current matrix
  3555. * @returns a new matrix sets to the extracted rotation matrix from the current one
  3556. */
  3557. getRotationMatrix(): Matrix;
  3558. /**
  3559. * Extracts the rotation matrix from the current one and sets it as the given "result"
  3560. * @param result defines the target matrix to store data to
  3561. * @returns the current matrix
  3562. */
  3563. getRotationMatrixToRef(result: Matrix): Matrix;
  3564. /**
  3565. * Toggles model matrix from being right handed to left handed in place and vice versa
  3566. */
  3567. toggleModelMatrixHandInPlace(): void;
  3568. /**
  3569. * Toggles projection matrix from being right handed to left handed in place and vice versa
  3570. */
  3571. toggleProjectionMatrixHandInPlace(): void;
  3572. /**
  3573. * Creates a matrix from an array
  3574. * @param array defines the source array
  3575. * @param offset defines an offset in the source array
  3576. * @returns a new Matrix set from the starting index of the given array
  3577. */
  3578. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  3579. /**
  3580. * Copy the content of an array into a given matrix
  3581. * @param array defines the source array
  3582. * @param offset defines an offset in the source array
  3583. * @param result defines the target matrix
  3584. */
  3585. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  3586. /**
  3587. * Stores an array into a matrix after having multiplied each component by a given factor
  3588. * @param array defines the source array
  3589. * @param offset defines the offset in the source array
  3590. * @param scale defines the scaling factor
  3591. * @param result defines the target matrix
  3592. */
  3593. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  3594. /**
  3595. * Gets an identity matrix that must not be updated
  3596. */
  3597. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  3598. /**
  3599. * Stores a list of values (16) inside a given matrix
  3600. * @param initialM11 defines 1st value of 1st row
  3601. * @param initialM12 defines 2nd value of 1st row
  3602. * @param initialM13 defines 3rd value of 1st row
  3603. * @param initialM14 defines 4th value of 1st row
  3604. * @param initialM21 defines 1st value of 2nd row
  3605. * @param initialM22 defines 2nd value of 2nd row
  3606. * @param initialM23 defines 3rd value of 2nd row
  3607. * @param initialM24 defines 4th value of 2nd row
  3608. * @param initialM31 defines 1st value of 3rd row
  3609. * @param initialM32 defines 2nd value of 3rd row
  3610. * @param initialM33 defines 3rd value of 3rd row
  3611. * @param initialM34 defines 4th value of 3rd row
  3612. * @param initialM41 defines 1st value of 4th row
  3613. * @param initialM42 defines 2nd value of 4th row
  3614. * @param initialM43 defines 3rd value of 4th row
  3615. * @param initialM44 defines 4th value of 4th row
  3616. * @param result defines the target matrix
  3617. */
  3618. 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;
  3619. /**
  3620. * Creates new matrix from a list of values (16)
  3621. * @param initialM11 defines 1st value of 1st row
  3622. * @param initialM12 defines 2nd value of 1st row
  3623. * @param initialM13 defines 3rd value of 1st row
  3624. * @param initialM14 defines 4th value of 1st row
  3625. * @param initialM21 defines 1st value of 2nd row
  3626. * @param initialM22 defines 2nd value of 2nd row
  3627. * @param initialM23 defines 3rd value of 2nd row
  3628. * @param initialM24 defines 4th value of 2nd row
  3629. * @param initialM31 defines 1st value of 3rd row
  3630. * @param initialM32 defines 2nd value of 3rd row
  3631. * @param initialM33 defines 3rd value of 3rd row
  3632. * @param initialM34 defines 4th value of 3rd row
  3633. * @param initialM41 defines 1st value of 4th row
  3634. * @param initialM42 defines 2nd value of 4th row
  3635. * @param initialM43 defines 3rd value of 4th row
  3636. * @param initialM44 defines 4th value of 4th row
  3637. * @returns the new matrix
  3638. */
  3639. 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;
  3640. /**
  3641. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3642. * @param scale defines the scale vector3
  3643. * @param rotation defines the rotation quaternion
  3644. * @param translation defines the translation vector3
  3645. * @returns a new matrix
  3646. */
  3647. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  3648. /**
  3649. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3650. * @param scale defines the scale vector3
  3651. * @param rotation defines the rotation quaternion
  3652. * @param translation defines the translation vector3
  3653. * @param result defines the target matrix
  3654. */
  3655. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  3656. /**
  3657. * Creates a new identity matrix
  3658. * @returns a new identity matrix
  3659. */
  3660. static Identity(): Matrix;
  3661. /**
  3662. * Creates a new identity matrix and stores the result in a given matrix
  3663. * @param result defines the target matrix
  3664. */
  3665. static IdentityToRef(result: Matrix): void;
  3666. /**
  3667. * Creates a new zero matrix
  3668. * @returns a new zero matrix
  3669. */
  3670. static Zero(): Matrix;
  3671. /**
  3672. * Creates a new rotation matrix for "angle" radians around the X axis
  3673. * @param angle defines the angle (in radians) to use
  3674. * @return the new matrix
  3675. */
  3676. static RotationX(angle: number): Matrix;
  3677. /**
  3678. * Creates a new matrix as the invert of a given matrix
  3679. * @param source defines the source matrix
  3680. * @returns the new matrix
  3681. */
  3682. static Invert(source: DeepImmutable<Matrix>): Matrix;
  3683. /**
  3684. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  3685. * @param angle defines the angle (in radians) to use
  3686. * @param result defines the target matrix
  3687. */
  3688. static RotationXToRef(angle: number, result: Matrix): void;
  3689. /**
  3690. * Creates a new rotation matrix for "angle" radians around the Y axis
  3691. * @param angle defines the angle (in radians) to use
  3692. * @return the new matrix
  3693. */
  3694. static RotationY(angle: number): Matrix;
  3695. /**
  3696. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  3697. * @param angle defines the angle (in radians) to use
  3698. * @param result defines the target matrix
  3699. */
  3700. static RotationYToRef(angle: number, result: Matrix): void;
  3701. /**
  3702. * Creates a new rotation matrix for "angle" radians around the Z axis
  3703. * @param angle defines the angle (in radians) to use
  3704. * @return the new matrix
  3705. */
  3706. static RotationZ(angle: number): Matrix;
  3707. /**
  3708. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  3709. * @param angle defines the angle (in radians) to use
  3710. * @param result defines the target matrix
  3711. */
  3712. static RotationZToRef(angle: number, result: Matrix): void;
  3713. /**
  3714. * Creates a new rotation matrix for "angle" radians around the given axis
  3715. * @param axis defines the axis to use
  3716. * @param angle defines the angle (in radians) to use
  3717. * @return the new matrix
  3718. */
  3719. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  3720. /**
  3721. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  3722. * @param axis defines the axis to use
  3723. * @param angle defines the angle (in radians) to use
  3724. * @param result defines the target matrix
  3725. */
  3726. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  3727. /**
  3728. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  3729. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  3730. * @param from defines the vector to align
  3731. * @param to defines the vector to align to
  3732. * @param result defines the target matrix
  3733. */
  3734. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  3735. /**
  3736. * Creates a rotation matrix
  3737. * @param yaw defines the yaw angle in radians (Y axis)
  3738. * @param pitch defines the pitch angle in radians (X axis)
  3739. * @param roll defines the roll angle in radians (X axis)
  3740. * @returns the new rotation matrix
  3741. */
  3742. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  3743. /**
  3744. * Creates a rotation matrix and stores it in a given matrix
  3745. * @param yaw defines the yaw angle in radians (Y axis)
  3746. * @param pitch defines the pitch angle in radians (X axis)
  3747. * @param roll defines the roll angle in radians (X axis)
  3748. * @param result defines the target matrix
  3749. */
  3750. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  3751. /**
  3752. * Creates a scaling matrix
  3753. * @param x defines the scale factor on X axis
  3754. * @param y defines the scale factor on Y axis
  3755. * @param z defines the scale factor on Z axis
  3756. * @returns the new matrix
  3757. */
  3758. static Scaling(x: number, y: number, z: number): Matrix;
  3759. /**
  3760. * Creates a scaling matrix and stores it in a given matrix
  3761. * @param x defines the scale factor on X axis
  3762. * @param y defines the scale factor on Y axis
  3763. * @param z defines the scale factor on Z axis
  3764. * @param result defines the target matrix
  3765. */
  3766. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  3767. /**
  3768. * Creates a translation matrix
  3769. * @param x defines the translation on X axis
  3770. * @param y defines the translation on Y axis
  3771. * @param z defines the translationon Z axis
  3772. * @returns the new matrix
  3773. */
  3774. static Translation(x: number, y: number, z: number): Matrix;
  3775. /**
  3776. * Creates a translation matrix and stores it in a given matrix
  3777. * @param x defines the translation on X axis
  3778. * @param y defines the translation on Y axis
  3779. * @param z defines the translationon Z axis
  3780. * @param result defines the target matrix
  3781. */
  3782. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  3783. /**
  3784. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3785. * @param startValue defines the start value
  3786. * @param endValue defines the end value
  3787. * @param gradient defines the gradient factor
  3788. * @returns the new matrix
  3789. */
  3790. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3791. /**
  3792. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3793. * @param startValue defines the start value
  3794. * @param endValue defines the end value
  3795. * @param gradient defines the gradient factor
  3796. * @param result defines the Matrix object where to store data
  3797. */
  3798. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3799. /**
  3800. * Builds a new matrix whose values are computed by:
  3801. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3802. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3803. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3804. * @param startValue defines the first matrix
  3805. * @param endValue defines the second matrix
  3806. * @param gradient defines the gradient between the two matrices
  3807. * @returns the new matrix
  3808. */
  3809. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3810. /**
  3811. * Update a matrix to values which are computed by:
  3812. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3813. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3814. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3815. * @param startValue defines the first matrix
  3816. * @param endValue defines the second matrix
  3817. * @param gradient defines the gradient between the two matrices
  3818. * @param result defines the target matrix
  3819. */
  3820. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3821. /**
  3822. * 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"
  3823. * This function works in left handed mode
  3824. * @param eye defines the final position of the entity
  3825. * @param target defines where the entity should look at
  3826. * @param up defines the up vector for the entity
  3827. * @returns the new matrix
  3828. */
  3829. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3830. /**
  3831. * 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".
  3832. * This function works in left handed mode
  3833. * @param eye defines the final position of the entity
  3834. * @param target defines where the entity should look at
  3835. * @param up defines the up vector for the entity
  3836. * @param result defines the target matrix
  3837. */
  3838. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3839. /**
  3840. * 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"
  3841. * This function works in right handed mode
  3842. * @param eye defines the final position of the entity
  3843. * @param target defines where the entity should look at
  3844. * @param up defines the up vector for the entity
  3845. * @returns the new matrix
  3846. */
  3847. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3848. /**
  3849. * 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".
  3850. * This function works in right handed mode
  3851. * @param eye defines the final position of the entity
  3852. * @param target defines where the entity should look at
  3853. * @param up defines the up vector for the entity
  3854. * @param result defines the target matrix
  3855. */
  3856. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3857. /**
  3858. * Create a left-handed orthographic projection matrix
  3859. * @param width defines the viewport width
  3860. * @param height defines the viewport height
  3861. * @param znear defines the near clip plane
  3862. * @param zfar defines the far clip plane
  3863. * @returns a new matrix as a left-handed orthographic projection matrix
  3864. */
  3865. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3866. /**
  3867. * Store a left-handed orthographic projection to a given matrix
  3868. * @param width defines the viewport width
  3869. * @param height defines the viewport height
  3870. * @param znear defines the near clip plane
  3871. * @param zfar defines the far clip plane
  3872. * @param result defines the target matrix
  3873. */
  3874. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  3875. /**
  3876. * Create a left-handed orthographic projection matrix
  3877. * @param left defines the viewport left coordinate
  3878. * @param right defines the viewport right coordinate
  3879. * @param bottom defines the viewport bottom coordinate
  3880. * @param top defines the viewport top coordinate
  3881. * @param znear defines the near clip plane
  3882. * @param zfar defines the far clip plane
  3883. * @returns a new matrix as a left-handed orthographic projection matrix
  3884. */
  3885. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3886. /**
  3887. * Stores a left-handed orthographic projection into a given matrix
  3888. * @param left defines the viewport left coordinate
  3889. * @param right defines the viewport right coordinate
  3890. * @param bottom defines the viewport bottom coordinate
  3891. * @param top defines the viewport top coordinate
  3892. * @param znear defines the near clip plane
  3893. * @param zfar defines the far clip plane
  3894. * @param result defines the target matrix
  3895. */
  3896. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3897. /**
  3898. * Creates a right-handed orthographic projection matrix
  3899. * @param left defines the viewport left coordinate
  3900. * @param right defines the viewport right coordinate
  3901. * @param bottom defines the viewport bottom coordinate
  3902. * @param top defines the viewport top coordinate
  3903. * @param znear defines the near clip plane
  3904. * @param zfar defines the far clip plane
  3905. * @returns a new matrix as a right-handed orthographic projection matrix
  3906. */
  3907. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3908. /**
  3909. * Stores a right-handed orthographic projection into a given matrix
  3910. * @param left defines the viewport left coordinate
  3911. * @param right defines the viewport right coordinate
  3912. * @param bottom defines the viewport bottom coordinate
  3913. * @param top defines the viewport top coordinate
  3914. * @param znear defines the near clip plane
  3915. * @param zfar defines the far clip plane
  3916. * @param result defines the target matrix
  3917. */
  3918. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3919. /**
  3920. * Creates a left-handed perspective projection matrix
  3921. * @param width defines the viewport width
  3922. * @param height defines the viewport height
  3923. * @param znear defines the near clip plane
  3924. * @param zfar defines the far clip plane
  3925. * @returns a new matrix as a left-handed perspective projection matrix
  3926. */
  3927. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3928. /**
  3929. * Creates a left-handed perspective projection matrix
  3930. * @param fov defines the horizontal field of view
  3931. * @param aspect defines the aspect ratio
  3932. * @param znear defines the near clip plane
  3933. * @param zfar defines the far clip plane
  3934. * @returns a new matrix as a left-handed perspective projection matrix
  3935. */
  3936. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3937. /**
  3938. * Stores a left-handed perspective projection into a given matrix
  3939. * @param fov defines the horizontal field of view
  3940. * @param aspect defines the aspect ratio
  3941. * @param znear defines the near clip plane
  3942. * @param zfar defines the far clip plane
  3943. * @param result defines the target matrix
  3944. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3945. */
  3946. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3947. /**
  3948. * Creates a right-handed perspective projection matrix
  3949. * @param fov defines the horizontal field of view
  3950. * @param aspect defines the aspect ratio
  3951. * @param znear defines the near clip plane
  3952. * @param zfar defines the far clip plane
  3953. * @returns a new matrix as a right-handed perspective projection matrix
  3954. */
  3955. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3956. /**
  3957. * Stores a right-handed perspective projection into a given matrix
  3958. * @param fov defines the horizontal field of view
  3959. * @param aspect defines the aspect ratio
  3960. * @param znear defines the near clip plane
  3961. * @param zfar defines the far clip plane
  3962. * @param result defines the target matrix
  3963. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3964. */
  3965. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3966. /**
  3967. * Stores a perspective projection for WebVR info a given matrix
  3968. * @param fov defines the field of view
  3969. * @param znear defines the near clip plane
  3970. * @param zfar defines the far clip plane
  3971. * @param result defines the target matrix
  3972. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  3973. */
  3974. static PerspectiveFovWebVRToRef(fov: {
  3975. upDegrees: number;
  3976. downDegrees: number;
  3977. leftDegrees: number;
  3978. rightDegrees: number;
  3979. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  3980. /**
  3981. * Computes a complete transformation matrix
  3982. * @param viewport defines the viewport to use
  3983. * @param world defines the world matrix
  3984. * @param view defines the view matrix
  3985. * @param projection defines the projection matrix
  3986. * @param zmin defines the near clip plane
  3987. * @param zmax defines the far clip plane
  3988. * @returns the transformation matrix
  3989. */
  3990. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  3991. /**
  3992. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  3993. * @param matrix defines the matrix to use
  3994. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  3995. */
  3996. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  3997. /**
  3998. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  3999. * @param matrix defines the matrix to use
  4000. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  4001. */
  4002. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  4003. /**
  4004. * Compute the transpose of a given matrix
  4005. * @param matrix defines the matrix to transpose
  4006. * @returns the new matrix
  4007. */
  4008. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4009. /**
  4010. * Compute the transpose of a matrix and store it in a target matrix
  4011. * @param matrix defines the matrix to transpose
  4012. * @param result defines the target matrix
  4013. */
  4014. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4015. /**
  4016. * Computes a reflection matrix from a plane
  4017. * @param plane defines the reflection plane
  4018. * @returns a new matrix
  4019. */
  4020. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4021. /**
  4022. * Computes a reflection matrix from a plane
  4023. * @param plane defines the reflection plane
  4024. * @param result defines the target matrix
  4025. */
  4026. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4027. /**
  4028. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4029. * @param xaxis defines the value of the 1st axis
  4030. * @param yaxis defines the value of the 2nd axis
  4031. * @param zaxis defines the value of the 3rd axis
  4032. * @param result defines the target matrix
  4033. */
  4034. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4035. /**
  4036. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4037. * @param quat defines the quaternion to use
  4038. * @param result defines the target matrix
  4039. */
  4040. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4041. }
  4042. /**
  4043. * @hidden
  4044. */
  4045. export class TmpVectors {
  4046. static Vector2: Vector2[];
  4047. static Vector3: Vector3[];
  4048. static Vector4: Vector4[];
  4049. static Quaternion: Quaternion[];
  4050. static Matrix: Matrix[];
  4051. }
  4052. }
  4053. declare module "babylonjs/Engines/constants" {
  4054. /** Defines the cross module used constants to avoid circular dependncies */
  4055. export class Constants {
  4056. /** Defines that alpha blending is disabled */
  4057. static readonly ALPHA_DISABLE: number;
  4058. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  4059. static readonly ALPHA_ADD: number;
  4060. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  4061. static readonly ALPHA_COMBINE: number;
  4062. /** Defines that alpha blending to DEST - SRC * DEST */
  4063. static readonly ALPHA_SUBTRACT: number;
  4064. /** Defines that alpha blending to SRC * DEST */
  4065. static readonly ALPHA_MULTIPLY: number;
  4066. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  4067. static readonly ALPHA_MAXIMIZED: number;
  4068. /** Defines that alpha blending to SRC + DEST */
  4069. static readonly ALPHA_ONEONE: number;
  4070. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  4071. static readonly ALPHA_PREMULTIPLIED: number;
  4072. /**
  4073. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  4074. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  4075. */
  4076. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  4077. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  4078. static readonly ALPHA_INTERPOLATE: number;
  4079. /**
  4080. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  4081. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  4082. */
  4083. static readonly ALPHA_SCREENMODE: number;
  4084. /** Defines that the ressource is not delayed*/
  4085. static readonly DELAYLOADSTATE_NONE: number;
  4086. /** Defines that the ressource was successfully delay loaded */
  4087. static readonly DELAYLOADSTATE_LOADED: number;
  4088. /** Defines that the ressource is currently delay loading */
  4089. static readonly DELAYLOADSTATE_LOADING: number;
  4090. /** Defines that the ressource is delayed and has not started loading */
  4091. static readonly DELAYLOADSTATE_NOTLOADED: number;
  4092. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  4093. static readonly NEVER: number;
  4094. /** 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 */
  4095. static readonly ALWAYS: number;
  4096. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  4097. static readonly LESS: number;
  4098. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  4099. static readonly EQUAL: number;
  4100. /** 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 */
  4101. static readonly LEQUAL: number;
  4102. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  4103. static readonly GREATER: number;
  4104. /** 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 */
  4105. static readonly GEQUAL: number;
  4106. /** 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 */
  4107. static readonly NOTEQUAL: number;
  4108. /** Passed to stencilOperation to specify that stencil value must be kept */
  4109. static readonly KEEP: number;
  4110. /** Passed to stencilOperation to specify that stencil value must be replaced */
  4111. static readonly REPLACE: number;
  4112. /** Passed to stencilOperation to specify that stencil value must be incremented */
  4113. static readonly INCR: number;
  4114. /** Passed to stencilOperation to specify that stencil value must be decremented */
  4115. static readonly DECR: number;
  4116. /** Passed to stencilOperation to specify that stencil value must be inverted */
  4117. static readonly INVERT: number;
  4118. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  4119. static readonly INCR_WRAP: number;
  4120. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  4121. static readonly DECR_WRAP: number;
  4122. /** Texture is not repeating outside of 0..1 UVs */
  4123. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  4124. /** Texture is repeating outside of 0..1 UVs */
  4125. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  4126. /** Texture is repeating and mirrored */
  4127. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  4128. /** ALPHA */
  4129. static readonly TEXTUREFORMAT_ALPHA: number;
  4130. /** LUMINANCE */
  4131. static readonly TEXTUREFORMAT_LUMINANCE: number;
  4132. /** LUMINANCE_ALPHA */
  4133. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  4134. /** RGB */
  4135. static readonly TEXTUREFORMAT_RGB: number;
  4136. /** RGBA */
  4137. static readonly TEXTUREFORMAT_RGBA: number;
  4138. /** RED */
  4139. static readonly TEXTUREFORMAT_RED: number;
  4140. /** RED (2nd reference) */
  4141. static readonly TEXTUREFORMAT_R: number;
  4142. /** RG */
  4143. static readonly TEXTUREFORMAT_RG: number;
  4144. /** RED_INTEGER */
  4145. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  4146. /** RED_INTEGER (2nd reference) */
  4147. static readonly TEXTUREFORMAT_R_INTEGER: number;
  4148. /** RG_INTEGER */
  4149. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  4150. /** RGB_INTEGER */
  4151. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  4152. /** RGBA_INTEGER */
  4153. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  4154. /** UNSIGNED_BYTE */
  4155. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  4156. /** UNSIGNED_BYTE (2nd reference) */
  4157. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  4158. /** FLOAT */
  4159. static readonly TEXTURETYPE_FLOAT: number;
  4160. /** HALF_FLOAT */
  4161. static readonly TEXTURETYPE_HALF_FLOAT: number;
  4162. /** BYTE */
  4163. static readonly TEXTURETYPE_BYTE: number;
  4164. /** SHORT */
  4165. static readonly TEXTURETYPE_SHORT: number;
  4166. /** UNSIGNED_SHORT */
  4167. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  4168. /** INT */
  4169. static readonly TEXTURETYPE_INT: number;
  4170. /** UNSIGNED_INT */
  4171. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  4172. /** UNSIGNED_SHORT_4_4_4_4 */
  4173. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  4174. /** UNSIGNED_SHORT_5_5_5_1 */
  4175. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  4176. /** UNSIGNED_SHORT_5_6_5 */
  4177. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  4178. /** UNSIGNED_INT_2_10_10_10_REV */
  4179. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  4180. /** UNSIGNED_INT_24_8 */
  4181. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  4182. /** UNSIGNED_INT_10F_11F_11F_REV */
  4183. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  4184. /** UNSIGNED_INT_5_9_9_9_REV */
  4185. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  4186. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  4187. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  4188. /** nearest is mag = nearest and min = nearest and mip = linear */
  4189. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  4190. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4191. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  4192. /** Trilinear is mag = linear and min = linear and mip = linear */
  4193. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  4194. /** nearest is mag = nearest and min = nearest and mip = linear */
  4195. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  4196. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4197. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  4198. /** Trilinear is mag = linear and min = linear and mip = linear */
  4199. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  4200. /** mag = nearest and min = nearest and mip = nearest */
  4201. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  4202. /** mag = nearest and min = linear and mip = nearest */
  4203. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  4204. /** mag = nearest and min = linear and mip = linear */
  4205. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  4206. /** mag = nearest and min = linear and mip = none */
  4207. static readonly TEXTURE_NEAREST_LINEAR: number;
  4208. /** mag = nearest and min = nearest and mip = none */
  4209. static readonly TEXTURE_NEAREST_NEAREST: number;
  4210. /** mag = linear and min = nearest and mip = nearest */
  4211. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  4212. /** mag = linear and min = nearest and mip = linear */
  4213. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  4214. /** mag = linear and min = linear and mip = none */
  4215. static readonly TEXTURE_LINEAR_LINEAR: number;
  4216. /** mag = linear and min = nearest and mip = none */
  4217. static readonly TEXTURE_LINEAR_NEAREST: number;
  4218. /** Explicit coordinates mode */
  4219. static readonly TEXTURE_EXPLICIT_MODE: number;
  4220. /** Spherical coordinates mode */
  4221. static readonly TEXTURE_SPHERICAL_MODE: number;
  4222. /** Planar coordinates mode */
  4223. static readonly TEXTURE_PLANAR_MODE: number;
  4224. /** Cubic coordinates mode */
  4225. static readonly TEXTURE_CUBIC_MODE: number;
  4226. /** Projection coordinates mode */
  4227. static readonly TEXTURE_PROJECTION_MODE: number;
  4228. /** Skybox coordinates mode */
  4229. static readonly TEXTURE_SKYBOX_MODE: number;
  4230. /** Inverse Cubic coordinates mode */
  4231. static readonly TEXTURE_INVCUBIC_MODE: number;
  4232. /** Equirectangular coordinates mode */
  4233. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  4234. /** Equirectangular Fixed coordinates mode */
  4235. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  4236. /** Equirectangular Fixed Mirrored coordinates mode */
  4237. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  4238. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  4239. static readonly SCALEMODE_FLOOR: number;
  4240. /** Defines that texture rescaling will look for the nearest power of 2 size */
  4241. static readonly SCALEMODE_NEAREST: number;
  4242. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  4243. static readonly SCALEMODE_CEILING: number;
  4244. /**
  4245. * The dirty texture flag value
  4246. */
  4247. static readonly MATERIAL_TextureDirtyFlag: number;
  4248. /**
  4249. * The dirty light flag value
  4250. */
  4251. static readonly MATERIAL_LightDirtyFlag: number;
  4252. /**
  4253. * The dirty fresnel flag value
  4254. */
  4255. static readonly MATERIAL_FresnelDirtyFlag: number;
  4256. /**
  4257. * The dirty attribute flag value
  4258. */
  4259. static readonly MATERIAL_AttributesDirtyFlag: number;
  4260. /**
  4261. * The dirty misc flag value
  4262. */
  4263. static readonly MATERIAL_MiscDirtyFlag: number;
  4264. /**
  4265. * The all dirty flag value
  4266. */
  4267. static readonly MATERIAL_AllDirtyFlag: number;
  4268. /**
  4269. * Returns the triangle fill mode
  4270. */
  4271. static readonly MATERIAL_TriangleFillMode: number;
  4272. /**
  4273. * Returns the wireframe mode
  4274. */
  4275. static readonly MATERIAL_WireFrameFillMode: number;
  4276. /**
  4277. * Returns the point fill mode
  4278. */
  4279. static readonly MATERIAL_PointFillMode: number;
  4280. /**
  4281. * Returns the point list draw mode
  4282. */
  4283. static readonly MATERIAL_PointListDrawMode: number;
  4284. /**
  4285. * Returns the line list draw mode
  4286. */
  4287. static readonly MATERIAL_LineListDrawMode: number;
  4288. /**
  4289. * Returns the line loop draw mode
  4290. */
  4291. static readonly MATERIAL_LineLoopDrawMode: number;
  4292. /**
  4293. * Returns the line strip draw mode
  4294. */
  4295. static readonly MATERIAL_LineStripDrawMode: number;
  4296. /**
  4297. * Returns the triangle strip draw mode
  4298. */
  4299. static readonly MATERIAL_TriangleStripDrawMode: number;
  4300. /**
  4301. * Returns the triangle fan draw mode
  4302. */
  4303. static readonly MATERIAL_TriangleFanDrawMode: number;
  4304. /**
  4305. * Stores the clock-wise side orientation
  4306. */
  4307. static readonly MATERIAL_ClockWiseSideOrientation: number;
  4308. /**
  4309. * Stores the counter clock-wise side orientation
  4310. */
  4311. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  4312. /**
  4313. * Nothing
  4314. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4315. */
  4316. static readonly ACTION_NothingTrigger: number;
  4317. /**
  4318. * On pick
  4319. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4320. */
  4321. static readonly ACTION_OnPickTrigger: number;
  4322. /**
  4323. * On left pick
  4324. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4325. */
  4326. static readonly ACTION_OnLeftPickTrigger: number;
  4327. /**
  4328. * On right pick
  4329. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4330. */
  4331. static readonly ACTION_OnRightPickTrigger: number;
  4332. /**
  4333. * On center pick
  4334. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4335. */
  4336. static readonly ACTION_OnCenterPickTrigger: number;
  4337. /**
  4338. * On pick down
  4339. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4340. */
  4341. static readonly ACTION_OnPickDownTrigger: number;
  4342. /**
  4343. * On double pick
  4344. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4345. */
  4346. static readonly ACTION_OnDoublePickTrigger: number;
  4347. /**
  4348. * On pick up
  4349. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4350. */
  4351. static readonly ACTION_OnPickUpTrigger: number;
  4352. /**
  4353. * On pick out.
  4354. * This trigger will only be raised if you also declared a OnPickDown
  4355. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4356. */
  4357. static readonly ACTION_OnPickOutTrigger: number;
  4358. /**
  4359. * On long press
  4360. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4361. */
  4362. static readonly ACTION_OnLongPressTrigger: number;
  4363. /**
  4364. * On pointer over
  4365. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4366. */
  4367. static readonly ACTION_OnPointerOverTrigger: number;
  4368. /**
  4369. * On pointer out
  4370. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4371. */
  4372. static readonly ACTION_OnPointerOutTrigger: number;
  4373. /**
  4374. * On every frame
  4375. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4376. */
  4377. static readonly ACTION_OnEveryFrameTrigger: number;
  4378. /**
  4379. * On intersection enter
  4380. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4381. */
  4382. static readonly ACTION_OnIntersectionEnterTrigger: number;
  4383. /**
  4384. * On intersection exit
  4385. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4386. */
  4387. static readonly ACTION_OnIntersectionExitTrigger: number;
  4388. /**
  4389. * On key down
  4390. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4391. */
  4392. static readonly ACTION_OnKeyDownTrigger: number;
  4393. /**
  4394. * On key up
  4395. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4396. */
  4397. static readonly ACTION_OnKeyUpTrigger: number;
  4398. /**
  4399. * Billboard mode will only apply to Y axis
  4400. */
  4401. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  4402. /**
  4403. * Billboard mode will apply to all axes
  4404. */
  4405. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  4406. /**
  4407. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  4408. */
  4409. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  4410. /**
  4411. * Gets or sets base Assets URL
  4412. */
  4413. static PARTICLES_BaseAssetsUrl: string;
  4414. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  4415. * Test order :
  4416. * Is the bounding sphere outside the frustum ?
  4417. * If not, are the bounding box vertices outside the frustum ?
  4418. * It not, then the cullable object is in the frustum.
  4419. */
  4420. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  4421. /** Culling strategy : Bounding Sphere Only.
  4422. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  4423. * It's also less accurate than the standard because some not visible objects can still be selected.
  4424. * Test : is the bounding sphere outside the frustum ?
  4425. * If not, then the cullable object is in the frustum.
  4426. */
  4427. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  4428. /** Culling strategy : Optimistic Inclusion.
  4429. * This in an inclusion test first, then the standard exclusion test.
  4430. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  4431. * 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.
  4432. * Anyway, it's as accurate as the standard strategy.
  4433. * Test :
  4434. * Is the cullable object bounding sphere center in the frustum ?
  4435. * If not, apply the default culling strategy.
  4436. */
  4437. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  4438. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  4439. * This in an inclusion test first, then the bounding sphere only exclusion test.
  4440. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  4441. * 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.
  4442. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  4443. * Test :
  4444. * Is the cullable object bounding sphere center in the frustum ?
  4445. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  4446. */
  4447. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  4448. /**
  4449. * No logging while loading
  4450. */
  4451. static readonly SCENELOADER_NO_LOGGING: number;
  4452. /**
  4453. * Minimal logging while loading
  4454. */
  4455. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  4456. /**
  4457. * Summary logging while loading
  4458. */
  4459. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  4460. /**
  4461. * Detailled logging while loading
  4462. */
  4463. static readonly SCENELOADER_DETAILED_LOGGING: number;
  4464. }
  4465. }
  4466. declare module "babylonjs/Engines/IPipelineContext" {
  4467. /**
  4468. * Class used to store and describe the pipeline context associated with an effect
  4469. */
  4470. export interface IPipelineContext {
  4471. /**
  4472. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  4473. */
  4474. isAsync: boolean;
  4475. /**
  4476. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  4477. */
  4478. isReady: boolean;
  4479. /** @hidden */
  4480. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  4481. }
  4482. }
  4483. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  4484. /** @hidden */
  4485. export interface IShaderProcessor {
  4486. attributeProcessor?: (attribute: string) => string;
  4487. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  4488. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  4489. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  4490. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  4491. lineProcessor?: (line: string, isFragment: boolean) => string;
  4492. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4493. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4494. }
  4495. }
  4496. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  4497. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  4498. /** @hidden */
  4499. export interface ProcessingOptions {
  4500. defines: string[];
  4501. indexParameters: any;
  4502. isFragment: boolean;
  4503. shouldUseHighPrecisionShader: boolean;
  4504. supportsUniformBuffers: boolean;
  4505. shadersRepository: string;
  4506. includesShadersStore: {
  4507. [key: string]: string;
  4508. };
  4509. processor?: IShaderProcessor;
  4510. version: string;
  4511. platformName: string;
  4512. lookForClosingBracketForUniformBuffer?: boolean;
  4513. }
  4514. }
  4515. declare module "babylonjs/Misc/stringTools" {
  4516. /**
  4517. * Helper to manipulate strings
  4518. */
  4519. export class StringTools {
  4520. /**
  4521. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  4522. * @param str Source string
  4523. * @param suffix Suffix to search for in the source string
  4524. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4525. */
  4526. static EndsWith(str: string, suffix: string): boolean;
  4527. /**
  4528. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  4529. * @param str Source string
  4530. * @param suffix Suffix to search for in the source string
  4531. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4532. */
  4533. static StartsWith(str: string, suffix: string): boolean;
  4534. }
  4535. }
  4536. declare module "babylonjs/Engines/Processors/shaderCodeNode" {
  4537. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4538. /** @hidden */
  4539. export class ShaderCodeNode {
  4540. line: string;
  4541. children: ShaderCodeNode[];
  4542. additionalDefineKey?: string;
  4543. additionalDefineValue?: string;
  4544. isValid(preprocessors: {
  4545. [key: string]: string;
  4546. }): boolean;
  4547. process(preprocessors: {
  4548. [key: string]: string;
  4549. }, options: ProcessingOptions): string;
  4550. }
  4551. }
  4552. declare module "babylonjs/Engines/Processors/shaderCodeCursor" {
  4553. /** @hidden */
  4554. export class ShaderCodeCursor {
  4555. private _lines;
  4556. lineIndex: number;
  4557. readonly currentLine: string;
  4558. readonly canRead: boolean;
  4559. lines: string[];
  4560. }
  4561. }
  4562. declare module "babylonjs/Engines/Processors/shaderCodeConditionNode" {
  4563. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4564. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4565. /** @hidden */
  4566. export class ShaderCodeConditionNode extends ShaderCodeNode {
  4567. process(preprocessors: {
  4568. [key: string]: string;
  4569. }, options: ProcessingOptions): string;
  4570. }
  4571. }
  4572. declare module "babylonjs/Engines/Processors/Expressions/shaderDefineExpression" {
  4573. /** @hidden */
  4574. export class ShaderDefineExpression {
  4575. isTrue(preprocessors: {
  4576. [key: string]: string;
  4577. }): boolean;
  4578. }
  4579. }
  4580. declare module "babylonjs/Engines/Processors/shaderCodeTestNode" {
  4581. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4582. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4583. /** @hidden */
  4584. export class ShaderCodeTestNode extends ShaderCodeNode {
  4585. testExpression: ShaderDefineExpression;
  4586. isValid(preprocessors: {
  4587. [key: string]: string;
  4588. }): boolean;
  4589. }
  4590. }
  4591. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator" {
  4592. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4593. /** @hidden */
  4594. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  4595. define: string;
  4596. not: boolean;
  4597. constructor(define: string, not?: boolean);
  4598. isTrue(preprocessors: {
  4599. [key: string]: string;
  4600. }): boolean;
  4601. }
  4602. }
  4603. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator" {
  4604. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4605. /** @hidden */
  4606. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  4607. leftOperand: ShaderDefineExpression;
  4608. rightOperand: ShaderDefineExpression;
  4609. isTrue(preprocessors: {
  4610. [key: string]: string;
  4611. }): boolean;
  4612. }
  4613. }
  4614. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator" {
  4615. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4616. /** @hidden */
  4617. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  4618. leftOperand: ShaderDefineExpression;
  4619. rightOperand: ShaderDefineExpression;
  4620. isTrue(preprocessors: {
  4621. [key: string]: string;
  4622. }): boolean;
  4623. }
  4624. }
  4625. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator" {
  4626. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4627. /** @hidden */
  4628. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  4629. define: string;
  4630. operand: string;
  4631. testValue: string;
  4632. constructor(define: string, operand: string, testValue: string);
  4633. isTrue(preprocessors: {
  4634. [key: string]: string;
  4635. }): boolean;
  4636. }
  4637. }
  4638. declare module "babylonjs/Misc/loadFileError" {
  4639. import { WebRequest } from "babylonjs/Misc/webRequest";
  4640. /**
  4641. * @ignore
  4642. * Application error to support additional information when loading a file
  4643. */
  4644. export class LoadFileError extends Error {
  4645. /** defines the optional web request */
  4646. request?: WebRequest | undefined;
  4647. private static _setPrototypeOf;
  4648. /**
  4649. * Creates a new LoadFileError
  4650. * @param message defines the message of the error
  4651. * @param request defines the optional web request
  4652. */
  4653. constructor(message: string,
  4654. /** defines the optional web request */
  4655. request?: WebRequest | undefined);
  4656. }
  4657. }
  4658. declare module "babylonjs/Offline/IOfflineProvider" {
  4659. /**
  4660. * Class used to enable access to offline support
  4661. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  4662. */
  4663. export interface IOfflineProvider {
  4664. /**
  4665. * Gets a boolean indicating if scene must be saved in the database
  4666. */
  4667. enableSceneOffline: boolean;
  4668. /**
  4669. * Gets a boolean indicating if textures must be saved in the database
  4670. */
  4671. enableTexturesOffline: boolean;
  4672. /**
  4673. * Open the offline support and make it available
  4674. * @param successCallback defines the callback to call on success
  4675. * @param errorCallback defines the callback to call on error
  4676. */
  4677. open(successCallback: () => void, errorCallback: () => void): void;
  4678. /**
  4679. * Loads an image from the offline support
  4680. * @param url defines the url to load from
  4681. * @param image defines the target DOM image
  4682. */
  4683. loadImage(url: string, image: HTMLImageElement): void;
  4684. /**
  4685. * Loads a file from offline support
  4686. * @param url defines the URL to load from
  4687. * @param sceneLoaded defines a callback to call on success
  4688. * @param progressCallBack defines a callback to call when progress changed
  4689. * @param errorCallback defines a callback to call on error
  4690. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  4691. */
  4692. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  4693. }
  4694. }
  4695. declare module "babylonjs/Misc/filesInputStore" {
  4696. /**
  4697. * Class used to help managing file picking and drag'n'drop
  4698. * File Storage
  4699. */
  4700. export class FilesInputStore {
  4701. /**
  4702. * List of files ready to be loaded
  4703. */
  4704. static FilesToLoad: {
  4705. [key: string]: File;
  4706. };
  4707. }
  4708. }
  4709. declare module "babylonjs/Misc/retryStrategy" {
  4710. import { WebRequest } from "babylonjs/Misc/webRequest";
  4711. /**
  4712. * Class used to define a retry strategy when error happens while loading assets
  4713. */
  4714. export class RetryStrategy {
  4715. /**
  4716. * Function used to defines an exponential back off strategy
  4717. * @param maxRetries defines the maximum number of retries (3 by default)
  4718. * @param baseInterval defines the interval between retries
  4719. * @returns the strategy function to use
  4720. */
  4721. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  4722. }
  4723. }
  4724. declare module "babylonjs/Misc/fileTools" {
  4725. import { WebRequest } from "babylonjs/Misc/webRequest";
  4726. import { Nullable } from "babylonjs/types";
  4727. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  4728. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  4729. /**
  4730. * @hidden
  4731. */
  4732. export class FileTools {
  4733. /**
  4734. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  4735. */
  4736. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  4737. /**
  4738. * Gets or sets the base URL to use to load assets
  4739. */
  4740. static BaseUrl: string;
  4741. /**
  4742. * Default behaviour for cors in the application.
  4743. * It can be a string if the expected behavior is identical in the entire app.
  4744. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  4745. */
  4746. static CorsBehavior: string | ((url: string | string[]) => string);
  4747. /**
  4748. * Gets or sets a function used to pre-process url before using them to load assets
  4749. */
  4750. static PreprocessUrl: (url: string) => string;
  4751. /**
  4752. * Removes unwanted characters from an url
  4753. * @param url defines the url to clean
  4754. * @returns the cleaned url
  4755. */
  4756. private static _CleanUrl;
  4757. /**
  4758. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  4759. * @param url define the url we are trying
  4760. * @param element define the dom element where to configure the cors policy
  4761. */
  4762. static SetCorsBehavior(url: string | string[], element: {
  4763. crossOrigin: string | null;
  4764. }): void;
  4765. /**
  4766. * Loads an image as an HTMLImageElement.
  4767. * @param input url string, ArrayBuffer, or Blob to load
  4768. * @param onLoad callback called when the image successfully loads
  4769. * @param onError callback called when the image fails to load
  4770. * @param offlineProvider offline provider for caching
  4771. * @returns the HTMLImageElement of the loaded image
  4772. */
  4773. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  4774. /**
  4775. * Loads a file
  4776. * @param fileToLoad defines the file to load
  4777. * @param callback defines the callback to call when data is loaded
  4778. * @param progressCallBack defines the callback to call during loading process
  4779. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  4780. * @returns a file request object
  4781. */
  4782. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  4783. /**
  4784. * Loads a file
  4785. * @param url url string, ArrayBuffer, or Blob to load
  4786. * @param onSuccess callback called when the file successfully loads
  4787. * @param onProgress callback called while file is loading (if the server supports this mode)
  4788. * @param offlineProvider defines the offline provider for caching
  4789. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  4790. * @param onError callback called when the file fails to load
  4791. * @returns a file request object
  4792. */
  4793. 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;
  4794. /**
  4795. * Checks if the loaded document was accessed via `file:`-Protocol.
  4796. * @returns boolean
  4797. */
  4798. static IsFileURL(): boolean;
  4799. }
  4800. }
  4801. declare module "babylonjs/Engines/Processors/shaderProcessor" {
  4802. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4803. /** @hidden */
  4804. export class ShaderProcessor {
  4805. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  4806. private static _ProcessPrecision;
  4807. private static _ExtractOperation;
  4808. private static _BuildSubExpression;
  4809. private static _BuildExpression;
  4810. private static _MoveCursorWithinIf;
  4811. private static _MoveCursor;
  4812. private static _EvaluatePreProcessors;
  4813. private static _PreparePreProcessors;
  4814. private static _ProcessShaderConversion;
  4815. private static _ProcessIncludes;
  4816. }
  4817. }
  4818. declare module "babylonjs/Maths/math.color" {
  4819. import { DeepImmutable, FloatArray } from "babylonjs/types";
  4820. /**
  4821. * Class used to hold a RBG color
  4822. */
  4823. export class Color3 {
  4824. /**
  4825. * Defines the red component (between 0 and 1, default is 0)
  4826. */
  4827. r: number;
  4828. /**
  4829. * Defines the green component (between 0 and 1, default is 0)
  4830. */
  4831. g: number;
  4832. /**
  4833. * Defines the blue component (between 0 and 1, default is 0)
  4834. */
  4835. b: number;
  4836. /**
  4837. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  4838. * @param r defines the red component (between 0 and 1, default is 0)
  4839. * @param g defines the green component (between 0 and 1, default is 0)
  4840. * @param b defines the blue component (between 0 and 1, default is 0)
  4841. */
  4842. constructor(
  4843. /**
  4844. * Defines the red component (between 0 and 1, default is 0)
  4845. */
  4846. r?: number,
  4847. /**
  4848. * Defines the green component (between 0 and 1, default is 0)
  4849. */
  4850. g?: number,
  4851. /**
  4852. * Defines the blue component (between 0 and 1, default is 0)
  4853. */
  4854. b?: number);
  4855. /**
  4856. * Creates a string with the Color3 current values
  4857. * @returns the string representation of the Color3 object
  4858. */
  4859. toString(): string;
  4860. /**
  4861. * Returns the string "Color3"
  4862. * @returns "Color3"
  4863. */
  4864. getClassName(): string;
  4865. /**
  4866. * Compute the Color3 hash code
  4867. * @returns an unique number that can be used to hash Color3 objects
  4868. */
  4869. getHashCode(): number;
  4870. /**
  4871. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  4872. * @param array defines the array where to store the r,g,b components
  4873. * @param index defines an optional index in the target array to define where to start storing values
  4874. * @returns the current Color3 object
  4875. */
  4876. toArray(array: FloatArray, index?: number): Color3;
  4877. /**
  4878. * Returns a new Color4 object from the current Color3 and the given alpha
  4879. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  4880. * @returns a new Color4 object
  4881. */
  4882. toColor4(alpha?: number): Color4;
  4883. /**
  4884. * Returns a new array populated with 3 numeric elements : red, green and blue values
  4885. * @returns the new array
  4886. */
  4887. asArray(): number[];
  4888. /**
  4889. * Returns the luminance value
  4890. * @returns a float value
  4891. */
  4892. toLuminance(): number;
  4893. /**
  4894. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  4895. * @param otherColor defines the second operand
  4896. * @returns the new Color3 object
  4897. */
  4898. multiply(otherColor: DeepImmutable<Color3>): Color3;
  4899. /**
  4900. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  4901. * @param otherColor defines the second operand
  4902. * @param result defines the Color3 object where to store the result
  4903. * @returns the current Color3
  4904. */
  4905. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4906. /**
  4907. * Determines equality between Color3 objects
  4908. * @param otherColor defines the second operand
  4909. * @returns true if the rgb values are equal to the given ones
  4910. */
  4911. equals(otherColor: DeepImmutable<Color3>): boolean;
  4912. /**
  4913. * Determines equality between the current Color3 object and a set of r,b,g values
  4914. * @param r defines the red component to check
  4915. * @param g defines the green component to check
  4916. * @param b defines the blue component to check
  4917. * @returns true if the rgb values are equal to the given ones
  4918. */
  4919. equalsFloats(r: number, g: number, b: number): boolean;
  4920. /**
  4921. * Multiplies in place each rgb value by scale
  4922. * @param scale defines the scaling factor
  4923. * @returns the updated Color3
  4924. */
  4925. scale(scale: number): Color3;
  4926. /**
  4927. * Multiplies the rgb values by scale and stores the result into "result"
  4928. * @param scale defines the scaling factor
  4929. * @param result defines the Color3 object where to store the result
  4930. * @returns the unmodified current Color3
  4931. */
  4932. scaleToRef(scale: number, result: Color3): Color3;
  4933. /**
  4934. * Scale the current Color3 values by a factor and add the result to a given Color3
  4935. * @param scale defines the scale factor
  4936. * @param result defines color to store the result into
  4937. * @returns the unmodified current Color3
  4938. */
  4939. scaleAndAddToRef(scale: number, result: Color3): Color3;
  4940. /**
  4941. * Clamps the rgb values by the min and max values and stores the result into "result"
  4942. * @param min defines minimum clamping value (default is 0)
  4943. * @param max defines maximum clamping value (default is 1)
  4944. * @param result defines color to store the result into
  4945. * @returns the original Color3
  4946. */
  4947. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  4948. /**
  4949. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  4950. * @param otherColor defines the second operand
  4951. * @returns the new Color3
  4952. */
  4953. add(otherColor: DeepImmutable<Color3>): Color3;
  4954. /**
  4955. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  4956. * @param otherColor defines the second operand
  4957. * @param result defines Color3 object to store the result into
  4958. * @returns the unmodified current Color3
  4959. */
  4960. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4961. /**
  4962. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  4963. * @param otherColor defines the second operand
  4964. * @returns the new Color3
  4965. */
  4966. subtract(otherColor: DeepImmutable<Color3>): Color3;
  4967. /**
  4968. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  4969. * @param otherColor defines the second operand
  4970. * @param result defines Color3 object to store the result into
  4971. * @returns the unmodified current Color3
  4972. */
  4973. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4974. /**
  4975. * Copy the current object
  4976. * @returns a new Color3 copied the current one
  4977. */
  4978. clone(): Color3;
  4979. /**
  4980. * Copies the rgb values from the source in the current Color3
  4981. * @param source defines the source Color3 object
  4982. * @returns the updated Color3 object
  4983. */
  4984. copyFrom(source: DeepImmutable<Color3>): Color3;
  4985. /**
  4986. * Updates the Color3 rgb values from the given floats
  4987. * @param r defines the red component to read from
  4988. * @param g defines the green component to read from
  4989. * @param b defines the blue component to read from
  4990. * @returns the current Color3 object
  4991. */
  4992. copyFromFloats(r: number, g: number, b: number): Color3;
  4993. /**
  4994. * Updates the Color3 rgb values from the given floats
  4995. * @param r defines the red component to read from
  4996. * @param g defines the green component to read from
  4997. * @param b defines the blue component to read from
  4998. * @returns the current Color3 object
  4999. */
  5000. set(r: number, g: number, b: number): Color3;
  5001. /**
  5002. * Compute the Color3 hexadecimal code as a string
  5003. * @returns a string containing the hexadecimal representation of the Color3 object
  5004. */
  5005. toHexString(): string;
  5006. /**
  5007. * Computes a new Color3 converted from the current one to linear space
  5008. * @returns a new Color3 object
  5009. */
  5010. toLinearSpace(): Color3;
  5011. /**
  5012. * Converts current color in rgb space to HSV values
  5013. * @returns a new color3 representing the HSV values
  5014. */
  5015. toHSV(): Color3;
  5016. /**
  5017. * Converts current color in rgb space to HSV values
  5018. * @param result defines the Color3 where to store the HSV values
  5019. */
  5020. toHSVToRef(result: Color3): void;
  5021. /**
  5022. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5023. * @param convertedColor defines the Color3 object where to store the linear space version
  5024. * @returns the unmodified Color3
  5025. */
  5026. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5027. /**
  5028. * Computes a new Color3 converted from the current one to gamma space
  5029. * @returns a new Color3 object
  5030. */
  5031. toGammaSpace(): Color3;
  5032. /**
  5033. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5034. * @param convertedColor defines the Color3 object where to store the gamma space version
  5035. * @returns the unmodified Color3
  5036. */
  5037. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5038. private static _BlackReadOnly;
  5039. /**
  5040. * Convert Hue, saturation and value to a Color3 (RGB)
  5041. * @param hue defines the hue
  5042. * @param saturation defines the saturation
  5043. * @param value defines the value
  5044. * @param result defines the Color3 where to store the RGB values
  5045. */
  5046. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5047. /**
  5048. * Creates a new Color3 from the string containing valid hexadecimal values
  5049. * @param hex defines a string containing valid hexadecimal values
  5050. * @returns a new Color3 object
  5051. */
  5052. static FromHexString(hex: string): Color3;
  5053. /**
  5054. * Creates a new Color3 from the starting index of the given array
  5055. * @param array defines the source array
  5056. * @param offset defines an offset in the source array
  5057. * @returns a new Color3 object
  5058. */
  5059. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5060. /**
  5061. * Creates a new Color3 from integer values (< 256)
  5062. * @param r defines the red component to read from (value between 0 and 255)
  5063. * @param g defines the green component to read from (value between 0 and 255)
  5064. * @param b defines the blue component to read from (value between 0 and 255)
  5065. * @returns a new Color3 object
  5066. */
  5067. static FromInts(r: number, g: number, b: number): Color3;
  5068. /**
  5069. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5070. * @param start defines the start Color3 value
  5071. * @param end defines the end Color3 value
  5072. * @param amount defines the gradient value between start and end
  5073. * @returns a new Color3 object
  5074. */
  5075. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5076. /**
  5077. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5078. * @param left defines the start value
  5079. * @param right defines the end value
  5080. * @param amount defines the gradient factor
  5081. * @param result defines the Color3 object where to store the result
  5082. */
  5083. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5084. /**
  5085. * Returns a Color3 value containing a red color
  5086. * @returns a new Color3 object
  5087. */
  5088. static Red(): Color3;
  5089. /**
  5090. * Returns a Color3 value containing a green color
  5091. * @returns a new Color3 object
  5092. */
  5093. static Green(): Color3;
  5094. /**
  5095. * Returns a Color3 value containing a blue color
  5096. * @returns a new Color3 object
  5097. */
  5098. static Blue(): Color3;
  5099. /**
  5100. * Returns a Color3 value containing a black color
  5101. * @returns a new Color3 object
  5102. */
  5103. static Black(): Color3;
  5104. /**
  5105. * Gets a Color3 value containing a black color that must not be updated
  5106. */
  5107. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5108. /**
  5109. * Returns a Color3 value containing a white color
  5110. * @returns a new Color3 object
  5111. */
  5112. static White(): Color3;
  5113. /**
  5114. * Returns a Color3 value containing a purple color
  5115. * @returns a new Color3 object
  5116. */
  5117. static Purple(): Color3;
  5118. /**
  5119. * Returns a Color3 value containing a magenta color
  5120. * @returns a new Color3 object
  5121. */
  5122. static Magenta(): Color3;
  5123. /**
  5124. * Returns a Color3 value containing a yellow color
  5125. * @returns a new Color3 object
  5126. */
  5127. static Yellow(): Color3;
  5128. /**
  5129. * Returns a Color3 value containing a gray color
  5130. * @returns a new Color3 object
  5131. */
  5132. static Gray(): Color3;
  5133. /**
  5134. * Returns a Color3 value containing a teal color
  5135. * @returns a new Color3 object
  5136. */
  5137. static Teal(): Color3;
  5138. /**
  5139. * Returns a Color3 value containing a random color
  5140. * @returns a new Color3 object
  5141. */
  5142. static Random(): Color3;
  5143. }
  5144. /**
  5145. * Class used to hold a RBGA color
  5146. */
  5147. export class Color4 {
  5148. /**
  5149. * Defines the red component (between 0 and 1, default is 0)
  5150. */
  5151. r: number;
  5152. /**
  5153. * Defines the green component (between 0 and 1, default is 0)
  5154. */
  5155. g: number;
  5156. /**
  5157. * Defines the blue component (between 0 and 1, default is 0)
  5158. */
  5159. b: number;
  5160. /**
  5161. * Defines the alpha component (between 0 and 1, default is 1)
  5162. */
  5163. a: number;
  5164. /**
  5165. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5166. * @param r defines the red component (between 0 and 1, default is 0)
  5167. * @param g defines the green component (between 0 and 1, default is 0)
  5168. * @param b defines the blue component (between 0 and 1, default is 0)
  5169. * @param a defines the alpha component (between 0 and 1, default is 1)
  5170. */
  5171. constructor(
  5172. /**
  5173. * Defines the red component (between 0 and 1, default is 0)
  5174. */
  5175. r?: number,
  5176. /**
  5177. * Defines the green component (between 0 and 1, default is 0)
  5178. */
  5179. g?: number,
  5180. /**
  5181. * Defines the blue component (between 0 and 1, default is 0)
  5182. */
  5183. b?: number,
  5184. /**
  5185. * Defines the alpha component (between 0 and 1, default is 1)
  5186. */
  5187. a?: number);
  5188. /**
  5189. * Adds in place the given Color4 values to the current Color4 object
  5190. * @param right defines the second operand
  5191. * @returns the current updated Color4 object
  5192. */
  5193. addInPlace(right: DeepImmutable<Color4>): Color4;
  5194. /**
  5195. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5196. * @returns the new array
  5197. */
  5198. asArray(): number[];
  5199. /**
  5200. * Stores from the starting index in the given array the Color4 successive values
  5201. * @param array defines the array where to store the r,g,b components
  5202. * @param index defines an optional index in the target array to define where to start storing values
  5203. * @returns the current Color4 object
  5204. */
  5205. toArray(array: number[], index?: number): Color4;
  5206. /**
  5207. * Determines equality between Color4 objects
  5208. * @param otherColor defines the second operand
  5209. * @returns true if the rgba values are equal to the given ones
  5210. */
  5211. equals(otherColor: DeepImmutable<Color4>): boolean;
  5212. /**
  5213. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5214. * @param right defines the second operand
  5215. * @returns a new Color4 object
  5216. */
  5217. add(right: DeepImmutable<Color4>): Color4;
  5218. /**
  5219. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5220. * @param right defines the second operand
  5221. * @returns a new Color4 object
  5222. */
  5223. subtract(right: DeepImmutable<Color4>): Color4;
  5224. /**
  5225. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5226. * @param right defines the second operand
  5227. * @param result defines the Color4 object where to store the result
  5228. * @returns the current Color4 object
  5229. */
  5230. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5231. /**
  5232. * Creates a new Color4 with the current Color4 values multiplied by scale
  5233. * @param scale defines the scaling factor to apply
  5234. * @returns a new Color4 object
  5235. */
  5236. scale(scale: number): Color4;
  5237. /**
  5238. * Multiplies the current Color4 values by scale and stores the result in "result"
  5239. * @param scale defines the scaling factor to apply
  5240. * @param result defines the Color4 object where to store the result
  5241. * @returns the current unmodified Color4
  5242. */
  5243. scaleToRef(scale: number, result: Color4): Color4;
  5244. /**
  5245. * Scale the current Color4 values by a factor and add the result to a given Color4
  5246. * @param scale defines the scale factor
  5247. * @param result defines the Color4 object where to store the result
  5248. * @returns the unmodified current Color4
  5249. */
  5250. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5251. /**
  5252. * Clamps the rgb values by the min and max values and stores the result into "result"
  5253. * @param min defines minimum clamping value (default is 0)
  5254. * @param max defines maximum clamping value (default is 1)
  5255. * @param result defines color to store the result into.
  5256. * @returns the cuurent Color4
  5257. */
  5258. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5259. /**
  5260. * Multipy an Color4 value by another and return a new Color4 object
  5261. * @param color defines the Color4 value to multiply by
  5262. * @returns a new Color4 object
  5263. */
  5264. multiply(color: Color4): Color4;
  5265. /**
  5266. * Multipy a Color4 value by another and push the result in a reference value
  5267. * @param color defines the Color4 value to multiply by
  5268. * @param result defines the Color4 to fill the result in
  5269. * @returns the result Color4
  5270. */
  5271. multiplyToRef(color: Color4, result: Color4): Color4;
  5272. /**
  5273. * Creates a string with the Color4 current values
  5274. * @returns the string representation of the Color4 object
  5275. */
  5276. toString(): string;
  5277. /**
  5278. * Returns the string "Color4"
  5279. * @returns "Color4"
  5280. */
  5281. getClassName(): string;
  5282. /**
  5283. * Compute the Color4 hash code
  5284. * @returns an unique number that can be used to hash Color4 objects
  5285. */
  5286. getHashCode(): number;
  5287. /**
  5288. * Creates a new Color4 copied from the current one
  5289. * @returns a new Color4 object
  5290. */
  5291. clone(): Color4;
  5292. /**
  5293. * Copies the given Color4 values into the current one
  5294. * @param source defines the source Color4 object
  5295. * @returns the current updated Color4 object
  5296. */
  5297. copyFrom(source: Color4): Color4;
  5298. /**
  5299. * Copies the given float values into the current one
  5300. * @param r defines the red component to read from
  5301. * @param g defines the green component to read from
  5302. * @param b defines the blue component to read from
  5303. * @param a defines the alpha component to read from
  5304. * @returns the current updated Color4 object
  5305. */
  5306. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5307. /**
  5308. * Copies the given float values into the current one
  5309. * @param r defines the red component to read from
  5310. * @param g defines the green component to read from
  5311. * @param b defines the blue component to read from
  5312. * @param a defines the alpha component to read from
  5313. * @returns the current updated Color4 object
  5314. */
  5315. set(r: number, g: number, b: number, a: number): Color4;
  5316. /**
  5317. * Compute the Color4 hexadecimal code as a string
  5318. * @returns a string containing the hexadecimal representation of the Color4 object
  5319. */
  5320. toHexString(): string;
  5321. /**
  5322. * Computes a new Color4 converted from the current one to linear space
  5323. * @returns a new Color4 object
  5324. */
  5325. toLinearSpace(): Color4;
  5326. /**
  5327. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5328. * @param convertedColor defines the Color4 object where to store the linear space version
  5329. * @returns the unmodified Color4
  5330. */
  5331. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5332. /**
  5333. * Computes a new Color4 converted from the current one to gamma space
  5334. * @returns a new Color4 object
  5335. */
  5336. toGammaSpace(): Color4;
  5337. /**
  5338. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5339. * @param convertedColor defines the Color4 object where to store the gamma space version
  5340. * @returns the unmodified Color4
  5341. */
  5342. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5343. /**
  5344. * Creates a new Color4 from the string containing valid hexadecimal values
  5345. * @param hex defines a string containing valid hexadecimal values
  5346. * @returns a new Color4 object
  5347. */
  5348. static FromHexString(hex: string): Color4;
  5349. /**
  5350. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5351. * @param left defines the start value
  5352. * @param right defines the end value
  5353. * @param amount defines the gradient factor
  5354. * @returns a new Color4 object
  5355. */
  5356. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5357. /**
  5358. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5359. * @param left defines the start value
  5360. * @param right defines the end value
  5361. * @param amount defines the gradient factor
  5362. * @param result defines the Color4 object where to store data
  5363. */
  5364. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5365. /**
  5366. * Creates a new Color4 from a Color3 and an alpha value
  5367. * @param color3 defines the source Color3 to read from
  5368. * @param alpha defines the alpha component (1.0 by default)
  5369. * @returns a new Color4 object
  5370. */
  5371. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5372. /**
  5373. * Creates a new Color4 from the starting index element of the given array
  5374. * @param array defines the source array to read from
  5375. * @param offset defines the offset in the source array
  5376. * @returns a new Color4 object
  5377. */
  5378. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5379. /**
  5380. * Creates a new Color3 from integer values (< 256)
  5381. * @param r defines the red component to read from (value between 0 and 255)
  5382. * @param g defines the green component to read from (value between 0 and 255)
  5383. * @param b defines the blue component to read from (value between 0 and 255)
  5384. * @param a defines the alpha component to read from (value between 0 and 255)
  5385. * @returns a new Color3 object
  5386. */
  5387. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5388. /**
  5389. * Check the content of a given array and convert it to an array containing RGBA data
  5390. * If the original array was already containing count * 4 values then it is returned directly
  5391. * @param colors defines the array to check
  5392. * @param count defines the number of RGBA data to expect
  5393. * @returns an array containing count * 4 values (RGBA)
  5394. */
  5395. static CheckColors4(colors: number[], count: number): number[];
  5396. }
  5397. /**
  5398. * @hidden
  5399. */
  5400. export class TmpColors {
  5401. static Color3: Color3[];
  5402. static Color4: Color4[];
  5403. }
  5404. }
  5405. declare module "babylonjs/Maths/sphericalPolynomial" {
  5406. import { Vector3 } from "babylonjs/Maths/math.vector";
  5407. import { Color3 } from "babylonjs/Maths/math.color";
  5408. /**
  5409. * Class representing spherical harmonics coefficients to the 3rd degree
  5410. */
  5411. export class SphericalHarmonics {
  5412. /**
  5413. * Defines whether or not the harmonics have been prescaled for rendering.
  5414. */
  5415. preScaled: boolean;
  5416. /**
  5417. * The l0,0 coefficients of the spherical harmonics
  5418. */
  5419. l00: Vector3;
  5420. /**
  5421. * The l1,-1 coefficients of the spherical harmonics
  5422. */
  5423. l1_1: Vector3;
  5424. /**
  5425. * The l1,0 coefficients of the spherical harmonics
  5426. */
  5427. l10: Vector3;
  5428. /**
  5429. * The l1,1 coefficients of the spherical harmonics
  5430. */
  5431. l11: Vector3;
  5432. /**
  5433. * The l2,-2 coefficients of the spherical harmonics
  5434. */
  5435. l2_2: Vector3;
  5436. /**
  5437. * The l2,-1 coefficients of the spherical harmonics
  5438. */
  5439. l2_1: Vector3;
  5440. /**
  5441. * The l2,0 coefficients of the spherical harmonics
  5442. */
  5443. l20: Vector3;
  5444. /**
  5445. * The l2,1 coefficients of the spherical harmonics
  5446. */
  5447. l21: Vector3;
  5448. /**
  5449. * The l2,2 coefficients of the spherical harmonics
  5450. */
  5451. l22: Vector3;
  5452. /**
  5453. * Adds a light to the spherical harmonics
  5454. * @param direction the direction of the light
  5455. * @param color the color of the light
  5456. * @param deltaSolidAngle the delta solid angle of the light
  5457. */
  5458. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  5459. /**
  5460. * Scales the spherical harmonics by the given amount
  5461. * @param scale the amount to scale
  5462. */
  5463. scaleInPlace(scale: number): void;
  5464. /**
  5465. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  5466. *
  5467. * ```
  5468. * E_lm = A_l * L_lm
  5469. * ```
  5470. *
  5471. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  5472. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  5473. * the scaling factors are given in equation 9.
  5474. */
  5475. convertIncidentRadianceToIrradiance(): void;
  5476. /**
  5477. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  5478. *
  5479. * ```
  5480. * L = (1/pi) * E * rho
  5481. * ```
  5482. *
  5483. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  5484. */
  5485. convertIrradianceToLambertianRadiance(): void;
  5486. /**
  5487. * Integrates the reconstruction coefficients directly in to the SH preventing further
  5488. * required operations at run time.
  5489. *
  5490. * This is simply done by scaling back the SH with Ylm constants parameter.
  5491. * The trigonometric part being applied by the shader at run time.
  5492. */
  5493. preScaleForRendering(): void;
  5494. /**
  5495. * Constructs a spherical harmonics from an array.
  5496. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  5497. * @returns the spherical harmonics
  5498. */
  5499. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  5500. /**
  5501. * Gets the spherical harmonics from polynomial
  5502. * @param polynomial the spherical polynomial
  5503. * @returns the spherical harmonics
  5504. */
  5505. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  5506. }
  5507. /**
  5508. * Class representing spherical polynomial coefficients to the 3rd degree
  5509. */
  5510. export class SphericalPolynomial {
  5511. private _harmonics;
  5512. /**
  5513. * The spherical harmonics used to create the polynomials.
  5514. */
  5515. readonly preScaledHarmonics: SphericalHarmonics;
  5516. /**
  5517. * The x coefficients of the spherical polynomial
  5518. */
  5519. x: Vector3;
  5520. /**
  5521. * The y coefficients of the spherical polynomial
  5522. */
  5523. y: Vector3;
  5524. /**
  5525. * The z coefficients of the spherical polynomial
  5526. */
  5527. z: Vector3;
  5528. /**
  5529. * The xx coefficients of the spherical polynomial
  5530. */
  5531. xx: Vector3;
  5532. /**
  5533. * The yy coefficients of the spherical polynomial
  5534. */
  5535. yy: Vector3;
  5536. /**
  5537. * The zz coefficients of the spherical polynomial
  5538. */
  5539. zz: Vector3;
  5540. /**
  5541. * The xy coefficients of the spherical polynomial
  5542. */
  5543. xy: Vector3;
  5544. /**
  5545. * The yz coefficients of the spherical polynomial
  5546. */
  5547. yz: Vector3;
  5548. /**
  5549. * The zx coefficients of the spherical polynomial
  5550. */
  5551. zx: Vector3;
  5552. /**
  5553. * Adds an ambient color to the spherical polynomial
  5554. * @param color the color to add
  5555. */
  5556. addAmbient(color: Color3): void;
  5557. /**
  5558. * Scales the spherical polynomial by the given amount
  5559. * @param scale the amount to scale
  5560. */
  5561. scaleInPlace(scale: number): void;
  5562. /**
  5563. * Gets the spherical polynomial from harmonics
  5564. * @param harmonics the spherical harmonics
  5565. * @returns the spherical polynomial
  5566. */
  5567. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  5568. /**
  5569. * Constructs a spherical polynomial from an array.
  5570. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  5571. * @returns the spherical polynomial
  5572. */
  5573. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  5574. }
  5575. }
  5576. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  5577. /**
  5578. * Define options used to create a render target texture
  5579. */
  5580. export class RenderTargetCreationOptions {
  5581. /**
  5582. * Specifies is mipmaps must be generated
  5583. */
  5584. generateMipMaps?: boolean;
  5585. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  5586. generateDepthBuffer?: boolean;
  5587. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  5588. generateStencilBuffer?: boolean;
  5589. /** Defines texture type (int by default) */
  5590. type?: number;
  5591. /** Defines sampling mode (trilinear by default) */
  5592. samplingMode?: number;
  5593. /** Defines format (RGBA by default) */
  5594. format?: number;
  5595. }
  5596. }
  5597. declare module "babylonjs/States/alphaCullingState" {
  5598. /**
  5599. * @hidden
  5600. **/
  5601. export class _AlphaState {
  5602. private _isAlphaBlendDirty;
  5603. private _isBlendFunctionParametersDirty;
  5604. private _isBlendEquationParametersDirty;
  5605. private _isBlendConstantsDirty;
  5606. private _alphaBlend;
  5607. private _blendFunctionParameters;
  5608. private _blendEquationParameters;
  5609. private _blendConstants;
  5610. /**
  5611. * Initializes the state.
  5612. */
  5613. constructor();
  5614. readonly isDirty: boolean;
  5615. alphaBlend: boolean;
  5616. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  5617. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  5618. setAlphaEquationParameters(rgb: number, alpha: number): void;
  5619. reset(): void;
  5620. apply(gl: WebGLRenderingContext): void;
  5621. }
  5622. }
  5623. declare module "babylonjs/States/depthCullingState" {
  5624. import { Nullable } from "babylonjs/types";
  5625. /**
  5626. * @hidden
  5627. **/
  5628. export class _DepthCullingState {
  5629. private _isDepthTestDirty;
  5630. private _isDepthMaskDirty;
  5631. private _isDepthFuncDirty;
  5632. private _isCullFaceDirty;
  5633. private _isCullDirty;
  5634. private _isZOffsetDirty;
  5635. private _isFrontFaceDirty;
  5636. private _depthTest;
  5637. private _depthMask;
  5638. private _depthFunc;
  5639. private _cull;
  5640. private _cullFace;
  5641. private _zOffset;
  5642. private _frontFace;
  5643. /**
  5644. * Initializes the state.
  5645. */
  5646. constructor();
  5647. readonly isDirty: boolean;
  5648. zOffset: number;
  5649. cullFace: Nullable<number>;
  5650. cull: Nullable<boolean>;
  5651. depthFunc: Nullable<number>;
  5652. depthMask: boolean;
  5653. depthTest: boolean;
  5654. frontFace: Nullable<number>;
  5655. reset(): void;
  5656. apply(gl: WebGLRenderingContext): void;
  5657. }
  5658. }
  5659. declare module "babylonjs/States/stencilState" {
  5660. /**
  5661. * @hidden
  5662. **/
  5663. export class _StencilState {
  5664. /** 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 */
  5665. static readonly ALWAYS: number;
  5666. /** Passed to stencilOperation to specify that stencil value must be kept */
  5667. static readonly KEEP: number;
  5668. /** Passed to stencilOperation to specify that stencil value must be replaced */
  5669. static readonly REPLACE: number;
  5670. private _isStencilTestDirty;
  5671. private _isStencilMaskDirty;
  5672. private _isStencilFuncDirty;
  5673. private _isStencilOpDirty;
  5674. private _stencilTest;
  5675. private _stencilMask;
  5676. private _stencilFunc;
  5677. private _stencilFuncRef;
  5678. private _stencilFuncMask;
  5679. private _stencilOpStencilFail;
  5680. private _stencilOpDepthFail;
  5681. private _stencilOpStencilDepthPass;
  5682. readonly isDirty: boolean;
  5683. stencilFunc: number;
  5684. stencilFuncRef: number;
  5685. stencilFuncMask: number;
  5686. stencilOpStencilFail: number;
  5687. stencilOpDepthFail: number;
  5688. stencilOpStencilDepthPass: number;
  5689. stencilMask: number;
  5690. stencilTest: boolean;
  5691. constructor();
  5692. reset(): void;
  5693. apply(gl: WebGLRenderingContext): void;
  5694. }
  5695. }
  5696. declare module "babylonjs/States/index" {
  5697. export * from "babylonjs/States/alphaCullingState";
  5698. export * from "babylonjs/States/depthCullingState";
  5699. export * from "babylonjs/States/stencilState";
  5700. }
  5701. declare module "babylonjs/Instrumentation/timeToken" {
  5702. import { Nullable } from "babylonjs/types";
  5703. /**
  5704. * @hidden
  5705. **/
  5706. export class _TimeToken {
  5707. _startTimeQuery: Nullable<WebGLQuery>;
  5708. _endTimeQuery: Nullable<WebGLQuery>;
  5709. _timeElapsedQuery: Nullable<WebGLQuery>;
  5710. _timeElapsedQueryEnded: boolean;
  5711. }
  5712. }
  5713. declare module "babylonjs/Misc/andOrNotEvaluator" {
  5714. /**
  5715. * Class used to evalaute queries containing `and` and `or` operators
  5716. */
  5717. export class AndOrNotEvaluator {
  5718. /**
  5719. * Evaluate a query
  5720. * @param query defines the query to evaluate
  5721. * @param evaluateCallback defines the callback used to filter result
  5722. * @returns true if the query matches
  5723. */
  5724. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  5725. private static _HandleParenthesisContent;
  5726. private static _SimplifyNegation;
  5727. }
  5728. }
  5729. declare module "babylonjs/Misc/tags" {
  5730. /**
  5731. * Class used to store custom tags
  5732. */
  5733. export class Tags {
  5734. /**
  5735. * Adds support for tags on the given object
  5736. * @param obj defines the object to use
  5737. */
  5738. static EnableFor(obj: any): void;
  5739. /**
  5740. * Removes tags support
  5741. * @param obj defines the object to use
  5742. */
  5743. static DisableFor(obj: any): void;
  5744. /**
  5745. * Gets a boolean indicating if the given object has tags
  5746. * @param obj defines the object to use
  5747. * @returns a boolean
  5748. */
  5749. static HasTags(obj: any): boolean;
  5750. /**
  5751. * Gets the tags available on a given object
  5752. * @param obj defines the object to use
  5753. * @param asString defines if the tags must be returned as a string instead of an array of strings
  5754. * @returns the tags
  5755. */
  5756. static GetTags(obj: any, asString?: boolean): any;
  5757. /**
  5758. * Adds tags to an object
  5759. * @param obj defines the object to use
  5760. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  5761. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  5762. */
  5763. static AddTagsTo(obj: any, tagsString: string): void;
  5764. /**
  5765. * @hidden
  5766. */
  5767. static _AddTagTo(obj: any, tag: string): void;
  5768. /**
  5769. * Removes specific tags from a specific object
  5770. * @param obj defines the object to use
  5771. * @param tagsString defines the tags to remove
  5772. */
  5773. static RemoveTagsFrom(obj: any, tagsString: string): void;
  5774. /**
  5775. * @hidden
  5776. */
  5777. static _RemoveTagFrom(obj: any, tag: string): void;
  5778. /**
  5779. * Defines if tags hosted on an object match a given query
  5780. * @param obj defines the object to use
  5781. * @param tagsQuery defines the tag query
  5782. * @returns a boolean
  5783. */
  5784. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  5785. }
  5786. }
  5787. declare module "babylonjs/Maths/math.path" {
  5788. import { DeepImmutable, Nullable } from "babylonjs/types";
  5789. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  5790. /**
  5791. * Defines potential orientation for back face culling
  5792. */
  5793. export enum Orientation {
  5794. /**
  5795. * Clockwise
  5796. */
  5797. CW = 0,
  5798. /** Counter clockwise */
  5799. CCW = 1
  5800. }
  5801. /** Class used to represent a Bezier curve */
  5802. export class BezierCurve {
  5803. /**
  5804. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  5805. * @param t defines the time
  5806. * @param x1 defines the left coordinate on X axis
  5807. * @param y1 defines the left coordinate on Y axis
  5808. * @param x2 defines the right coordinate on X axis
  5809. * @param y2 defines the right coordinate on Y axis
  5810. * @returns the interpolated value
  5811. */
  5812. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  5813. }
  5814. /**
  5815. * Defines angle representation
  5816. */
  5817. export class Angle {
  5818. private _radians;
  5819. /**
  5820. * Creates an Angle object of "radians" radians (float).
  5821. * @param radians the angle in radians
  5822. */
  5823. constructor(radians: number);
  5824. /**
  5825. * Get value in degrees
  5826. * @returns the Angle value in degrees (float)
  5827. */
  5828. degrees(): number;
  5829. /**
  5830. * Get value in radians
  5831. * @returns the Angle value in radians (float)
  5832. */
  5833. radians(): number;
  5834. /**
  5835. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  5836. * @param a defines first vector
  5837. * @param b defines second vector
  5838. * @returns a new Angle
  5839. */
  5840. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  5841. /**
  5842. * Gets a new Angle object from the given float in radians
  5843. * @param radians defines the angle value in radians
  5844. * @returns a new Angle
  5845. */
  5846. static FromRadians(radians: number): Angle;
  5847. /**
  5848. * Gets a new Angle object from the given float in degrees
  5849. * @param degrees defines the angle value in degrees
  5850. * @returns a new Angle
  5851. */
  5852. static FromDegrees(degrees: number): Angle;
  5853. }
  5854. /**
  5855. * This represents an arc in a 2d space.
  5856. */
  5857. export class Arc2 {
  5858. /** Defines the start point of the arc */
  5859. startPoint: Vector2;
  5860. /** Defines the mid point of the arc */
  5861. midPoint: Vector2;
  5862. /** Defines the end point of the arc */
  5863. endPoint: Vector2;
  5864. /**
  5865. * Defines the center point of the arc.
  5866. */
  5867. centerPoint: Vector2;
  5868. /**
  5869. * Defines the radius of the arc.
  5870. */
  5871. radius: number;
  5872. /**
  5873. * Defines the angle of the arc (from mid point to end point).
  5874. */
  5875. angle: Angle;
  5876. /**
  5877. * Defines the start angle of the arc (from start point to middle point).
  5878. */
  5879. startAngle: Angle;
  5880. /**
  5881. * Defines the orientation of the arc (clock wise/counter clock wise).
  5882. */
  5883. orientation: Orientation;
  5884. /**
  5885. * Creates an Arc object from the three given points : start, middle and end.
  5886. * @param startPoint Defines the start point of the arc
  5887. * @param midPoint Defines the midlle point of the arc
  5888. * @param endPoint Defines the end point of the arc
  5889. */
  5890. constructor(
  5891. /** Defines the start point of the arc */
  5892. startPoint: Vector2,
  5893. /** Defines the mid point of the arc */
  5894. midPoint: Vector2,
  5895. /** Defines the end point of the arc */
  5896. endPoint: Vector2);
  5897. }
  5898. /**
  5899. * Represents a 2D path made up of multiple 2D points
  5900. */
  5901. export class Path2 {
  5902. private _points;
  5903. private _length;
  5904. /**
  5905. * If the path start and end point are the same
  5906. */
  5907. closed: boolean;
  5908. /**
  5909. * Creates a Path2 object from the starting 2D coordinates x and y.
  5910. * @param x the starting points x value
  5911. * @param y the starting points y value
  5912. */
  5913. constructor(x: number, y: number);
  5914. /**
  5915. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  5916. * @param x the added points x value
  5917. * @param y the added points y value
  5918. * @returns the updated Path2.
  5919. */
  5920. addLineTo(x: number, y: number): Path2;
  5921. /**
  5922. * 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.
  5923. * @param midX middle point x value
  5924. * @param midY middle point y value
  5925. * @param endX end point x value
  5926. * @param endY end point y value
  5927. * @param numberOfSegments (default: 36)
  5928. * @returns the updated Path2.
  5929. */
  5930. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  5931. /**
  5932. * Closes the Path2.
  5933. * @returns the Path2.
  5934. */
  5935. close(): Path2;
  5936. /**
  5937. * Gets the sum of the distance between each sequential point in the path
  5938. * @returns the Path2 total length (float).
  5939. */
  5940. length(): number;
  5941. /**
  5942. * Gets the points which construct the path
  5943. * @returns the Path2 internal array of points.
  5944. */
  5945. getPoints(): Vector2[];
  5946. /**
  5947. * Retreives the point at the distance aways from the starting point
  5948. * @param normalizedLengthPosition the length along the path to retreive the point from
  5949. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  5950. */
  5951. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  5952. /**
  5953. * Creates a new path starting from an x and y position
  5954. * @param x starting x value
  5955. * @param y starting y value
  5956. * @returns a new Path2 starting at the coordinates (x, y).
  5957. */
  5958. static StartingAt(x: number, y: number): Path2;
  5959. }
  5960. /**
  5961. * Represents a 3D path made up of multiple 3D points
  5962. */
  5963. export class Path3D {
  5964. /**
  5965. * an array of Vector3, the curve axis of the Path3D
  5966. */
  5967. path: Vector3[];
  5968. private _curve;
  5969. private _distances;
  5970. private _tangents;
  5971. private _normals;
  5972. private _binormals;
  5973. private _raw;
  5974. /**
  5975. * new Path3D(path, normal, raw)
  5976. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  5977. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  5978. * @param path an array of Vector3, the curve axis of the Path3D
  5979. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  5980. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  5981. */
  5982. constructor(
  5983. /**
  5984. * an array of Vector3, the curve axis of the Path3D
  5985. */
  5986. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  5987. /**
  5988. * Returns the Path3D array of successive Vector3 designing its curve.
  5989. * @returns the Path3D array of successive Vector3 designing its curve.
  5990. */
  5991. getCurve(): Vector3[];
  5992. /**
  5993. * Returns an array populated with tangent vectors on each Path3D curve point.
  5994. * @returns an array populated with tangent vectors on each Path3D curve point.
  5995. */
  5996. getTangents(): Vector3[];
  5997. /**
  5998. * Returns an array populated with normal vectors on each Path3D curve point.
  5999. * @returns an array populated with normal vectors on each Path3D curve point.
  6000. */
  6001. getNormals(): Vector3[];
  6002. /**
  6003. * Returns an array populated with binormal vectors on each Path3D curve point.
  6004. * @returns an array populated with binormal vectors on each Path3D curve point.
  6005. */
  6006. getBinormals(): Vector3[];
  6007. /**
  6008. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  6009. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  6010. */
  6011. getDistances(): number[];
  6012. /**
  6013. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  6014. * @param path path which all values are copied into the curves points
  6015. * @param firstNormal which should be projected onto the curve
  6016. * @returns the same object updated.
  6017. */
  6018. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  6019. private _compute;
  6020. private _getFirstNonNullVector;
  6021. private _getLastNonNullVector;
  6022. private _normalVector;
  6023. }
  6024. /**
  6025. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6026. * A Curve3 is designed from a series of successive Vector3.
  6027. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  6028. */
  6029. export class Curve3 {
  6030. private _points;
  6031. private _length;
  6032. /**
  6033. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  6034. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  6035. * @param v1 (Vector3) the control point
  6036. * @param v2 (Vector3) the end point of the Quadratic Bezier
  6037. * @param nbPoints (integer) the wanted number of points in the curve
  6038. * @returns the created Curve3
  6039. */
  6040. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6041. /**
  6042. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  6043. * @param v0 (Vector3) the origin point of the Cubic Bezier
  6044. * @param v1 (Vector3) the first control point
  6045. * @param v2 (Vector3) the second control point
  6046. * @param v3 (Vector3) the end point of the Cubic Bezier
  6047. * @param nbPoints (integer) the wanted number of points in the curve
  6048. * @returns the created Curve3
  6049. */
  6050. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6051. /**
  6052. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  6053. * @param p1 (Vector3) the origin point of the Hermite Spline
  6054. * @param t1 (Vector3) the tangent vector at the origin point
  6055. * @param p2 (Vector3) the end point of the Hermite Spline
  6056. * @param t2 (Vector3) the tangent vector at the end point
  6057. * @param nbPoints (integer) the wanted number of points in the curve
  6058. * @returns the created Curve3
  6059. */
  6060. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6061. /**
  6062. * Returns a Curve3 object along a CatmullRom Spline curve :
  6063. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  6064. * @param nbPoints (integer) the wanted number of points between each curve control points
  6065. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  6066. * @returns the created Curve3
  6067. */
  6068. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  6069. /**
  6070. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6071. * A Curve3 is designed from a series of successive Vector3.
  6072. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  6073. * @param points points which make up the curve
  6074. */
  6075. constructor(points: Vector3[]);
  6076. /**
  6077. * @returns the Curve3 stored array of successive Vector3
  6078. */
  6079. getPoints(): Vector3[];
  6080. /**
  6081. * @returns the computed length (float) of the curve.
  6082. */
  6083. length(): number;
  6084. /**
  6085. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  6086. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  6087. * curveA and curveB keep unchanged.
  6088. * @param curve the curve to continue from this curve
  6089. * @returns the newly constructed curve
  6090. */
  6091. continue(curve: DeepImmutable<Curve3>): Curve3;
  6092. private _computeLength;
  6093. }
  6094. }
  6095. declare module "babylonjs/Animations/easing" {
  6096. /**
  6097. * This represents the main contract an easing function should follow.
  6098. * Easing functions are used throughout the animation system.
  6099. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6100. */
  6101. export interface IEasingFunction {
  6102. /**
  6103. * Given an input gradient between 0 and 1, this returns the corrseponding value
  6104. * of the easing function.
  6105. * The link below provides some of the most common examples of easing functions.
  6106. * @see https://easings.net/
  6107. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6108. * @returns the corresponding value on the curve defined by the easing function
  6109. */
  6110. ease(gradient: number): number;
  6111. }
  6112. /**
  6113. * Base class used for every default easing function.
  6114. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6115. */
  6116. export class EasingFunction implements IEasingFunction {
  6117. /**
  6118. * Interpolation follows the mathematical formula associated with the easing function.
  6119. */
  6120. static readonly EASINGMODE_EASEIN: number;
  6121. /**
  6122. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  6123. */
  6124. static readonly EASINGMODE_EASEOUT: number;
  6125. /**
  6126. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  6127. */
  6128. static readonly EASINGMODE_EASEINOUT: number;
  6129. private _easingMode;
  6130. /**
  6131. * Sets the easing mode of the current function.
  6132. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  6133. */
  6134. setEasingMode(easingMode: number): void;
  6135. /**
  6136. * Gets the current easing mode.
  6137. * @returns the easing mode
  6138. */
  6139. getEasingMode(): number;
  6140. /**
  6141. * @hidden
  6142. */
  6143. easeInCore(gradient: number): number;
  6144. /**
  6145. * Given an input gradient between 0 and 1, this returns the corresponding value
  6146. * of the easing function.
  6147. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6148. * @returns the corresponding value on the curve defined by the easing function
  6149. */
  6150. ease(gradient: number): number;
  6151. }
  6152. /**
  6153. * Easing function with a circle shape (see link below).
  6154. * @see https://easings.net/#easeInCirc
  6155. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6156. */
  6157. export class CircleEase extends EasingFunction implements IEasingFunction {
  6158. /** @hidden */
  6159. easeInCore(gradient: number): number;
  6160. }
  6161. /**
  6162. * Easing function with a ease back shape (see link below).
  6163. * @see https://easings.net/#easeInBack
  6164. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6165. */
  6166. export class BackEase extends EasingFunction implements IEasingFunction {
  6167. /** Defines the amplitude of the function */
  6168. amplitude: number;
  6169. /**
  6170. * Instantiates a back ease easing
  6171. * @see https://easings.net/#easeInBack
  6172. * @param amplitude Defines the amplitude of the function
  6173. */
  6174. constructor(
  6175. /** Defines the amplitude of the function */
  6176. amplitude?: number);
  6177. /** @hidden */
  6178. easeInCore(gradient: number): number;
  6179. }
  6180. /**
  6181. * Easing function with a bouncing shape (see link below).
  6182. * @see https://easings.net/#easeInBounce
  6183. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6184. */
  6185. export class BounceEase extends EasingFunction implements IEasingFunction {
  6186. /** Defines the number of bounces */
  6187. bounces: number;
  6188. /** Defines the amplitude of the bounce */
  6189. bounciness: number;
  6190. /**
  6191. * Instantiates a bounce easing
  6192. * @see https://easings.net/#easeInBounce
  6193. * @param bounces Defines the number of bounces
  6194. * @param bounciness Defines the amplitude of the bounce
  6195. */
  6196. constructor(
  6197. /** Defines the number of bounces */
  6198. bounces?: number,
  6199. /** Defines the amplitude of the bounce */
  6200. bounciness?: number);
  6201. /** @hidden */
  6202. easeInCore(gradient: number): number;
  6203. }
  6204. /**
  6205. * Easing function with a power of 3 shape (see link below).
  6206. * @see https://easings.net/#easeInCubic
  6207. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6208. */
  6209. export class CubicEase extends EasingFunction implements IEasingFunction {
  6210. /** @hidden */
  6211. easeInCore(gradient: number): number;
  6212. }
  6213. /**
  6214. * Easing function with an elastic shape (see link below).
  6215. * @see https://easings.net/#easeInElastic
  6216. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6217. */
  6218. export class ElasticEase extends EasingFunction implements IEasingFunction {
  6219. /** Defines the number of oscillations*/
  6220. oscillations: number;
  6221. /** Defines the amplitude of the oscillations*/
  6222. springiness: number;
  6223. /**
  6224. * Instantiates an elastic easing function
  6225. * @see https://easings.net/#easeInElastic
  6226. * @param oscillations Defines the number of oscillations
  6227. * @param springiness Defines the amplitude of the oscillations
  6228. */
  6229. constructor(
  6230. /** Defines the number of oscillations*/
  6231. oscillations?: number,
  6232. /** Defines the amplitude of the oscillations*/
  6233. springiness?: number);
  6234. /** @hidden */
  6235. easeInCore(gradient: number): number;
  6236. }
  6237. /**
  6238. * Easing function with an exponential shape (see link below).
  6239. * @see https://easings.net/#easeInExpo
  6240. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6241. */
  6242. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  6243. /** Defines the exponent of the function */
  6244. exponent: number;
  6245. /**
  6246. * Instantiates an exponential easing function
  6247. * @see https://easings.net/#easeInExpo
  6248. * @param exponent Defines the exponent of the function
  6249. */
  6250. constructor(
  6251. /** Defines the exponent of the function */
  6252. exponent?: number);
  6253. /** @hidden */
  6254. easeInCore(gradient: number): number;
  6255. }
  6256. /**
  6257. * Easing function with a power shape (see link below).
  6258. * @see https://easings.net/#easeInQuad
  6259. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6260. */
  6261. export class PowerEase extends EasingFunction implements IEasingFunction {
  6262. /** Defines the power of the function */
  6263. power: number;
  6264. /**
  6265. * Instantiates an power base easing function
  6266. * @see https://easings.net/#easeInQuad
  6267. * @param power Defines the power of the function
  6268. */
  6269. constructor(
  6270. /** Defines the power of the function */
  6271. power?: number);
  6272. /** @hidden */
  6273. easeInCore(gradient: number): number;
  6274. }
  6275. /**
  6276. * Easing function with a power of 2 shape (see link below).
  6277. * @see https://easings.net/#easeInQuad
  6278. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6279. */
  6280. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  6281. /** @hidden */
  6282. easeInCore(gradient: number): number;
  6283. }
  6284. /**
  6285. * Easing function with a power of 4 shape (see link below).
  6286. * @see https://easings.net/#easeInQuart
  6287. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6288. */
  6289. export class QuarticEase extends EasingFunction implements IEasingFunction {
  6290. /** @hidden */
  6291. easeInCore(gradient: number): number;
  6292. }
  6293. /**
  6294. * Easing function with a power of 5 shape (see link below).
  6295. * @see https://easings.net/#easeInQuint
  6296. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6297. */
  6298. export class QuinticEase extends EasingFunction implements IEasingFunction {
  6299. /** @hidden */
  6300. easeInCore(gradient: number): number;
  6301. }
  6302. /**
  6303. * Easing function with a sin shape (see link below).
  6304. * @see https://easings.net/#easeInSine
  6305. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6306. */
  6307. export class SineEase extends EasingFunction implements IEasingFunction {
  6308. /** @hidden */
  6309. easeInCore(gradient: number): number;
  6310. }
  6311. /**
  6312. * Easing function with a bezier shape (see link below).
  6313. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6314. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6315. */
  6316. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  6317. /** Defines the x component of the start tangent in the bezier curve */
  6318. x1: number;
  6319. /** Defines the y component of the start tangent in the bezier curve */
  6320. y1: number;
  6321. /** Defines the x component of the end tangent in the bezier curve */
  6322. x2: number;
  6323. /** Defines the y component of the end tangent in the bezier curve */
  6324. y2: number;
  6325. /**
  6326. * Instantiates a bezier function
  6327. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6328. * @param x1 Defines the x component of the start tangent in the bezier curve
  6329. * @param y1 Defines the y component of the start tangent in the bezier curve
  6330. * @param x2 Defines the x component of the end tangent in the bezier curve
  6331. * @param y2 Defines the y component of the end tangent in the bezier curve
  6332. */
  6333. constructor(
  6334. /** Defines the x component of the start tangent in the bezier curve */
  6335. x1?: number,
  6336. /** Defines the y component of the start tangent in the bezier curve */
  6337. y1?: number,
  6338. /** Defines the x component of the end tangent in the bezier curve */
  6339. x2?: number,
  6340. /** Defines the y component of the end tangent in the bezier curve */
  6341. y2?: number);
  6342. /** @hidden */
  6343. easeInCore(gradient: number): number;
  6344. }
  6345. }
  6346. declare module "babylonjs/Animations/animationKey" {
  6347. /**
  6348. * Defines an interface which represents an animation key frame
  6349. */
  6350. export interface IAnimationKey {
  6351. /**
  6352. * Frame of the key frame
  6353. */
  6354. frame: number;
  6355. /**
  6356. * Value at the specifies key frame
  6357. */
  6358. value: any;
  6359. /**
  6360. * The input tangent for the cubic hermite spline
  6361. */
  6362. inTangent?: any;
  6363. /**
  6364. * The output tangent for the cubic hermite spline
  6365. */
  6366. outTangent?: any;
  6367. /**
  6368. * The animation interpolation type
  6369. */
  6370. interpolation?: AnimationKeyInterpolation;
  6371. }
  6372. /**
  6373. * Enum for the animation key frame interpolation type
  6374. */
  6375. export enum AnimationKeyInterpolation {
  6376. /**
  6377. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  6378. */
  6379. STEP = 1
  6380. }
  6381. }
  6382. declare module "babylonjs/Animations/animationRange" {
  6383. /**
  6384. * Represents the range of an animation
  6385. */
  6386. export class AnimationRange {
  6387. /**The name of the animation range**/
  6388. name: string;
  6389. /**The starting frame of the animation */
  6390. from: number;
  6391. /**The ending frame of the animation*/
  6392. to: number;
  6393. /**
  6394. * Initializes the range of an animation
  6395. * @param name The name of the animation range
  6396. * @param from The starting frame of the animation
  6397. * @param to The ending frame of the animation
  6398. */
  6399. constructor(
  6400. /**The name of the animation range**/
  6401. name: string,
  6402. /**The starting frame of the animation */
  6403. from: number,
  6404. /**The ending frame of the animation*/
  6405. to: number);
  6406. /**
  6407. * Makes a copy of the animation range
  6408. * @returns A copy of the animation range
  6409. */
  6410. clone(): AnimationRange;
  6411. }
  6412. }
  6413. declare module "babylonjs/Animations/animationEvent" {
  6414. /**
  6415. * Composed of a frame, and an action function
  6416. */
  6417. export class AnimationEvent {
  6418. /** The frame for which the event is triggered **/
  6419. frame: number;
  6420. /** The event to perform when triggered **/
  6421. action: (currentFrame: number) => void;
  6422. /** Specifies if the event should be triggered only once**/
  6423. onlyOnce?: boolean | undefined;
  6424. /**
  6425. * Specifies if the animation event is done
  6426. */
  6427. isDone: boolean;
  6428. /**
  6429. * Initializes the animation event
  6430. * @param frame The frame for which the event is triggered
  6431. * @param action The event to perform when triggered
  6432. * @param onlyOnce Specifies if the event should be triggered only once
  6433. */
  6434. constructor(
  6435. /** The frame for which the event is triggered **/
  6436. frame: number,
  6437. /** The event to perform when triggered **/
  6438. action: (currentFrame: number) => void,
  6439. /** Specifies if the event should be triggered only once**/
  6440. onlyOnce?: boolean | undefined);
  6441. /** @hidden */
  6442. _clone(): AnimationEvent;
  6443. }
  6444. }
  6445. declare module "babylonjs/Behaviors/behavior" {
  6446. import { Nullable } from "babylonjs/types";
  6447. /**
  6448. * Interface used to define a behavior
  6449. */
  6450. export interface Behavior<T> {
  6451. /** gets or sets behavior's name */
  6452. name: string;
  6453. /**
  6454. * Function called when the behavior needs to be initialized (after attaching it to a target)
  6455. */
  6456. init(): void;
  6457. /**
  6458. * Called when the behavior is attached to a target
  6459. * @param target defines the target where the behavior is attached to
  6460. */
  6461. attach(target: T): void;
  6462. /**
  6463. * Called when the behavior is detached from its target
  6464. */
  6465. detach(): void;
  6466. }
  6467. /**
  6468. * Interface implemented by classes supporting behaviors
  6469. */
  6470. export interface IBehaviorAware<T> {
  6471. /**
  6472. * Attach a behavior
  6473. * @param behavior defines the behavior to attach
  6474. * @returns the current host
  6475. */
  6476. addBehavior(behavior: Behavior<T>): T;
  6477. /**
  6478. * Remove a behavior from the current object
  6479. * @param behavior defines the behavior to detach
  6480. * @returns the current host
  6481. */
  6482. removeBehavior(behavior: Behavior<T>): T;
  6483. /**
  6484. * Gets a behavior using its name to search
  6485. * @param name defines the name to search
  6486. * @returns the behavior or null if not found
  6487. */
  6488. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  6489. }
  6490. }
  6491. declare module "babylonjs/Misc/smartArray" {
  6492. /**
  6493. * Defines an array and its length.
  6494. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  6495. */
  6496. export interface ISmartArrayLike<T> {
  6497. /**
  6498. * The data of the array.
  6499. */
  6500. data: Array<T>;
  6501. /**
  6502. * The active length of the array.
  6503. */
  6504. length: number;
  6505. }
  6506. /**
  6507. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6508. */
  6509. export class SmartArray<T> implements ISmartArrayLike<T> {
  6510. /**
  6511. * The full set of data from the array.
  6512. */
  6513. data: Array<T>;
  6514. /**
  6515. * The active length of the array.
  6516. */
  6517. length: number;
  6518. protected _id: number;
  6519. /**
  6520. * Instantiates a Smart Array.
  6521. * @param capacity defines the default capacity of the array.
  6522. */
  6523. constructor(capacity: number);
  6524. /**
  6525. * Pushes a value at the end of the active data.
  6526. * @param value defines the object to push in the array.
  6527. */
  6528. push(value: T): void;
  6529. /**
  6530. * Iterates over the active data and apply the lambda to them.
  6531. * @param func defines the action to apply on each value.
  6532. */
  6533. forEach(func: (content: T) => void): void;
  6534. /**
  6535. * Sorts the full sets of data.
  6536. * @param compareFn defines the comparison function to apply.
  6537. */
  6538. sort(compareFn: (a: T, b: T) => number): void;
  6539. /**
  6540. * Resets the active data to an empty array.
  6541. */
  6542. reset(): void;
  6543. /**
  6544. * Releases all the data from the array as well as the array.
  6545. */
  6546. dispose(): void;
  6547. /**
  6548. * Concats the active data with a given array.
  6549. * @param array defines the data to concatenate with.
  6550. */
  6551. concat(array: any): void;
  6552. /**
  6553. * Returns the position of a value in the active data.
  6554. * @param value defines the value to find the index for
  6555. * @returns the index if found in the active data otherwise -1
  6556. */
  6557. indexOf(value: T): number;
  6558. /**
  6559. * Returns whether an element is part of the active data.
  6560. * @param value defines the value to look for
  6561. * @returns true if found in the active data otherwise false
  6562. */
  6563. contains(value: T): boolean;
  6564. private static _GlobalId;
  6565. }
  6566. /**
  6567. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6568. * The data in this array can only be present once
  6569. */
  6570. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  6571. private _duplicateId;
  6572. /**
  6573. * Pushes a value at the end of the active data.
  6574. * THIS DOES NOT PREVENT DUPPLICATE DATA
  6575. * @param value defines the object to push in the array.
  6576. */
  6577. push(value: T): void;
  6578. /**
  6579. * Pushes a value at the end of the active data.
  6580. * If the data is already present, it won t be added again
  6581. * @param value defines the object to push in the array.
  6582. * @returns true if added false if it was already present
  6583. */
  6584. pushNoDuplicate(value: T): boolean;
  6585. /**
  6586. * Resets the active data to an empty array.
  6587. */
  6588. reset(): void;
  6589. /**
  6590. * Concats the active data with a given array.
  6591. * This ensures no dupplicate will be present in the result.
  6592. * @param array defines the data to concatenate with.
  6593. */
  6594. concatWithNoDuplicate(array: any): void;
  6595. }
  6596. }
  6597. declare module "babylonjs/Cameras/cameraInputsManager" {
  6598. import { Nullable } from "babylonjs/types";
  6599. import { Camera } from "babylonjs/Cameras/camera";
  6600. /**
  6601. * @ignore
  6602. * This is a list of all the different input types that are available in the application.
  6603. * Fo instance: ArcRotateCameraGamepadInput...
  6604. */
  6605. export var CameraInputTypes: {};
  6606. /**
  6607. * This is the contract to implement in order to create a new input class.
  6608. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6609. */
  6610. export interface ICameraInput<TCamera extends Camera> {
  6611. /**
  6612. * Defines the camera the input is attached to.
  6613. */
  6614. camera: Nullable<TCamera>;
  6615. /**
  6616. * Gets the class name of the current intput.
  6617. * @returns the class name
  6618. */
  6619. getClassName(): string;
  6620. /**
  6621. * Get the friendly name associated with the input class.
  6622. * @returns the input friendly name
  6623. */
  6624. getSimpleName(): string;
  6625. /**
  6626. * Attach the input controls to a specific dom element to get the input from.
  6627. * @param element Defines the element the controls should be listened from
  6628. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6629. */
  6630. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6631. /**
  6632. * Detach the current controls from the specified dom element.
  6633. * @param element Defines the element to stop listening the inputs from
  6634. */
  6635. detachControl(element: Nullable<HTMLElement>): void;
  6636. /**
  6637. * Update the current camera state depending on the inputs that have been used this frame.
  6638. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6639. */
  6640. checkInputs?: () => void;
  6641. }
  6642. /**
  6643. * Represents a map of input types to input instance or input index to input instance.
  6644. */
  6645. export interface CameraInputsMap<TCamera extends Camera> {
  6646. /**
  6647. * Accessor to the input by input type.
  6648. */
  6649. [name: string]: ICameraInput<TCamera>;
  6650. /**
  6651. * Accessor to the input by input index.
  6652. */
  6653. [idx: number]: ICameraInput<TCamera>;
  6654. }
  6655. /**
  6656. * This represents the input manager used within a camera.
  6657. * It helps dealing with all the different kind of input attached to a camera.
  6658. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6659. */
  6660. export class CameraInputsManager<TCamera extends Camera> {
  6661. /**
  6662. * Defines the list of inputs attahed to the camera.
  6663. */
  6664. attached: CameraInputsMap<TCamera>;
  6665. /**
  6666. * Defines the dom element the camera is collecting inputs from.
  6667. * This is null if the controls have not been attached.
  6668. */
  6669. attachedElement: Nullable<HTMLElement>;
  6670. /**
  6671. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6672. */
  6673. noPreventDefault: boolean;
  6674. /**
  6675. * Defined the camera the input manager belongs to.
  6676. */
  6677. camera: TCamera;
  6678. /**
  6679. * Update the current camera state depending on the inputs that have been used this frame.
  6680. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6681. */
  6682. checkInputs: () => void;
  6683. /**
  6684. * Instantiate a new Camera Input Manager.
  6685. * @param camera Defines the camera the input manager blongs to
  6686. */
  6687. constructor(camera: TCamera);
  6688. /**
  6689. * Add an input method to a camera
  6690. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6691. * @param input camera input method
  6692. */
  6693. add(input: ICameraInput<TCamera>): void;
  6694. /**
  6695. * Remove a specific input method from a camera
  6696. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6697. * @param inputToRemove camera input method
  6698. */
  6699. remove(inputToRemove: ICameraInput<TCamera>): void;
  6700. /**
  6701. * Remove a specific input type from a camera
  6702. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6703. * @param inputType the type of the input to remove
  6704. */
  6705. removeByType(inputType: string): void;
  6706. private _addCheckInputs;
  6707. /**
  6708. * Attach the input controls to the currently attached dom element to listen the events from.
  6709. * @param input Defines the input to attach
  6710. */
  6711. attachInput(input: ICameraInput<TCamera>): void;
  6712. /**
  6713. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6714. * @param element Defines the dom element to collect the events from
  6715. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6716. */
  6717. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6718. /**
  6719. * Detach the current manager inputs controls from a specific dom element.
  6720. * @param element Defines the dom element to collect the events from
  6721. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6722. */
  6723. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6724. /**
  6725. * Rebuild the dynamic inputCheck function from the current list of
  6726. * defined inputs in the manager.
  6727. */
  6728. rebuildInputCheck(): void;
  6729. /**
  6730. * Remove all attached input methods from a camera
  6731. */
  6732. clear(): void;
  6733. /**
  6734. * Serialize the current input manager attached to a camera.
  6735. * This ensures than once parsed,
  6736. * the input associated to the camera will be identical to the current ones
  6737. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6738. */
  6739. serialize(serializedCamera: any): void;
  6740. /**
  6741. * Parses an input manager serialized JSON to restore the previous list of inputs
  6742. * and states associated to a camera.
  6743. * @param parsedCamera Defines the JSON to parse
  6744. */
  6745. parse(parsedCamera: any): void;
  6746. }
  6747. }
  6748. declare module "babylonjs/Collisions/intersectionInfo" {
  6749. import { Nullable } from "babylonjs/types";
  6750. /**
  6751. * @hidden
  6752. */
  6753. export class IntersectionInfo {
  6754. bu: Nullable<number>;
  6755. bv: Nullable<number>;
  6756. distance: number;
  6757. faceId: number;
  6758. subMeshId: number;
  6759. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6760. }
  6761. }
  6762. declare module "babylonjs/Maths/math.plane" {
  6763. import { DeepImmutable } from "babylonjs/types";
  6764. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6765. /**
  6766. * Represens a plane by the equation ax + by + cz + d = 0
  6767. */
  6768. export class Plane {
  6769. private static _TmpMatrix;
  6770. /**
  6771. * Normal of the plane (a,b,c)
  6772. */
  6773. normal: Vector3;
  6774. /**
  6775. * d component of the plane
  6776. */
  6777. d: number;
  6778. /**
  6779. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6780. * @param a a component of the plane
  6781. * @param b b component of the plane
  6782. * @param c c component of the plane
  6783. * @param d d component of the plane
  6784. */
  6785. constructor(a: number, b: number, c: number, d: number);
  6786. /**
  6787. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6788. */
  6789. asArray(): number[];
  6790. /**
  6791. * @returns a new plane copied from the current Plane.
  6792. */
  6793. clone(): Plane;
  6794. /**
  6795. * @returns the string "Plane".
  6796. */
  6797. getClassName(): string;
  6798. /**
  6799. * @returns the Plane hash code.
  6800. */
  6801. getHashCode(): number;
  6802. /**
  6803. * Normalize the current Plane in place.
  6804. * @returns the updated Plane.
  6805. */
  6806. normalize(): Plane;
  6807. /**
  6808. * Applies a transformation the plane and returns the result
  6809. * @param transformation the transformation matrix to be applied to the plane
  6810. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6811. */
  6812. transform(transformation: DeepImmutable<Matrix>): Plane;
  6813. /**
  6814. * Calcualtte the dot product between the point and the plane normal
  6815. * @param point point to calculate the dot product with
  6816. * @returns the dot product (float) of the point coordinates and the plane normal.
  6817. */
  6818. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6819. /**
  6820. * Updates the current Plane from the plane defined by the three given points.
  6821. * @param point1 one of the points used to contruct the plane
  6822. * @param point2 one of the points used to contruct the plane
  6823. * @param point3 one of the points used to contruct the plane
  6824. * @returns the updated Plane.
  6825. */
  6826. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6827. /**
  6828. * Checks if the plane is facing a given direction
  6829. * @param direction the direction to check if the plane is facing
  6830. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6831. * @returns True is the vector "direction" is the same side than the plane normal.
  6832. */
  6833. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6834. /**
  6835. * Calculates the distance to a point
  6836. * @param point point to calculate distance to
  6837. * @returns the signed distance (float) from the given point to the Plane.
  6838. */
  6839. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6840. /**
  6841. * Creates a plane from an array
  6842. * @param array the array to create a plane from
  6843. * @returns a new Plane from the given array.
  6844. */
  6845. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6846. /**
  6847. * Creates a plane from three points
  6848. * @param point1 point used to create the plane
  6849. * @param point2 point used to create the plane
  6850. * @param point3 point used to create the plane
  6851. * @returns a new Plane defined by the three given points.
  6852. */
  6853. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6854. /**
  6855. * Creates a plane from an origin point and a normal
  6856. * @param origin origin of the plane to be constructed
  6857. * @param normal normal of the plane to be constructed
  6858. * @returns a new Plane the normal vector to this plane at the given origin point.
  6859. * Note : the vector "normal" is updated because normalized.
  6860. */
  6861. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6862. /**
  6863. * Calculates the distance from a plane and a point
  6864. * @param origin origin of the plane to be constructed
  6865. * @param normal normal of the plane to be constructed
  6866. * @param point point to calculate distance to
  6867. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6868. */
  6869. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6870. }
  6871. }
  6872. declare module "babylonjs/Culling/boundingSphere" {
  6873. import { DeepImmutable } from "babylonjs/types";
  6874. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6875. import { Plane } from "babylonjs/Maths/math.plane";
  6876. /**
  6877. * Class used to store bounding sphere information
  6878. */
  6879. export class BoundingSphere {
  6880. /**
  6881. * Gets the center of the bounding sphere in local space
  6882. */
  6883. readonly center: Vector3;
  6884. /**
  6885. * Radius of the bounding sphere in local space
  6886. */
  6887. radius: number;
  6888. /**
  6889. * Gets the center of the bounding sphere in world space
  6890. */
  6891. readonly centerWorld: Vector3;
  6892. /**
  6893. * Radius of the bounding sphere in world space
  6894. */
  6895. radiusWorld: number;
  6896. /**
  6897. * Gets the minimum vector in local space
  6898. */
  6899. readonly minimum: Vector3;
  6900. /**
  6901. * Gets the maximum vector in local space
  6902. */
  6903. readonly maximum: Vector3;
  6904. private _worldMatrix;
  6905. private static readonly TmpVector3;
  6906. /**
  6907. * Creates a new bounding sphere
  6908. * @param min defines the minimum vector (in local space)
  6909. * @param max defines the maximum vector (in local space)
  6910. * @param worldMatrix defines the new world matrix
  6911. */
  6912. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6913. /**
  6914. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6915. * @param min defines the new minimum vector (in local space)
  6916. * @param max defines the new maximum vector (in local space)
  6917. * @param worldMatrix defines the new world matrix
  6918. */
  6919. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6920. /**
  6921. * Scale the current bounding sphere by applying a scale factor
  6922. * @param factor defines the scale factor to apply
  6923. * @returns the current bounding box
  6924. */
  6925. scale(factor: number): BoundingSphere;
  6926. /**
  6927. * Gets the world matrix of the bounding box
  6928. * @returns a matrix
  6929. */
  6930. getWorldMatrix(): DeepImmutable<Matrix>;
  6931. /** @hidden */
  6932. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6933. /**
  6934. * Tests if the bounding sphere is intersecting the frustum planes
  6935. * @param frustumPlanes defines the frustum planes to test
  6936. * @returns true if there is an intersection
  6937. */
  6938. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6939. /**
  6940. * Tests if the bounding sphere center is in between the frustum planes.
  6941. * Used for optimistic fast inclusion.
  6942. * @param frustumPlanes defines the frustum planes to test
  6943. * @returns true if the sphere center is in between the frustum planes
  6944. */
  6945. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6946. /**
  6947. * Tests if a point is inside the bounding sphere
  6948. * @param point defines the point to test
  6949. * @returns true if the point is inside the bounding sphere
  6950. */
  6951. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6952. /**
  6953. * Checks if two sphere intersct
  6954. * @param sphere0 sphere 0
  6955. * @param sphere1 sphere 1
  6956. * @returns true if the speres intersect
  6957. */
  6958. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6959. }
  6960. }
  6961. declare module "babylonjs/Culling/boundingBox" {
  6962. import { DeepImmutable } from "babylonjs/types";
  6963. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6964. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6965. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6966. import { Plane } from "babylonjs/Maths/math.plane";
  6967. /**
  6968. * Class used to store bounding box information
  6969. */
  6970. export class BoundingBox implements ICullable {
  6971. /**
  6972. * Gets the 8 vectors representing the bounding box in local space
  6973. */
  6974. readonly vectors: Vector3[];
  6975. /**
  6976. * Gets the center of the bounding box in local space
  6977. */
  6978. readonly center: Vector3;
  6979. /**
  6980. * Gets the center of the bounding box in world space
  6981. */
  6982. readonly centerWorld: Vector3;
  6983. /**
  6984. * Gets the extend size in local space
  6985. */
  6986. readonly extendSize: Vector3;
  6987. /**
  6988. * Gets the extend size in world space
  6989. */
  6990. readonly extendSizeWorld: Vector3;
  6991. /**
  6992. * Gets the OBB (object bounding box) directions
  6993. */
  6994. readonly directions: Vector3[];
  6995. /**
  6996. * Gets the 8 vectors representing the bounding box in world space
  6997. */
  6998. readonly vectorsWorld: Vector3[];
  6999. /**
  7000. * Gets the minimum vector in world space
  7001. */
  7002. readonly minimumWorld: Vector3;
  7003. /**
  7004. * Gets the maximum vector in world space
  7005. */
  7006. readonly maximumWorld: Vector3;
  7007. /**
  7008. * Gets the minimum vector in local space
  7009. */
  7010. readonly minimum: Vector3;
  7011. /**
  7012. * Gets the maximum vector in local space
  7013. */
  7014. readonly maximum: Vector3;
  7015. private _worldMatrix;
  7016. private static readonly TmpVector3;
  7017. /**
  7018. * @hidden
  7019. */
  7020. _tag: number;
  7021. /**
  7022. * Creates a new bounding box
  7023. * @param min defines the minimum vector (in local space)
  7024. * @param max defines the maximum vector (in local space)
  7025. * @param worldMatrix defines the new world matrix
  7026. */
  7027. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7028. /**
  7029. * Recreates the entire bounding box from scratch as if we call the constructor in place
  7030. * @param min defines the new minimum vector (in local space)
  7031. * @param max defines the new maximum vector (in local space)
  7032. * @param worldMatrix defines the new world matrix
  7033. */
  7034. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7035. /**
  7036. * Scale the current bounding box by applying a scale factor
  7037. * @param factor defines the scale factor to apply
  7038. * @returns the current bounding box
  7039. */
  7040. scale(factor: number): BoundingBox;
  7041. /**
  7042. * Gets the world matrix of the bounding box
  7043. * @returns a matrix
  7044. */
  7045. getWorldMatrix(): DeepImmutable<Matrix>;
  7046. /** @hidden */
  7047. _update(world: DeepImmutable<Matrix>): void;
  7048. /**
  7049. * Tests if the bounding box is intersecting the frustum planes
  7050. * @param frustumPlanes defines the frustum planes to test
  7051. * @returns true if there is an intersection
  7052. */
  7053. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7054. /**
  7055. * Tests if the bounding box is entirely inside the frustum planes
  7056. * @param frustumPlanes defines the frustum planes to test
  7057. * @returns true if there is an inclusion
  7058. */
  7059. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7060. /**
  7061. * Tests if a point is inside the bounding box
  7062. * @param point defines the point to test
  7063. * @returns true if the point is inside the bounding box
  7064. */
  7065. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7066. /**
  7067. * Tests if the bounding box intersects with a bounding sphere
  7068. * @param sphere defines the sphere to test
  7069. * @returns true if there is an intersection
  7070. */
  7071. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  7072. /**
  7073. * Tests if the bounding box intersects with a box defined by a min and max vectors
  7074. * @param min defines the min vector to use
  7075. * @param max defines the max vector to use
  7076. * @returns true if there is an intersection
  7077. */
  7078. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  7079. /**
  7080. * Tests if two bounding boxes are intersections
  7081. * @param box0 defines the first box to test
  7082. * @param box1 defines the second box to test
  7083. * @returns true if there is an intersection
  7084. */
  7085. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  7086. /**
  7087. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  7088. * @param minPoint defines the minimum vector of the bounding box
  7089. * @param maxPoint defines the maximum vector of the bounding box
  7090. * @param sphereCenter defines the sphere center
  7091. * @param sphereRadius defines the sphere radius
  7092. * @returns true if there is an intersection
  7093. */
  7094. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  7095. /**
  7096. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  7097. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7098. * @param frustumPlanes defines the frustum planes to test
  7099. * @return true if there is an inclusion
  7100. */
  7101. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7102. /**
  7103. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  7104. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7105. * @param frustumPlanes defines the frustum planes to test
  7106. * @return true if there is an intersection
  7107. */
  7108. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7109. }
  7110. }
  7111. declare module "babylonjs/Collisions/collider" {
  7112. import { Nullable, IndicesArray } from "babylonjs/types";
  7113. import { Vector3 } from "babylonjs/Maths/math.vector";
  7114. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  7115. import { Plane } from "babylonjs/Maths/math.plane";
  7116. /** @hidden */
  7117. export class Collider {
  7118. /** Define if a collision was found */
  7119. collisionFound: boolean;
  7120. /**
  7121. * Define last intersection point in local space
  7122. */
  7123. intersectionPoint: Vector3;
  7124. /**
  7125. * Define last collided mesh
  7126. */
  7127. collidedMesh: Nullable<AbstractMesh>;
  7128. private _collisionPoint;
  7129. private _planeIntersectionPoint;
  7130. private _tempVector;
  7131. private _tempVector2;
  7132. private _tempVector3;
  7133. private _tempVector4;
  7134. private _edge;
  7135. private _baseToVertex;
  7136. private _destinationPoint;
  7137. private _slidePlaneNormal;
  7138. private _displacementVector;
  7139. /** @hidden */
  7140. _radius: Vector3;
  7141. /** @hidden */
  7142. _retry: number;
  7143. private _velocity;
  7144. private _basePoint;
  7145. private _epsilon;
  7146. /** @hidden */
  7147. _velocityWorldLength: number;
  7148. /** @hidden */
  7149. _basePointWorld: Vector3;
  7150. private _velocityWorld;
  7151. private _normalizedVelocity;
  7152. /** @hidden */
  7153. _initialVelocity: Vector3;
  7154. /** @hidden */
  7155. _initialPosition: Vector3;
  7156. private _nearestDistance;
  7157. private _collisionMask;
  7158. collisionMask: number;
  7159. /**
  7160. * Gets the plane normal used to compute the sliding response (in local space)
  7161. */
  7162. readonly slidePlaneNormal: Vector3;
  7163. /** @hidden */
  7164. _initialize(source: Vector3, dir: Vector3, e: number): void;
  7165. /** @hidden */
  7166. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  7167. /** @hidden */
  7168. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  7169. /** @hidden */
  7170. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7171. /** @hidden */
  7172. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7173. /** @hidden */
  7174. _getResponse(pos: Vector3, vel: Vector3): void;
  7175. }
  7176. }
  7177. declare module "babylonjs/Culling/boundingInfo" {
  7178. import { DeepImmutable } from "babylonjs/types";
  7179. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7180. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  7181. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  7182. import { Plane } from "babylonjs/Maths/math.plane";
  7183. import { Collider } from "babylonjs/Collisions/collider";
  7184. /**
  7185. * Interface for cullable objects
  7186. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  7187. */
  7188. export interface ICullable {
  7189. /**
  7190. * Checks if the object or part of the object is in the frustum
  7191. * @param frustumPlanes Camera near/planes
  7192. * @returns true if the object is in frustum otherwise false
  7193. */
  7194. isInFrustum(frustumPlanes: Plane[]): boolean;
  7195. /**
  7196. * Checks if a cullable object (mesh...) is in the camera frustum
  7197. * Unlike isInFrustum this cheks the full bounding box
  7198. * @param frustumPlanes Camera near/planes
  7199. * @returns true if the object is in frustum otherwise false
  7200. */
  7201. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  7202. }
  7203. /**
  7204. * Info for a bounding data of a mesh
  7205. */
  7206. export class BoundingInfo implements ICullable {
  7207. /**
  7208. * Bounding box for the mesh
  7209. */
  7210. readonly boundingBox: BoundingBox;
  7211. /**
  7212. * Bounding sphere for the mesh
  7213. */
  7214. readonly boundingSphere: BoundingSphere;
  7215. private _isLocked;
  7216. private static readonly TmpVector3;
  7217. /**
  7218. * Constructs bounding info
  7219. * @param minimum min vector of the bounding box/sphere
  7220. * @param maximum max vector of the bounding box/sphere
  7221. * @param worldMatrix defines the new world matrix
  7222. */
  7223. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7224. /**
  7225. * Recreates the entire bounding info from scratch as if we call the constructor in place
  7226. * @param min defines the new minimum vector (in local space)
  7227. * @param max defines the new maximum vector (in local space)
  7228. * @param worldMatrix defines the new world matrix
  7229. */
  7230. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7231. /**
  7232. * min vector of the bounding box/sphere
  7233. */
  7234. readonly minimum: Vector3;
  7235. /**
  7236. * max vector of the bounding box/sphere
  7237. */
  7238. readonly maximum: Vector3;
  7239. /**
  7240. * If the info is locked and won't be updated to avoid perf overhead
  7241. */
  7242. isLocked: boolean;
  7243. /**
  7244. * Updates the bounding sphere and box
  7245. * @param world world matrix to be used to update
  7246. */
  7247. update(world: DeepImmutable<Matrix>): void;
  7248. /**
  7249. * Recreate the bounding info to be centered around a specific point given a specific extend.
  7250. * @param center New center of the bounding info
  7251. * @param extend New extend of the bounding info
  7252. * @returns the current bounding info
  7253. */
  7254. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  7255. /**
  7256. * Scale the current bounding info by applying a scale factor
  7257. * @param factor defines the scale factor to apply
  7258. * @returns the current bounding info
  7259. */
  7260. scale(factor: number): BoundingInfo;
  7261. /**
  7262. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  7263. * @param frustumPlanes defines the frustum to test
  7264. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  7265. * @returns true if the bounding info is in the frustum planes
  7266. */
  7267. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  7268. /**
  7269. * Gets the world distance between the min and max points of the bounding box
  7270. */
  7271. readonly diagonalLength: number;
  7272. /**
  7273. * Checks if a cullable object (mesh...) is in the camera frustum
  7274. * Unlike isInFrustum this cheks the full bounding box
  7275. * @param frustumPlanes Camera near/planes
  7276. * @returns true if the object is in frustum otherwise false
  7277. */
  7278. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7279. /** @hidden */
  7280. _checkCollision(collider: Collider): boolean;
  7281. /**
  7282. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7283. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7284. * @param point the point to check intersection with
  7285. * @returns if the point intersects
  7286. */
  7287. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7288. /**
  7289. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7290. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7291. * @param boundingInfo the bounding info to check intersection with
  7292. * @param precise if the intersection should be done using OBB
  7293. * @returns if the bounding info intersects
  7294. */
  7295. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7296. }
  7297. }
  7298. declare module "babylonjs/Maths/math.functions" {
  7299. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7300. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7301. /**
  7302. * Extracts minimum and maximum values from a list of indexed positions
  7303. * @param positions defines the positions to use
  7304. * @param indices defines the indices to the positions
  7305. * @param indexStart defines the start index
  7306. * @param indexCount defines the end index
  7307. * @param bias defines bias value to add to the result
  7308. * @return minimum and maximum values
  7309. */
  7310. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7311. minimum: Vector3;
  7312. maximum: Vector3;
  7313. };
  7314. /**
  7315. * Extracts minimum and maximum values from a list of positions
  7316. * @param positions defines the positions to use
  7317. * @param start defines the start index in the positions array
  7318. * @param count defines the number of positions to handle
  7319. * @param bias defines bias value to add to the result
  7320. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7321. * @return minimum and maximum values
  7322. */
  7323. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7324. minimum: Vector3;
  7325. maximum: Vector3;
  7326. };
  7327. }
  7328. declare module "babylonjs/Misc/iInspectable" {
  7329. /**
  7330. * Enum that determines the text-wrapping mode to use.
  7331. */
  7332. export enum InspectableType {
  7333. /**
  7334. * Checkbox for booleans
  7335. */
  7336. Checkbox = 0,
  7337. /**
  7338. * Sliders for numbers
  7339. */
  7340. Slider = 1,
  7341. /**
  7342. * Vector3
  7343. */
  7344. Vector3 = 2,
  7345. /**
  7346. * Quaternions
  7347. */
  7348. Quaternion = 3,
  7349. /**
  7350. * Color3
  7351. */
  7352. Color3 = 4,
  7353. /**
  7354. * String
  7355. */
  7356. String = 5
  7357. }
  7358. /**
  7359. * Interface used to define custom inspectable properties.
  7360. * This interface is used by the inspector to display custom property grids
  7361. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7362. */
  7363. export interface IInspectable {
  7364. /**
  7365. * Gets the label to display
  7366. */
  7367. label: string;
  7368. /**
  7369. * Gets the name of the property to edit
  7370. */
  7371. propertyName: string;
  7372. /**
  7373. * Gets the type of the editor to use
  7374. */
  7375. type: InspectableType;
  7376. /**
  7377. * Gets the minimum value of the property when using in "slider" mode
  7378. */
  7379. min?: number;
  7380. /**
  7381. * Gets the maximum value of the property when using in "slider" mode
  7382. */
  7383. max?: number;
  7384. /**
  7385. * Gets the setp to use when using in "slider" mode
  7386. */
  7387. step?: number;
  7388. }
  7389. }
  7390. declare module "babylonjs/Misc/timingTools" {
  7391. /**
  7392. * Class used to provide helper for timing
  7393. */
  7394. export class TimingTools {
  7395. /**
  7396. * Polyfill for setImmediate
  7397. * @param action defines the action to execute after the current execution block
  7398. */
  7399. static SetImmediate(action: () => void): void;
  7400. }
  7401. }
  7402. declare module "babylonjs/Misc/instantiationTools" {
  7403. /**
  7404. * Class used to enable instatition of objects by class name
  7405. */
  7406. export class InstantiationTools {
  7407. /**
  7408. * Use this object to register external classes like custom textures or material
  7409. * to allow the laoders to instantiate them
  7410. */
  7411. static RegisteredExternalClasses: {
  7412. [key: string]: Object;
  7413. };
  7414. /**
  7415. * Tries to instantiate a new object from a given class name
  7416. * @param className defines the class name to instantiate
  7417. * @returns the new object or null if the system was not able to do the instantiation
  7418. */
  7419. static Instantiate(className: string): any;
  7420. }
  7421. }
  7422. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  7423. import { Nullable } from "babylonjs/types";
  7424. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7425. /**
  7426. * This represents the required contract to create a new type of texture loader.
  7427. */
  7428. export interface IInternalTextureLoader {
  7429. /**
  7430. * Defines wether the loader supports cascade loading the different faces.
  7431. */
  7432. supportCascades: boolean;
  7433. /**
  7434. * This returns if the loader support the current file information.
  7435. * @param extension defines the file extension of the file being loaded
  7436. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7437. * @param fallback defines the fallback internal texture if any
  7438. * @param isBase64 defines whether the texture is encoded as a base64
  7439. * @param isBuffer defines whether the texture data are stored as a buffer
  7440. * @returns true if the loader can load the specified file
  7441. */
  7442. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  7443. /**
  7444. * Transform the url before loading if required.
  7445. * @param rootUrl the url of the texture
  7446. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7447. * @returns the transformed texture
  7448. */
  7449. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  7450. /**
  7451. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  7452. * @param rootUrl the url of the texture
  7453. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7454. * @returns the fallback texture
  7455. */
  7456. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  7457. /**
  7458. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  7459. * @param data contains the texture data
  7460. * @param texture defines the BabylonJS internal texture
  7461. * @param createPolynomials will be true if polynomials have been requested
  7462. * @param onLoad defines the callback to trigger once the texture is ready
  7463. * @param onError defines the callback to trigger in case of error
  7464. */
  7465. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  7466. /**
  7467. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  7468. * @param data contains the texture data
  7469. * @param texture defines the BabylonJS internal texture
  7470. * @param callback defines the method to call once ready to upload
  7471. */
  7472. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  7473. }
  7474. }
  7475. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7476. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7477. import { Nullable } from "babylonjs/types";
  7478. import { Scene } from "babylonjs/scene";
  7479. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7480. module "babylonjs/Engines/engine" {
  7481. interface Engine {
  7482. /**
  7483. * Creates a depth stencil cube texture.
  7484. * This is only available in WebGL 2.
  7485. * @param size The size of face edge in the cube texture.
  7486. * @param options The options defining the cube texture.
  7487. * @returns The cube texture
  7488. */
  7489. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7490. /**
  7491. * Creates a cube texture
  7492. * @param rootUrl defines the url where the files to load is located
  7493. * @param scene defines the current scene
  7494. * @param files defines the list of files to load (1 per face)
  7495. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7496. * @param onLoad defines an optional callback raised when the texture is loaded
  7497. * @param onError defines an optional callback raised if there is an issue to load the texture
  7498. * @param format defines the format of the data
  7499. * @param forcedExtension defines the extension to use to pick the right loader
  7500. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7501. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7502. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7503. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7504. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7505. * @returns the cube texture as an InternalTexture
  7506. */
  7507. 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;
  7508. /**
  7509. * Creates a cube texture
  7510. * @param rootUrl defines the url where the files to load is located
  7511. * @param scene defines the current scene
  7512. * @param files defines the list of files to load (1 per face)
  7513. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7514. * @param onLoad defines an optional callback raised when the texture is loaded
  7515. * @param onError defines an optional callback raised if there is an issue to load the texture
  7516. * @param format defines the format of the data
  7517. * @param forcedExtension defines the extension to use to pick the right loader
  7518. * @returns the cube texture as an InternalTexture
  7519. */
  7520. 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;
  7521. /**
  7522. * Creates a cube texture
  7523. * @param rootUrl defines the url where the files to load is located
  7524. * @param scene defines the current scene
  7525. * @param files defines the list of files to load (1 per face)
  7526. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7527. * @param onLoad defines an optional callback raised when the texture is loaded
  7528. * @param onError defines an optional callback raised if there is an issue to load the texture
  7529. * @param format defines the format of the data
  7530. * @param forcedExtension defines the extension to use to pick the right loader
  7531. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7532. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7533. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7534. * @returns the cube texture as an InternalTexture
  7535. */
  7536. 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;
  7537. /** @hidden */
  7538. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7539. /** @hidden */
  7540. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7541. /** @hidden */
  7542. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7543. /** @hidden */
  7544. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7545. }
  7546. }
  7547. }
  7548. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7549. import { Nullable } from "babylonjs/types";
  7550. import { Scene } from "babylonjs/scene";
  7551. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7552. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7553. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7554. /**
  7555. * Class for creating a cube texture
  7556. */
  7557. export class CubeTexture extends BaseTexture {
  7558. private _delayedOnLoad;
  7559. /**
  7560. * The url of the texture
  7561. */
  7562. url: string;
  7563. /**
  7564. * Gets or sets the center of the bounding box associated with the cube texture.
  7565. * It must define where the camera used to render the texture was set
  7566. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7567. */
  7568. boundingBoxPosition: Vector3;
  7569. private _boundingBoxSize;
  7570. /**
  7571. * Gets or sets the size of the bounding box associated with the cube texture
  7572. * When defined, the cubemap will switch to local mode
  7573. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7574. * @example https://www.babylonjs-playground.com/#RNASML
  7575. */
  7576. /**
  7577. * Returns the bounding box size
  7578. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7579. */
  7580. boundingBoxSize: Vector3;
  7581. protected _rotationY: number;
  7582. /**
  7583. * Sets texture matrix rotation angle around Y axis in radians.
  7584. */
  7585. /**
  7586. * Gets texture matrix rotation angle around Y axis radians.
  7587. */
  7588. rotationY: number;
  7589. /**
  7590. * Are mip maps generated for this texture or not.
  7591. */
  7592. readonly noMipmap: boolean;
  7593. private _noMipmap;
  7594. private _files;
  7595. private _extensions;
  7596. private _textureMatrix;
  7597. private _format;
  7598. private _createPolynomials;
  7599. /** @hidden */
  7600. _prefiltered: boolean;
  7601. /**
  7602. * Creates a cube texture from an array of image urls
  7603. * @param files defines an array of image urls
  7604. * @param scene defines the hosting scene
  7605. * @param noMipmap specifies if mip maps are not used
  7606. * @returns a cube texture
  7607. */
  7608. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7609. /**
  7610. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7611. * @param url defines the url of the prefiltered texture
  7612. * @param scene defines the scene the texture is attached to
  7613. * @param forcedExtension defines the extension of the file if different from the url
  7614. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7615. * @return the prefiltered texture
  7616. */
  7617. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7618. /**
  7619. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7620. * as prefiltered data.
  7621. * @param rootUrl defines the url of the texture or the root name of the six images
  7622. * @param scene defines the scene the texture is attached to
  7623. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7624. * @param noMipmap defines if mipmaps should be created or not
  7625. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7626. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7627. * @param onError defines a callback triggered in case of error during load
  7628. * @param format defines the internal format to use for the texture once loaded
  7629. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7630. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7631. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7632. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7633. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7634. * @return the cube texture
  7635. */
  7636. 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);
  7637. /**
  7638. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7639. */
  7640. readonly isPrefiltered: boolean;
  7641. /**
  7642. * Get the current class name of the texture useful for serialization or dynamic coding.
  7643. * @returns "CubeTexture"
  7644. */
  7645. getClassName(): string;
  7646. /**
  7647. * Update the url (and optional buffer) of this texture if url was null during construction.
  7648. * @param url the url of the texture
  7649. * @param forcedExtension defines the extension to use
  7650. * @param onLoad callback called when the texture is loaded (defaults to null)
  7651. */
  7652. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7653. /**
  7654. * Delays loading of the cube texture
  7655. * @param forcedExtension defines the extension to use
  7656. */
  7657. delayLoad(forcedExtension?: string): void;
  7658. /**
  7659. * Returns the reflection texture matrix
  7660. * @returns the reflection texture matrix
  7661. */
  7662. getReflectionTextureMatrix(): Matrix;
  7663. /**
  7664. * Sets the reflection texture matrix
  7665. * @param value Reflection texture matrix
  7666. */
  7667. setReflectionTextureMatrix(value: Matrix): void;
  7668. /**
  7669. * Parses text to create a cube texture
  7670. * @param parsedTexture define the serialized text to read from
  7671. * @param scene defines the hosting scene
  7672. * @param rootUrl defines the root url of the cube texture
  7673. * @returns a cube texture
  7674. */
  7675. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7676. /**
  7677. * Makes a clone, or deep copy, of the cube texture
  7678. * @returns a new cube texture
  7679. */
  7680. clone(): CubeTexture;
  7681. }
  7682. }
  7683. declare module "babylonjs/Materials/materialDefines" {
  7684. /**
  7685. * Manages the defines for the Material
  7686. */
  7687. export class MaterialDefines {
  7688. /** @hidden */
  7689. protected _keys: string[];
  7690. private _isDirty;
  7691. /** @hidden */
  7692. _renderId: number;
  7693. /** @hidden */
  7694. _areLightsDirty: boolean;
  7695. /** @hidden */
  7696. _areLightsDisposed: boolean;
  7697. /** @hidden */
  7698. _areAttributesDirty: boolean;
  7699. /** @hidden */
  7700. _areTexturesDirty: boolean;
  7701. /** @hidden */
  7702. _areFresnelDirty: boolean;
  7703. /** @hidden */
  7704. _areMiscDirty: boolean;
  7705. /** @hidden */
  7706. _areImageProcessingDirty: boolean;
  7707. /** @hidden */
  7708. _normals: boolean;
  7709. /** @hidden */
  7710. _uvs: boolean;
  7711. /** @hidden */
  7712. _needNormals: boolean;
  7713. /** @hidden */
  7714. _needUVs: boolean;
  7715. [id: string]: any;
  7716. /**
  7717. * Specifies if the material needs to be re-calculated
  7718. */
  7719. readonly isDirty: boolean;
  7720. /**
  7721. * Marks the material to indicate that it has been re-calculated
  7722. */
  7723. markAsProcessed(): void;
  7724. /**
  7725. * Marks the material to indicate that it needs to be re-calculated
  7726. */
  7727. markAsUnprocessed(): void;
  7728. /**
  7729. * Marks the material to indicate all of its defines need to be re-calculated
  7730. */
  7731. markAllAsDirty(): void;
  7732. /**
  7733. * Marks the material to indicate that image processing needs to be re-calculated
  7734. */
  7735. markAsImageProcessingDirty(): void;
  7736. /**
  7737. * Marks the material to indicate the lights need to be re-calculated
  7738. * @param disposed Defines whether the light is dirty due to dispose or not
  7739. */
  7740. markAsLightDirty(disposed?: boolean): void;
  7741. /**
  7742. * Marks the attribute state as changed
  7743. */
  7744. markAsAttributesDirty(): void;
  7745. /**
  7746. * Marks the texture state as changed
  7747. */
  7748. markAsTexturesDirty(): void;
  7749. /**
  7750. * Marks the fresnel state as changed
  7751. */
  7752. markAsFresnelDirty(): void;
  7753. /**
  7754. * Marks the misc state as changed
  7755. */
  7756. markAsMiscDirty(): void;
  7757. /**
  7758. * Rebuilds the material defines
  7759. */
  7760. rebuild(): void;
  7761. /**
  7762. * Specifies if two material defines are equal
  7763. * @param other - A material define instance to compare to
  7764. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7765. */
  7766. isEqual(other: MaterialDefines): boolean;
  7767. /**
  7768. * Clones this instance's defines to another instance
  7769. * @param other - material defines to clone values to
  7770. */
  7771. cloneTo(other: MaterialDefines): void;
  7772. /**
  7773. * Resets the material define values
  7774. */
  7775. reset(): void;
  7776. /**
  7777. * Converts the material define values to a string
  7778. * @returns - String of material define information
  7779. */
  7780. toString(): string;
  7781. }
  7782. }
  7783. declare module "babylonjs/Materials/colorCurves" {
  7784. import { Effect } from "babylonjs/Materials/effect";
  7785. /**
  7786. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7787. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7788. * 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;
  7789. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7790. */
  7791. export class ColorCurves {
  7792. private _dirty;
  7793. private _tempColor;
  7794. private _globalCurve;
  7795. private _highlightsCurve;
  7796. private _midtonesCurve;
  7797. private _shadowsCurve;
  7798. private _positiveCurve;
  7799. private _negativeCurve;
  7800. private _globalHue;
  7801. private _globalDensity;
  7802. private _globalSaturation;
  7803. private _globalExposure;
  7804. /**
  7805. * Gets the global Hue value.
  7806. * 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).
  7807. */
  7808. /**
  7809. * Sets the global Hue value.
  7810. * 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).
  7811. */
  7812. globalHue: number;
  7813. /**
  7814. * Gets the global Density value.
  7815. * 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.
  7816. * Values less than zero provide a filter of opposite hue.
  7817. */
  7818. /**
  7819. * Sets the global Density value.
  7820. * 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.
  7821. * Values less than zero provide a filter of opposite hue.
  7822. */
  7823. globalDensity: number;
  7824. /**
  7825. * Gets the global Saturation value.
  7826. * 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.
  7827. */
  7828. /**
  7829. * Sets the global Saturation value.
  7830. * 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.
  7831. */
  7832. globalSaturation: number;
  7833. /**
  7834. * Gets the global Exposure value.
  7835. * 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.
  7836. */
  7837. /**
  7838. * Sets the global Exposure value.
  7839. * 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.
  7840. */
  7841. globalExposure: number;
  7842. private _highlightsHue;
  7843. private _highlightsDensity;
  7844. private _highlightsSaturation;
  7845. private _highlightsExposure;
  7846. /**
  7847. * Gets the highlights Hue value.
  7848. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7849. */
  7850. /**
  7851. * Sets the highlights Hue value.
  7852. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7853. */
  7854. highlightsHue: number;
  7855. /**
  7856. * Gets the highlights Density value.
  7857. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7858. * Values less than zero provide a filter of opposite hue.
  7859. */
  7860. /**
  7861. * Sets the highlights Density value.
  7862. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7863. * Values less than zero provide a filter of opposite hue.
  7864. */
  7865. highlightsDensity: number;
  7866. /**
  7867. * Gets the highlights Saturation value.
  7868. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7869. */
  7870. /**
  7871. * Sets the highlights Saturation value.
  7872. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7873. */
  7874. highlightsSaturation: number;
  7875. /**
  7876. * Gets the highlights Exposure value.
  7877. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7878. */
  7879. /**
  7880. * Sets the highlights Exposure value.
  7881. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7882. */
  7883. highlightsExposure: number;
  7884. private _midtonesHue;
  7885. private _midtonesDensity;
  7886. private _midtonesSaturation;
  7887. private _midtonesExposure;
  7888. /**
  7889. * Gets the midtones Hue value.
  7890. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7891. */
  7892. /**
  7893. * Sets the midtones Hue value.
  7894. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7895. */
  7896. midtonesHue: number;
  7897. /**
  7898. * Gets the midtones Density value.
  7899. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7900. * Values less than zero provide a filter of opposite hue.
  7901. */
  7902. /**
  7903. * Sets the midtones Density value.
  7904. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7905. * Values less than zero provide a filter of opposite hue.
  7906. */
  7907. midtonesDensity: number;
  7908. /**
  7909. * Gets the midtones Saturation value.
  7910. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7911. */
  7912. /**
  7913. * Sets the midtones Saturation value.
  7914. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7915. */
  7916. midtonesSaturation: number;
  7917. /**
  7918. * Gets the midtones Exposure value.
  7919. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7920. */
  7921. /**
  7922. * Sets the midtones Exposure value.
  7923. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7924. */
  7925. midtonesExposure: number;
  7926. private _shadowsHue;
  7927. private _shadowsDensity;
  7928. private _shadowsSaturation;
  7929. private _shadowsExposure;
  7930. /**
  7931. * Gets the shadows Hue value.
  7932. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7933. */
  7934. /**
  7935. * Sets the shadows Hue value.
  7936. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7937. */
  7938. shadowsHue: number;
  7939. /**
  7940. * Gets the shadows Density value.
  7941. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7942. * Values less than zero provide a filter of opposite hue.
  7943. */
  7944. /**
  7945. * Sets the shadows Density value.
  7946. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7947. * Values less than zero provide a filter of opposite hue.
  7948. */
  7949. shadowsDensity: number;
  7950. /**
  7951. * Gets the shadows Saturation value.
  7952. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7953. */
  7954. /**
  7955. * Sets the shadows Saturation value.
  7956. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7957. */
  7958. shadowsSaturation: number;
  7959. /**
  7960. * Gets the shadows Exposure value.
  7961. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7962. */
  7963. /**
  7964. * Sets the shadows Exposure value.
  7965. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7966. */
  7967. shadowsExposure: number;
  7968. /**
  7969. * Returns the class name
  7970. * @returns The class name
  7971. */
  7972. getClassName(): string;
  7973. /**
  7974. * Binds the color curves to the shader.
  7975. * @param colorCurves The color curve to bind
  7976. * @param effect The effect to bind to
  7977. * @param positiveUniform The positive uniform shader parameter
  7978. * @param neutralUniform The neutral uniform shader parameter
  7979. * @param negativeUniform The negative uniform shader parameter
  7980. */
  7981. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  7982. /**
  7983. * Prepare the list of uniforms associated with the ColorCurves effects.
  7984. * @param uniformsList The list of uniforms used in the effect
  7985. */
  7986. static PrepareUniforms(uniformsList: string[]): void;
  7987. /**
  7988. * Returns color grading data based on a hue, density, saturation and exposure value.
  7989. * @param filterHue The hue of the color filter.
  7990. * @param filterDensity The density of the color filter.
  7991. * @param saturation The saturation.
  7992. * @param exposure The exposure.
  7993. * @param result The result data container.
  7994. */
  7995. private getColorGradingDataToRef;
  7996. /**
  7997. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  7998. * @param value The input slider value in range [-100,100].
  7999. * @returns Adjusted value.
  8000. */
  8001. private static applyColorGradingSliderNonlinear;
  8002. /**
  8003. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  8004. * @param hue The hue (H) input.
  8005. * @param saturation The saturation (S) input.
  8006. * @param brightness The brightness (B) input.
  8007. * @result An RGBA color represented as Vector4.
  8008. */
  8009. private static fromHSBToRef;
  8010. /**
  8011. * Returns a value clamped between min and max
  8012. * @param value The value to clamp
  8013. * @param min The minimum of value
  8014. * @param max The maximum of value
  8015. * @returns The clamped value.
  8016. */
  8017. private static clamp;
  8018. /**
  8019. * Clones the current color curve instance.
  8020. * @return The cloned curves
  8021. */
  8022. clone(): ColorCurves;
  8023. /**
  8024. * Serializes the current color curve instance to a json representation.
  8025. * @return a JSON representation
  8026. */
  8027. serialize(): any;
  8028. /**
  8029. * Parses the color curve from a json representation.
  8030. * @param source the JSON source to parse
  8031. * @return The parsed curves
  8032. */
  8033. static Parse(source: any): ColorCurves;
  8034. }
  8035. }
  8036. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8037. import { Observable } from "babylonjs/Misc/observable";
  8038. import { Nullable } from "babylonjs/types";
  8039. import { Color4 } from "babylonjs/Maths/math.color";
  8040. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8041. import { Effect } from "babylonjs/Materials/effect";
  8042. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8043. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8044. /**
  8045. * Interface to follow in your material defines to integrate easily the
  8046. * Image proccessing functions.
  8047. * @hidden
  8048. */
  8049. export interface IImageProcessingConfigurationDefines {
  8050. IMAGEPROCESSING: boolean;
  8051. VIGNETTE: boolean;
  8052. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8053. VIGNETTEBLENDMODEOPAQUE: boolean;
  8054. TONEMAPPING: boolean;
  8055. TONEMAPPING_ACES: boolean;
  8056. CONTRAST: boolean;
  8057. EXPOSURE: boolean;
  8058. COLORCURVES: boolean;
  8059. COLORGRADING: boolean;
  8060. COLORGRADING3D: boolean;
  8061. SAMPLER3DGREENDEPTH: boolean;
  8062. SAMPLER3DBGRMAP: boolean;
  8063. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8064. }
  8065. /**
  8066. * @hidden
  8067. */
  8068. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8069. IMAGEPROCESSING: boolean;
  8070. VIGNETTE: boolean;
  8071. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8072. VIGNETTEBLENDMODEOPAQUE: boolean;
  8073. TONEMAPPING: boolean;
  8074. TONEMAPPING_ACES: boolean;
  8075. CONTRAST: boolean;
  8076. COLORCURVES: boolean;
  8077. COLORGRADING: boolean;
  8078. COLORGRADING3D: boolean;
  8079. SAMPLER3DGREENDEPTH: boolean;
  8080. SAMPLER3DBGRMAP: boolean;
  8081. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8082. EXPOSURE: boolean;
  8083. constructor();
  8084. }
  8085. /**
  8086. * This groups together the common properties used for image processing either in direct forward pass
  8087. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8088. * or not.
  8089. */
  8090. export class ImageProcessingConfiguration {
  8091. /**
  8092. * Default tone mapping applied in BabylonJS.
  8093. */
  8094. static readonly TONEMAPPING_STANDARD: number;
  8095. /**
  8096. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8097. * to other engines rendering to increase portability.
  8098. */
  8099. static readonly TONEMAPPING_ACES: number;
  8100. /**
  8101. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8102. */
  8103. colorCurves: Nullable<ColorCurves>;
  8104. private _colorCurvesEnabled;
  8105. /**
  8106. * Gets wether the color curves effect is enabled.
  8107. */
  8108. /**
  8109. * Sets wether the color curves effect is enabled.
  8110. */
  8111. colorCurvesEnabled: boolean;
  8112. private _colorGradingTexture;
  8113. /**
  8114. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8115. */
  8116. /**
  8117. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8118. */
  8119. colorGradingTexture: Nullable<BaseTexture>;
  8120. private _colorGradingEnabled;
  8121. /**
  8122. * Gets wether the color grading effect is enabled.
  8123. */
  8124. /**
  8125. * Sets wether the color grading effect is enabled.
  8126. */
  8127. colorGradingEnabled: boolean;
  8128. private _colorGradingWithGreenDepth;
  8129. /**
  8130. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8131. */
  8132. /**
  8133. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8134. */
  8135. colorGradingWithGreenDepth: boolean;
  8136. private _colorGradingBGR;
  8137. /**
  8138. * Gets wether the color grading texture contains BGR values.
  8139. */
  8140. /**
  8141. * Sets wether the color grading texture contains BGR values.
  8142. */
  8143. colorGradingBGR: boolean;
  8144. /** @hidden */
  8145. _exposure: number;
  8146. /**
  8147. * Gets the Exposure used in the effect.
  8148. */
  8149. /**
  8150. * Sets the Exposure used in the effect.
  8151. */
  8152. exposure: number;
  8153. private _toneMappingEnabled;
  8154. /**
  8155. * Gets wether the tone mapping effect is enabled.
  8156. */
  8157. /**
  8158. * Sets wether the tone mapping effect is enabled.
  8159. */
  8160. toneMappingEnabled: boolean;
  8161. private _toneMappingType;
  8162. /**
  8163. * Gets the type of tone mapping effect.
  8164. */
  8165. /**
  8166. * Sets the type of tone mapping effect used in BabylonJS.
  8167. */
  8168. toneMappingType: number;
  8169. protected _contrast: number;
  8170. /**
  8171. * Gets the contrast used in the effect.
  8172. */
  8173. /**
  8174. * Sets the contrast used in the effect.
  8175. */
  8176. contrast: number;
  8177. /**
  8178. * Vignette stretch size.
  8179. */
  8180. vignetteStretch: number;
  8181. /**
  8182. * Vignette centre X Offset.
  8183. */
  8184. vignetteCentreX: number;
  8185. /**
  8186. * Vignette centre Y Offset.
  8187. */
  8188. vignetteCentreY: number;
  8189. /**
  8190. * Vignette weight or intensity of the vignette effect.
  8191. */
  8192. vignetteWeight: number;
  8193. /**
  8194. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8195. * if vignetteEnabled is set to true.
  8196. */
  8197. vignetteColor: Color4;
  8198. /**
  8199. * Camera field of view used by the Vignette effect.
  8200. */
  8201. vignetteCameraFov: number;
  8202. private _vignetteBlendMode;
  8203. /**
  8204. * Gets the vignette blend mode allowing different kind of effect.
  8205. */
  8206. /**
  8207. * Sets the vignette blend mode allowing different kind of effect.
  8208. */
  8209. vignetteBlendMode: number;
  8210. private _vignetteEnabled;
  8211. /**
  8212. * Gets wether the vignette effect is enabled.
  8213. */
  8214. /**
  8215. * Sets wether the vignette effect is enabled.
  8216. */
  8217. vignetteEnabled: boolean;
  8218. private _applyByPostProcess;
  8219. /**
  8220. * Gets wether the image processing is applied through a post process or not.
  8221. */
  8222. /**
  8223. * Sets wether the image processing is applied through a post process or not.
  8224. */
  8225. applyByPostProcess: boolean;
  8226. private _isEnabled;
  8227. /**
  8228. * Gets wether the image processing is enabled or not.
  8229. */
  8230. /**
  8231. * Sets wether the image processing is enabled or not.
  8232. */
  8233. isEnabled: boolean;
  8234. /**
  8235. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8236. */
  8237. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8238. /**
  8239. * Method called each time the image processing information changes requires to recompile the effect.
  8240. */
  8241. protected _updateParameters(): void;
  8242. /**
  8243. * Gets the current class name.
  8244. * @return "ImageProcessingConfiguration"
  8245. */
  8246. getClassName(): string;
  8247. /**
  8248. * Prepare the list of uniforms associated with the Image Processing effects.
  8249. * @param uniforms The list of uniforms used in the effect
  8250. * @param defines the list of defines currently in use
  8251. */
  8252. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8253. /**
  8254. * Prepare the list of samplers associated with the Image Processing effects.
  8255. * @param samplersList The list of uniforms used in the effect
  8256. * @param defines the list of defines currently in use
  8257. */
  8258. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8259. /**
  8260. * Prepare the list of defines associated to the shader.
  8261. * @param defines the list of defines to complete
  8262. * @param forPostProcess Define if we are currently in post process mode or not
  8263. */
  8264. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8265. /**
  8266. * Returns true if all the image processing information are ready.
  8267. * @returns True if ready, otherwise, false
  8268. */
  8269. isReady(): boolean;
  8270. /**
  8271. * Binds the image processing to the shader.
  8272. * @param effect The effect to bind to
  8273. * @param aspectRatio Define the current aspect ratio of the effect
  8274. */
  8275. bind(effect: Effect, aspectRatio?: number): void;
  8276. /**
  8277. * Clones the current image processing instance.
  8278. * @return The cloned image processing
  8279. */
  8280. clone(): ImageProcessingConfiguration;
  8281. /**
  8282. * Serializes the current image processing instance to a json representation.
  8283. * @return a JSON representation
  8284. */
  8285. serialize(): any;
  8286. /**
  8287. * Parses the image processing from a json representation.
  8288. * @param source the JSON source to parse
  8289. * @return The parsed image processing
  8290. */
  8291. static Parse(source: any): ImageProcessingConfiguration;
  8292. private static _VIGNETTEMODE_MULTIPLY;
  8293. private static _VIGNETTEMODE_OPAQUE;
  8294. /**
  8295. * Used to apply the vignette as a mix with the pixel color.
  8296. */
  8297. static readonly VIGNETTEMODE_MULTIPLY: number;
  8298. /**
  8299. * Used to apply the vignette as a replacement of the pixel color.
  8300. */
  8301. static readonly VIGNETTEMODE_OPAQUE: number;
  8302. }
  8303. }
  8304. declare module "babylonjs/Shaders/postprocess.vertex" {
  8305. /** @hidden */
  8306. export var postprocessVertexShader: {
  8307. name: string;
  8308. shader: string;
  8309. };
  8310. }
  8311. declare module "babylonjs/Maths/math.axis" {
  8312. import { Vector3 } from "babylonjs/Maths/math.vector";
  8313. /** Defines supported spaces */
  8314. export enum Space {
  8315. /** Local (object) space */
  8316. LOCAL = 0,
  8317. /** World space */
  8318. WORLD = 1,
  8319. /** Bone space */
  8320. BONE = 2
  8321. }
  8322. /** Defines the 3 main axes */
  8323. export class Axis {
  8324. /** X axis */
  8325. static X: Vector3;
  8326. /** Y axis */
  8327. static Y: Vector3;
  8328. /** Z axis */
  8329. static Z: Vector3;
  8330. }
  8331. }
  8332. declare module "babylonjs/Cameras/targetCamera" {
  8333. import { Nullable } from "babylonjs/types";
  8334. import { Camera } from "babylonjs/Cameras/camera";
  8335. import { Scene } from "babylonjs/scene";
  8336. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8337. /**
  8338. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8339. * This is the base of the follow, arc rotate cameras and Free camera
  8340. * @see http://doc.babylonjs.com/features/cameras
  8341. */
  8342. export class TargetCamera extends Camera {
  8343. private static _RigCamTransformMatrix;
  8344. private static _TargetTransformMatrix;
  8345. private static _TargetFocalPoint;
  8346. /**
  8347. * Define the current direction the camera is moving to
  8348. */
  8349. cameraDirection: Vector3;
  8350. /**
  8351. * Define the current rotation the camera is rotating to
  8352. */
  8353. cameraRotation: Vector2;
  8354. /**
  8355. * When set, the up vector of the camera will be updated by the rotation of the camera
  8356. */
  8357. updateUpVectorFromRotation: boolean;
  8358. private _tmpQuaternion;
  8359. /**
  8360. * Define the current rotation of the camera
  8361. */
  8362. rotation: Vector3;
  8363. /**
  8364. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8365. */
  8366. rotationQuaternion: Quaternion;
  8367. /**
  8368. * Define the current speed of the camera
  8369. */
  8370. speed: number;
  8371. /**
  8372. * Add cconstraint to the camera to prevent it to move freely in all directions and
  8373. * around all axis.
  8374. */
  8375. noRotationConstraint: boolean;
  8376. /**
  8377. * Define the current target of the camera as an object or a position.
  8378. */
  8379. lockedTarget: any;
  8380. /** @hidden */
  8381. _currentTarget: Vector3;
  8382. /** @hidden */
  8383. _initialFocalDistance: number;
  8384. /** @hidden */
  8385. _viewMatrix: Matrix;
  8386. /** @hidden */
  8387. _camMatrix: Matrix;
  8388. /** @hidden */
  8389. _cameraTransformMatrix: Matrix;
  8390. /** @hidden */
  8391. _cameraRotationMatrix: Matrix;
  8392. /** @hidden */
  8393. _referencePoint: Vector3;
  8394. /** @hidden */
  8395. _transformedReferencePoint: Vector3;
  8396. protected _globalCurrentTarget: Vector3;
  8397. protected _globalCurrentUpVector: Vector3;
  8398. /** @hidden */
  8399. _reset: () => void;
  8400. private _defaultUp;
  8401. /**
  8402. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  8403. * This is the base of the follow, arc rotate cameras and Free camera
  8404. * @see http://doc.babylonjs.com/features/cameras
  8405. * @param name Defines the name of the camera in the scene
  8406. * @param position Defines the start position of the camera in the scene
  8407. * @param scene Defines the scene the camera belongs to
  8408. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8409. */
  8410. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8411. /**
  8412. * Gets the position in front of the camera at a given distance.
  8413. * @param distance The distance from the camera we want the position to be
  8414. * @returns the position
  8415. */
  8416. getFrontPosition(distance: number): Vector3;
  8417. /** @hidden */
  8418. _getLockedTargetPosition(): Nullable<Vector3>;
  8419. private _storedPosition;
  8420. private _storedRotation;
  8421. private _storedRotationQuaternion;
  8422. /**
  8423. * Store current camera state of the camera (fov, position, rotation, etc..)
  8424. * @returns the camera
  8425. */
  8426. storeState(): Camera;
  8427. /**
  8428. * Restored camera state. You must call storeState() first
  8429. * @returns whether it was successful or not
  8430. * @hidden
  8431. */
  8432. _restoreStateValues(): boolean;
  8433. /** @hidden */
  8434. _initCache(): void;
  8435. /** @hidden */
  8436. _updateCache(ignoreParentClass?: boolean): void;
  8437. /** @hidden */
  8438. _isSynchronizedViewMatrix(): boolean;
  8439. /** @hidden */
  8440. _computeLocalCameraSpeed(): number;
  8441. /**
  8442. * Defines the target the camera should look at.
  8443. * @param target Defines the new target as a Vector or a mesh
  8444. */
  8445. setTarget(target: Vector3): void;
  8446. /**
  8447. * Return the current target position of the camera. This value is expressed in local space.
  8448. * @returns the target position
  8449. */
  8450. getTarget(): Vector3;
  8451. /** @hidden */
  8452. _decideIfNeedsToMove(): boolean;
  8453. /** @hidden */
  8454. _updatePosition(): void;
  8455. /** @hidden */
  8456. _checkInputs(): void;
  8457. protected _updateCameraRotationMatrix(): void;
  8458. /**
  8459. * 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)
  8460. * @returns the current camera
  8461. */
  8462. private _rotateUpVectorWithCameraRotationMatrix;
  8463. private _cachedRotationZ;
  8464. private _cachedQuaternionRotationZ;
  8465. /** @hidden */
  8466. _getViewMatrix(): Matrix;
  8467. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8468. /**
  8469. * @hidden
  8470. */
  8471. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8472. /**
  8473. * @hidden
  8474. */
  8475. _updateRigCameras(): void;
  8476. private _getRigCamPositionAndTarget;
  8477. /**
  8478. * Gets the current object class name.
  8479. * @return the class name
  8480. */
  8481. getClassName(): string;
  8482. }
  8483. }
  8484. declare module "babylonjs/Events/keyboardEvents" {
  8485. /**
  8486. * Gather the list of keyboard event types as constants.
  8487. */
  8488. export class KeyboardEventTypes {
  8489. /**
  8490. * The keydown event is fired when a key becomes active (pressed).
  8491. */
  8492. static readonly KEYDOWN: number;
  8493. /**
  8494. * The keyup event is fired when a key has been released.
  8495. */
  8496. static readonly KEYUP: number;
  8497. }
  8498. /**
  8499. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8500. */
  8501. export class KeyboardInfo {
  8502. /**
  8503. * Defines the type of event (KeyboardEventTypes)
  8504. */
  8505. type: number;
  8506. /**
  8507. * Defines the related dom event
  8508. */
  8509. event: KeyboardEvent;
  8510. /**
  8511. * Instantiates a new keyboard info.
  8512. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8513. * @param type Defines the type of event (KeyboardEventTypes)
  8514. * @param event Defines the related dom event
  8515. */
  8516. constructor(
  8517. /**
  8518. * Defines the type of event (KeyboardEventTypes)
  8519. */
  8520. type: number,
  8521. /**
  8522. * Defines the related dom event
  8523. */
  8524. event: KeyboardEvent);
  8525. }
  8526. /**
  8527. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8528. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8529. */
  8530. export class KeyboardInfoPre extends KeyboardInfo {
  8531. /**
  8532. * Defines the type of event (KeyboardEventTypes)
  8533. */
  8534. type: number;
  8535. /**
  8536. * Defines the related dom event
  8537. */
  8538. event: KeyboardEvent;
  8539. /**
  8540. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8541. */
  8542. skipOnPointerObservable: boolean;
  8543. /**
  8544. * Instantiates a new keyboard pre info.
  8545. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8546. * @param type Defines the type of event (KeyboardEventTypes)
  8547. * @param event Defines the related dom event
  8548. */
  8549. constructor(
  8550. /**
  8551. * Defines the type of event (KeyboardEventTypes)
  8552. */
  8553. type: number,
  8554. /**
  8555. * Defines the related dom event
  8556. */
  8557. event: KeyboardEvent);
  8558. }
  8559. }
  8560. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8561. import { Nullable } from "babylonjs/types";
  8562. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8563. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8564. /**
  8565. * Manage the keyboard inputs to control the movement of a free camera.
  8566. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8567. */
  8568. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8569. /**
  8570. * Defines the camera the input is attached to.
  8571. */
  8572. camera: FreeCamera;
  8573. /**
  8574. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8575. */
  8576. keysUp: number[];
  8577. /**
  8578. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8579. */
  8580. keysDown: number[];
  8581. /**
  8582. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8583. */
  8584. keysLeft: number[];
  8585. /**
  8586. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8587. */
  8588. keysRight: number[];
  8589. private _keys;
  8590. private _onCanvasBlurObserver;
  8591. private _onKeyboardObserver;
  8592. private _engine;
  8593. private _scene;
  8594. /**
  8595. * Attach the input controls to a specific dom element to get the input from.
  8596. * @param element Defines the element the controls should be listened from
  8597. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8598. */
  8599. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8600. /**
  8601. * Detach the current controls from the specified dom element.
  8602. * @param element Defines the element to stop listening the inputs from
  8603. */
  8604. detachControl(element: Nullable<HTMLElement>): void;
  8605. /**
  8606. * Update the current camera state depending on the inputs that have been used this frame.
  8607. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8608. */
  8609. checkInputs(): void;
  8610. /**
  8611. * Gets the class name of the current intput.
  8612. * @returns the class name
  8613. */
  8614. getClassName(): string;
  8615. /** @hidden */
  8616. _onLostFocus(): void;
  8617. /**
  8618. * Get the friendly name associated with the input class.
  8619. * @returns the input friendly name
  8620. */
  8621. getSimpleName(): string;
  8622. }
  8623. }
  8624. declare module "babylonjs/Lights/shadowLight" {
  8625. import { Camera } from "babylonjs/Cameras/camera";
  8626. import { Scene } from "babylonjs/scene";
  8627. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8628. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8629. import { Light } from "babylonjs/Lights/light";
  8630. /**
  8631. * Interface describing all the common properties and methods a shadow light needs to implement.
  8632. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8633. * as well as binding the different shadow properties to the effects.
  8634. */
  8635. export interface IShadowLight extends Light {
  8636. /**
  8637. * The light id in the scene (used in scene.findLighById for instance)
  8638. */
  8639. id: string;
  8640. /**
  8641. * The position the shdow will be casted from.
  8642. */
  8643. position: Vector3;
  8644. /**
  8645. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8646. */
  8647. direction: Vector3;
  8648. /**
  8649. * The transformed position. Position of the light in world space taking parenting in account.
  8650. */
  8651. transformedPosition: Vector3;
  8652. /**
  8653. * The transformed direction. Direction of the light in world space taking parenting in account.
  8654. */
  8655. transformedDirection: Vector3;
  8656. /**
  8657. * The friendly name of the light in the scene.
  8658. */
  8659. name: string;
  8660. /**
  8661. * Defines the shadow projection clipping minimum z value.
  8662. */
  8663. shadowMinZ: number;
  8664. /**
  8665. * Defines the shadow projection clipping maximum z value.
  8666. */
  8667. shadowMaxZ: number;
  8668. /**
  8669. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8670. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8671. */
  8672. computeTransformedInformation(): boolean;
  8673. /**
  8674. * Gets the scene the light belongs to.
  8675. * @returns The scene
  8676. */
  8677. getScene(): Scene;
  8678. /**
  8679. * Callback defining a custom Projection Matrix Builder.
  8680. * This can be used to override the default projection matrix computation.
  8681. */
  8682. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8683. /**
  8684. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8685. * @param matrix The materix to updated with the projection information
  8686. * @param viewMatrix The transform matrix of the light
  8687. * @param renderList The list of mesh to render in the map
  8688. * @returns The current light
  8689. */
  8690. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8691. /**
  8692. * Gets the current depth scale used in ESM.
  8693. * @returns The scale
  8694. */
  8695. getDepthScale(): number;
  8696. /**
  8697. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8698. * @returns true if a cube texture needs to be use
  8699. */
  8700. needCube(): boolean;
  8701. /**
  8702. * Detects if the projection matrix requires to be recomputed this frame.
  8703. * @returns true if it requires to be recomputed otherwise, false.
  8704. */
  8705. needProjectionMatrixCompute(): boolean;
  8706. /**
  8707. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8708. */
  8709. forceProjectionMatrixCompute(): void;
  8710. /**
  8711. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8712. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8713. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8714. */
  8715. getShadowDirection(faceIndex?: number): Vector3;
  8716. /**
  8717. * Gets the minZ used for shadow according to both the scene and the light.
  8718. * @param activeCamera The camera we are returning the min for
  8719. * @returns the depth min z
  8720. */
  8721. getDepthMinZ(activeCamera: Camera): number;
  8722. /**
  8723. * Gets the maxZ used for shadow according to both the scene and the light.
  8724. * @param activeCamera The camera we are returning the max for
  8725. * @returns the depth max z
  8726. */
  8727. getDepthMaxZ(activeCamera: Camera): number;
  8728. }
  8729. /**
  8730. * Base implementation IShadowLight
  8731. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8732. */
  8733. export abstract class ShadowLight extends Light implements IShadowLight {
  8734. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8735. protected _position: Vector3;
  8736. protected _setPosition(value: Vector3): void;
  8737. /**
  8738. * Sets the position the shadow will be casted from. Also use as the light position for both
  8739. * point and spot lights.
  8740. */
  8741. /**
  8742. * Sets the position the shadow will be casted from. Also use as the light position for both
  8743. * point and spot lights.
  8744. */
  8745. position: Vector3;
  8746. protected _direction: Vector3;
  8747. protected _setDirection(value: Vector3): void;
  8748. /**
  8749. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8750. * Also use as the light direction on spot and directional lights.
  8751. */
  8752. /**
  8753. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8754. * Also use as the light direction on spot and directional lights.
  8755. */
  8756. direction: Vector3;
  8757. private _shadowMinZ;
  8758. /**
  8759. * Gets the shadow projection clipping minimum z value.
  8760. */
  8761. /**
  8762. * Sets the shadow projection clipping minimum z value.
  8763. */
  8764. shadowMinZ: number;
  8765. private _shadowMaxZ;
  8766. /**
  8767. * Sets the shadow projection clipping maximum z value.
  8768. */
  8769. /**
  8770. * Gets the shadow projection clipping maximum z value.
  8771. */
  8772. shadowMaxZ: number;
  8773. /**
  8774. * Callback defining a custom Projection Matrix Builder.
  8775. * This can be used to override the default projection matrix computation.
  8776. */
  8777. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8778. /**
  8779. * The transformed position. Position of the light in world space taking parenting in account.
  8780. */
  8781. transformedPosition: Vector3;
  8782. /**
  8783. * The transformed direction. Direction of the light in world space taking parenting in account.
  8784. */
  8785. transformedDirection: Vector3;
  8786. private _needProjectionMatrixCompute;
  8787. /**
  8788. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8789. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8790. */
  8791. computeTransformedInformation(): boolean;
  8792. /**
  8793. * Return the depth scale used for the shadow map.
  8794. * @returns the depth scale.
  8795. */
  8796. getDepthScale(): number;
  8797. /**
  8798. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8799. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8800. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8801. */
  8802. getShadowDirection(faceIndex?: number): Vector3;
  8803. /**
  8804. * Returns the ShadowLight absolute position in the World.
  8805. * @returns the position vector in world space
  8806. */
  8807. getAbsolutePosition(): Vector3;
  8808. /**
  8809. * Sets the ShadowLight direction toward the passed target.
  8810. * @param target The point to target in local space
  8811. * @returns the updated ShadowLight direction
  8812. */
  8813. setDirectionToTarget(target: Vector3): Vector3;
  8814. /**
  8815. * Returns the light rotation in euler definition.
  8816. * @returns the x y z rotation in local space.
  8817. */
  8818. getRotation(): Vector3;
  8819. /**
  8820. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8821. * @returns true if a cube texture needs to be use
  8822. */
  8823. needCube(): boolean;
  8824. /**
  8825. * Detects if the projection matrix requires to be recomputed this frame.
  8826. * @returns true if it requires to be recomputed otherwise, false.
  8827. */
  8828. needProjectionMatrixCompute(): boolean;
  8829. /**
  8830. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8831. */
  8832. forceProjectionMatrixCompute(): void;
  8833. /** @hidden */
  8834. _initCache(): void;
  8835. /** @hidden */
  8836. _isSynchronized(): boolean;
  8837. /**
  8838. * Computes the world matrix of the node
  8839. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  8840. * @returns the world matrix
  8841. */
  8842. computeWorldMatrix(force?: boolean): Matrix;
  8843. /**
  8844. * Gets the minZ used for shadow according to both the scene and the light.
  8845. * @param activeCamera The camera we are returning the min for
  8846. * @returns the depth min z
  8847. */
  8848. getDepthMinZ(activeCamera: Camera): number;
  8849. /**
  8850. * Gets the maxZ used for shadow according to both the scene and the light.
  8851. * @param activeCamera The camera we are returning the max for
  8852. * @returns the depth max z
  8853. */
  8854. getDepthMaxZ(activeCamera: Camera): number;
  8855. /**
  8856. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8857. * @param matrix The materix to updated with the projection information
  8858. * @param viewMatrix The transform matrix of the light
  8859. * @param renderList The list of mesh to render in the map
  8860. * @returns The current light
  8861. */
  8862. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8863. }
  8864. }
  8865. declare module "babylonjs/Materials/materialHelper" {
  8866. import { Nullable } from "babylonjs/types";
  8867. import { Scene } from "babylonjs/scene";
  8868. import { Engine } from "babylonjs/Engines/engine";
  8869. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8870. import { Light } from "babylonjs/Lights/light";
  8871. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  8872. import { Effect, EffectFallbacks, EffectCreationOptions } from "babylonjs/Materials/effect";
  8873. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8874. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8875. /**
  8876. * "Static Class" containing the most commonly used helper while dealing with material for
  8877. * rendering purpose.
  8878. *
  8879. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  8880. *
  8881. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  8882. */
  8883. export class MaterialHelper {
  8884. /**
  8885. * Bind the current view position to an effect.
  8886. * @param effect The effect to be bound
  8887. * @param scene The scene the eyes position is used from
  8888. */
  8889. static BindEyePosition(effect: Effect, scene: Scene): void;
  8890. /**
  8891. * Helps preparing the defines values about the UVs in used in the effect.
  8892. * UVs are shared as much as we can accross channels in the shaders.
  8893. * @param texture The texture we are preparing the UVs for
  8894. * @param defines The defines to update
  8895. * @param key The channel key "diffuse", "specular"... used in the shader
  8896. */
  8897. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  8898. /**
  8899. * Binds a texture matrix value to its corrsponding uniform
  8900. * @param texture The texture to bind the matrix for
  8901. * @param uniformBuffer The uniform buffer receivin the data
  8902. * @param key The channel key "diffuse", "specular"... used in the shader
  8903. */
  8904. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  8905. /**
  8906. * Gets the current status of the fog (should it be enabled?)
  8907. * @param mesh defines the mesh to evaluate for fog support
  8908. * @param scene defines the hosting scene
  8909. * @returns true if fog must be enabled
  8910. */
  8911. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  8912. /**
  8913. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  8914. * @param mesh defines the current mesh
  8915. * @param scene defines the current scene
  8916. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  8917. * @param pointsCloud defines if point cloud rendering has to be turned on
  8918. * @param fogEnabled defines if fog has to be turned on
  8919. * @param alphaTest defines if alpha testing has to be turned on
  8920. * @param defines defines the current list of defines
  8921. */
  8922. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  8923. /**
  8924. * Helper used to prepare the list of defines associated with frame values for shader compilation
  8925. * @param scene defines the current scene
  8926. * @param engine defines the current engine
  8927. * @param defines specifies the list of active defines
  8928. * @param useInstances defines if instances have to be turned on
  8929. * @param useClipPlane defines if clip plane have to be turned on
  8930. */
  8931. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  8932. /**
  8933. * Prepares the defines for bones
  8934. * @param mesh The mesh containing the geometry data we will draw
  8935. * @param defines The defines to update
  8936. */
  8937. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  8938. /**
  8939. * Prepares the defines for morph targets
  8940. * @param mesh The mesh containing the geometry data we will draw
  8941. * @param defines The defines to update
  8942. */
  8943. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  8944. /**
  8945. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  8946. * @param mesh The mesh containing the geometry data we will draw
  8947. * @param defines The defines to update
  8948. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  8949. * @param useBones Precise whether bones should be used or not (override mesh info)
  8950. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  8951. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  8952. * @returns false if defines are considered not dirty and have not been checked
  8953. */
  8954. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  8955. /**
  8956. * Prepares the defines related to multiview
  8957. * @param scene The scene we are intending to draw
  8958. * @param defines The defines to update
  8959. */
  8960. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  8961. /**
  8962. * Prepares the defines related to the light information passed in parameter
  8963. * @param scene The scene we are intending to draw
  8964. * @param mesh The mesh the effect is compiling for
  8965. * @param light The light the effect is compiling for
  8966. * @param lightIndex The index of the light
  8967. * @param defines The defines to update
  8968. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8969. * @param state Defines the current state regarding what is needed (normals, etc...)
  8970. */
  8971. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  8972. needNormals: boolean;
  8973. needRebuild: boolean;
  8974. shadowEnabled: boolean;
  8975. specularEnabled: boolean;
  8976. lightmapMode: boolean;
  8977. }): void;
  8978. /**
  8979. * Prepares the defines related to the light information passed in parameter
  8980. * @param scene The scene we are intending to draw
  8981. * @param mesh The mesh the effect is compiling for
  8982. * @param defines The defines to update
  8983. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8984. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  8985. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  8986. * @returns true if normals will be required for the rest of the effect
  8987. */
  8988. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  8989. /**
  8990. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  8991. * @param lightIndex defines the light index
  8992. * @param uniformsList The uniform list
  8993. * @param samplersList The sampler list
  8994. * @param projectedLightTexture defines if projected texture must be used
  8995. * @param uniformBuffersList defines an optional list of uniform buffers
  8996. */
  8997. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  8998. /**
  8999. * Prepares the uniforms and samplers list to be used in the effect
  9000. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  9001. * @param samplersList The sampler list
  9002. * @param defines The defines helping in the list generation
  9003. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  9004. */
  9005. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  9006. /**
  9007. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9008. * @param defines The defines to update while falling back
  9009. * @param fallbacks The authorized effect fallbacks
  9010. * @param maxSimultaneousLights The maximum number of lights allowed
  9011. * @param rank the current rank of the Effect
  9012. * @returns The newly affected rank
  9013. */
  9014. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9015. private static _TmpMorphInfluencers;
  9016. /**
  9017. * Prepares the list of attributes required for morph targets according to the effect defines.
  9018. * @param attribs The current list of supported attribs
  9019. * @param mesh The mesh to prepare the morph targets attributes for
  9020. * @param influencers The number of influencers
  9021. */
  9022. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9023. /**
  9024. * Prepares the list of attributes required for morph targets according to the effect defines.
  9025. * @param attribs The current list of supported attribs
  9026. * @param mesh The mesh to prepare the morph targets attributes for
  9027. * @param defines The current Defines of the effect
  9028. */
  9029. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9030. /**
  9031. * Prepares the list of attributes required for bones according to the effect defines.
  9032. * @param attribs The current list of supported attribs
  9033. * @param mesh The mesh to prepare the bones attributes for
  9034. * @param defines The current Defines of the effect
  9035. * @param fallbacks The current efffect fallback strategy
  9036. */
  9037. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9038. /**
  9039. * Check and prepare the list of attributes required for instances according to the effect defines.
  9040. * @param attribs The current list of supported attribs
  9041. * @param defines The current MaterialDefines of the effect
  9042. */
  9043. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9044. /**
  9045. * Add the list of attributes required for instances to the attribs array.
  9046. * @param attribs The current list of supported attribs
  9047. */
  9048. static PushAttributesForInstances(attribs: string[]): void;
  9049. /**
  9050. * Binds the light shadow information to the effect for the given mesh.
  9051. * @param light The light containing the generator
  9052. * @param scene The scene the lights belongs to
  9053. * @param mesh The mesh we are binding the information to render
  9054. * @param lightIndex The light index in the effect used to render the mesh
  9055. * @param effect The effect we are binding the data to
  9056. */
  9057. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  9058. /**
  9059. * Binds the light information to the effect.
  9060. * @param light The light containing the generator
  9061. * @param effect The effect we are binding the data to
  9062. * @param lightIndex The light index in the effect used to render
  9063. */
  9064. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9065. /**
  9066. * Binds the lights information from the scene to the effect for the given mesh.
  9067. * @param light Light to bind
  9068. * @param lightIndex Light index
  9069. * @param scene The scene where the light belongs to
  9070. * @param mesh The mesh we are binding the information to render
  9071. * @param effect The effect we are binding the data to
  9072. * @param useSpecular Defines if specular is supported
  9073. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9074. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9075. */
  9076. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9077. /**
  9078. * Binds the lights information from the scene to the effect for the given mesh.
  9079. * @param scene The scene the lights belongs to
  9080. * @param mesh The mesh we are binding the information to render
  9081. * @param effect The effect we are binding the data to
  9082. * @param defines The generated defines for the effect
  9083. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9084. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9085. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9086. */
  9087. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9088. private static _tempFogColor;
  9089. /**
  9090. * Binds the fog information from the scene to the effect for the given mesh.
  9091. * @param scene The scene the lights belongs to
  9092. * @param mesh The mesh we are binding the information to render
  9093. * @param effect The effect we are binding the data to
  9094. * @param linearSpace Defines if the fog effect is applied in linear space
  9095. */
  9096. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9097. /**
  9098. * Binds the bones information from the mesh to the effect.
  9099. * @param mesh The mesh we are binding the information to render
  9100. * @param effect The effect we are binding the data to
  9101. */
  9102. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9103. /**
  9104. * Binds the morph targets information from the mesh to the effect.
  9105. * @param abstractMesh The mesh we are binding the information to render
  9106. * @param effect The effect we are binding the data to
  9107. */
  9108. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9109. /**
  9110. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9111. * @param defines The generated defines used in the effect
  9112. * @param effect The effect we are binding the data to
  9113. * @param scene The scene we are willing to render with logarithmic scale for
  9114. */
  9115. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9116. /**
  9117. * Binds the clip plane information from the scene to the effect.
  9118. * @param scene The scene the clip plane information are extracted from
  9119. * @param effect The effect we are binding the data to
  9120. */
  9121. static BindClipPlane(effect: Effect, scene: Scene): void;
  9122. }
  9123. }
  9124. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9125. /** @hidden */
  9126. export var packingFunctions: {
  9127. name: string;
  9128. shader: string;
  9129. };
  9130. }
  9131. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9132. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9133. /** @hidden */
  9134. export var shadowMapPixelShader: {
  9135. name: string;
  9136. shader: string;
  9137. };
  9138. }
  9139. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9140. /** @hidden */
  9141. export var bonesDeclaration: {
  9142. name: string;
  9143. shader: string;
  9144. };
  9145. }
  9146. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9147. /** @hidden */
  9148. export var morphTargetsVertexGlobalDeclaration: {
  9149. name: string;
  9150. shader: string;
  9151. };
  9152. }
  9153. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9154. /** @hidden */
  9155. export var morphTargetsVertexDeclaration: {
  9156. name: string;
  9157. shader: string;
  9158. };
  9159. }
  9160. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9161. /** @hidden */
  9162. export var instancesDeclaration: {
  9163. name: string;
  9164. shader: string;
  9165. };
  9166. }
  9167. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9168. /** @hidden */
  9169. export var helperFunctions: {
  9170. name: string;
  9171. shader: string;
  9172. };
  9173. }
  9174. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9175. /** @hidden */
  9176. export var morphTargetsVertex: {
  9177. name: string;
  9178. shader: string;
  9179. };
  9180. }
  9181. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9182. /** @hidden */
  9183. export var instancesVertex: {
  9184. name: string;
  9185. shader: string;
  9186. };
  9187. }
  9188. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9189. /** @hidden */
  9190. export var bonesVertex: {
  9191. name: string;
  9192. shader: string;
  9193. };
  9194. }
  9195. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9196. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9197. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9198. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9199. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9200. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9201. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9202. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9203. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9204. /** @hidden */
  9205. export var shadowMapVertexShader: {
  9206. name: string;
  9207. shader: string;
  9208. };
  9209. }
  9210. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9211. /** @hidden */
  9212. export var depthBoxBlurPixelShader: {
  9213. name: string;
  9214. shader: string;
  9215. };
  9216. }
  9217. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9218. import { Nullable } from "babylonjs/types";
  9219. import { Scene } from "babylonjs/scene";
  9220. import { Matrix } from "babylonjs/Maths/math.vector";
  9221. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9222. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9223. import { Mesh } from "babylonjs/Meshes/mesh";
  9224. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9225. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9226. import { Effect } from "babylonjs/Materials/effect";
  9227. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9228. import "babylonjs/Shaders/shadowMap.fragment";
  9229. import "babylonjs/Shaders/shadowMap.vertex";
  9230. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9231. import { Observable } from "babylonjs/Misc/observable";
  9232. /**
  9233. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9234. */
  9235. export interface ICustomShaderOptions {
  9236. /**
  9237. * Gets or sets the custom shader name to use
  9238. */
  9239. shaderName: string;
  9240. /**
  9241. * The list of attribute names used in the shader
  9242. */
  9243. attributes?: string[];
  9244. /**
  9245. * The list of unifrom names used in the shader
  9246. */
  9247. uniforms?: string[];
  9248. /**
  9249. * The list of sampler names used in the shader
  9250. */
  9251. samplers?: string[];
  9252. /**
  9253. * The list of defines used in the shader
  9254. */
  9255. defines?: string[];
  9256. }
  9257. /**
  9258. * Interface to implement to create a shadow generator compatible with BJS.
  9259. */
  9260. export interface IShadowGenerator {
  9261. /**
  9262. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9263. * @returns The render target texture if present otherwise, null
  9264. */
  9265. getShadowMap(): Nullable<RenderTargetTexture>;
  9266. /**
  9267. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9268. * @returns The render target texture if the shadow map is present otherwise, null
  9269. */
  9270. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9271. /**
  9272. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9273. * @param subMesh The submesh we want to render in the shadow map
  9274. * @param useInstances Defines wether will draw in the map using instances
  9275. * @returns true if ready otherwise, false
  9276. */
  9277. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9278. /**
  9279. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9280. * @param defines Defines of the material we want to update
  9281. * @param lightIndex Index of the light in the enabled light list of the material
  9282. */
  9283. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9284. /**
  9285. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9286. * defined in the generator but impacting the effect).
  9287. * It implies the unifroms available on the materials are the standard BJS ones.
  9288. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9289. * @param effect The effect we are binfing the information for
  9290. */
  9291. bindShadowLight(lightIndex: string, effect: Effect): void;
  9292. /**
  9293. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9294. * (eq to shadow prjection matrix * light transform matrix)
  9295. * @returns The transform matrix used to create the shadow map
  9296. */
  9297. getTransformMatrix(): Matrix;
  9298. /**
  9299. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9300. * Cube and 2D textures for instance.
  9301. */
  9302. recreateShadowMap(): void;
  9303. /**
  9304. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9305. * @param onCompiled Callback triggered at the and of the effects compilation
  9306. * @param options Sets of optional options forcing the compilation with different modes
  9307. */
  9308. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9309. useInstances: boolean;
  9310. }>): void;
  9311. /**
  9312. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9313. * @param options Sets of optional options forcing the compilation with different modes
  9314. * @returns A promise that resolves when the compilation completes
  9315. */
  9316. forceCompilationAsync(options?: Partial<{
  9317. useInstances: boolean;
  9318. }>): Promise<void>;
  9319. /**
  9320. * Serializes the shadow generator setup to a json object.
  9321. * @returns The serialized JSON object
  9322. */
  9323. serialize(): any;
  9324. /**
  9325. * Disposes the Shadow map and related Textures and effects.
  9326. */
  9327. dispose(): void;
  9328. }
  9329. /**
  9330. * Default implementation IShadowGenerator.
  9331. * This is the main object responsible of generating shadows in the framework.
  9332. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9333. */
  9334. export class ShadowGenerator implements IShadowGenerator {
  9335. /**
  9336. * Shadow generator mode None: no filtering applied.
  9337. */
  9338. static readonly FILTER_NONE: number;
  9339. /**
  9340. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9341. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9342. */
  9343. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9344. /**
  9345. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9346. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9347. */
  9348. static readonly FILTER_POISSONSAMPLING: number;
  9349. /**
  9350. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9351. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9352. */
  9353. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9354. /**
  9355. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9356. * edge artifacts on steep falloff.
  9357. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9358. */
  9359. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9360. /**
  9361. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9362. * edge artifacts on steep falloff.
  9363. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9364. */
  9365. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9366. /**
  9367. * Shadow generator mode PCF: Percentage Closer Filtering
  9368. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9369. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9370. */
  9371. static readonly FILTER_PCF: number;
  9372. /**
  9373. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9374. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9375. * Contact Hardening
  9376. */
  9377. static readonly FILTER_PCSS: number;
  9378. /**
  9379. * Reserved for PCF and PCSS
  9380. * Highest Quality.
  9381. *
  9382. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9383. *
  9384. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9385. */
  9386. static readonly QUALITY_HIGH: number;
  9387. /**
  9388. * Reserved for PCF and PCSS
  9389. * Good tradeoff for quality/perf cross devices
  9390. *
  9391. * Execute PCF on a 3*3 kernel.
  9392. *
  9393. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9394. */
  9395. static readonly QUALITY_MEDIUM: number;
  9396. /**
  9397. * Reserved for PCF and PCSS
  9398. * The lowest quality but the fastest.
  9399. *
  9400. * Execute PCF on a 1*1 kernel.
  9401. *
  9402. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9403. */
  9404. static readonly QUALITY_LOW: number;
  9405. /** Gets or sets the custom shader name to use */
  9406. customShaderOptions: ICustomShaderOptions;
  9407. /**
  9408. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9409. */
  9410. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9411. /**
  9412. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9413. */
  9414. onAfterShadowMapRenderObservable: Observable<Effect>;
  9415. /**
  9416. * Observable triggered before a mesh is rendered in the shadow map.
  9417. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9418. */
  9419. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9420. /**
  9421. * Observable triggered after a mesh is rendered in the shadow map.
  9422. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9423. */
  9424. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9425. private _bias;
  9426. /**
  9427. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9428. */
  9429. /**
  9430. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9431. */
  9432. bias: number;
  9433. private _normalBias;
  9434. /**
  9435. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9436. */
  9437. /**
  9438. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9439. */
  9440. normalBias: number;
  9441. private _blurBoxOffset;
  9442. /**
  9443. * Gets the blur box offset: offset applied during the blur pass.
  9444. * Only useful if useKernelBlur = false
  9445. */
  9446. /**
  9447. * Sets the blur box offset: offset applied during the blur pass.
  9448. * Only useful if useKernelBlur = false
  9449. */
  9450. blurBoxOffset: number;
  9451. private _blurScale;
  9452. /**
  9453. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9454. * 2 means half of the size.
  9455. */
  9456. /**
  9457. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9458. * 2 means half of the size.
  9459. */
  9460. blurScale: number;
  9461. private _blurKernel;
  9462. /**
  9463. * Gets the blur kernel: kernel size of the blur pass.
  9464. * Only useful if useKernelBlur = true
  9465. */
  9466. /**
  9467. * Sets the blur kernel: kernel size of the blur pass.
  9468. * Only useful if useKernelBlur = true
  9469. */
  9470. blurKernel: number;
  9471. private _useKernelBlur;
  9472. /**
  9473. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9474. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9475. */
  9476. /**
  9477. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9478. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9479. */
  9480. useKernelBlur: boolean;
  9481. private _depthScale;
  9482. /**
  9483. * Gets the depth scale used in ESM mode.
  9484. */
  9485. /**
  9486. * Sets the depth scale used in ESM mode.
  9487. * This can override the scale stored on the light.
  9488. */
  9489. depthScale: number;
  9490. private _filter;
  9491. /**
  9492. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9493. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9494. */
  9495. /**
  9496. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9497. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9498. */
  9499. filter: number;
  9500. /**
  9501. * Gets if the current filter is set to Poisson Sampling.
  9502. */
  9503. /**
  9504. * Sets the current filter to Poisson Sampling.
  9505. */
  9506. usePoissonSampling: boolean;
  9507. /**
  9508. * Gets if the current filter is set to ESM.
  9509. */
  9510. /**
  9511. * Sets the current filter is to ESM.
  9512. */
  9513. useExponentialShadowMap: boolean;
  9514. /**
  9515. * Gets if the current filter is set to filtered ESM.
  9516. */
  9517. /**
  9518. * Gets if the current filter is set to filtered ESM.
  9519. */
  9520. useBlurExponentialShadowMap: boolean;
  9521. /**
  9522. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9523. * exponential to prevent steep falloff artifacts).
  9524. */
  9525. /**
  9526. * Sets the current filter to "close ESM" (using the inverse of the
  9527. * exponential to prevent steep falloff artifacts).
  9528. */
  9529. useCloseExponentialShadowMap: boolean;
  9530. /**
  9531. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9532. * exponential to prevent steep falloff artifacts).
  9533. */
  9534. /**
  9535. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9536. * exponential to prevent steep falloff artifacts).
  9537. */
  9538. useBlurCloseExponentialShadowMap: boolean;
  9539. /**
  9540. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9541. */
  9542. /**
  9543. * Sets the current filter to "PCF" (percentage closer filtering).
  9544. */
  9545. usePercentageCloserFiltering: boolean;
  9546. private _filteringQuality;
  9547. /**
  9548. * Gets the PCF or PCSS Quality.
  9549. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9550. */
  9551. /**
  9552. * Sets the PCF or PCSS Quality.
  9553. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9554. */
  9555. filteringQuality: number;
  9556. /**
  9557. * Gets if the current filter is set to "PCSS" (contact hardening).
  9558. */
  9559. /**
  9560. * Sets the current filter to "PCSS" (contact hardening).
  9561. */
  9562. useContactHardeningShadow: boolean;
  9563. private _contactHardeningLightSizeUVRatio;
  9564. /**
  9565. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9566. * Using a ratio helps keeping shape stability independently of the map size.
  9567. *
  9568. * It does not account for the light projection as it was having too much
  9569. * instability during the light setup or during light position changes.
  9570. *
  9571. * Only valid if useContactHardeningShadow is true.
  9572. */
  9573. /**
  9574. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9575. * Using a ratio helps keeping shape stability independently of the map size.
  9576. *
  9577. * It does not account for the light projection as it was having too much
  9578. * instability during the light setup or during light position changes.
  9579. *
  9580. * Only valid if useContactHardeningShadow is true.
  9581. */
  9582. contactHardeningLightSizeUVRatio: number;
  9583. private _darkness;
  9584. /** Gets or sets the actual darkness of a shadow */
  9585. darkness: number;
  9586. /**
  9587. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9588. * 0 means strongest and 1 would means no shadow.
  9589. * @returns the darkness.
  9590. */
  9591. getDarkness(): number;
  9592. /**
  9593. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9594. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9595. * @returns the shadow generator allowing fluent coding.
  9596. */
  9597. setDarkness(darkness: number): ShadowGenerator;
  9598. private _transparencyShadow;
  9599. /** Gets or sets the ability to have transparent shadow */
  9600. transparencyShadow: boolean;
  9601. /**
  9602. * Sets the ability to have transparent shadow (boolean).
  9603. * @param transparent True if transparent else False
  9604. * @returns the shadow generator allowing fluent coding
  9605. */
  9606. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9607. private _shadowMap;
  9608. private _shadowMap2;
  9609. /**
  9610. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9611. * @returns The render target texture if present otherwise, null
  9612. */
  9613. getShadowMap(): Nullable<RenderTargetTexture>;
  9614. /**
  9615. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9616. * @returns The render target texture if the shadow map is present otherwise, null
  9617. */
  9618. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9619. /**
  9620. * Gets the class name of that object
  9621. * @returns "ShadowGenerator"
  9622. */
  9623. getClassName(): string;
  9624. /**
  9625. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9626. * @param mesh Mesh to add
  9627. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9628. * @returns the Shadow Generator itself
  9629. */
  9630. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9631. /**
  9632. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9633. * @param mesh Mesh to remove
  9634. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9635. * @returns the Shadow Generator itself
  9636. */
  9637. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9638. /**
  9639. * Controls the extent to which the shadows fade out at the edge of the frustum
  9640. * Used only by directionals and spots
  9641. */
  9642. frustumEdgeFalloff: number;
  9643. private _light;
  9644. /**
  9645. * Returns the associated light object.
  9646. * @returns the light generating the shadow
  9647. */
  9648. getLight(): IShadowLight;
  9649. /**
  9650. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9651. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9652. * It might on the other hand introduce peter panning.
  9653. */
  9654. forceBackFacesOnly: boolean;
  9655. private _scene;
  9656. private _lightDirection;
  9657. private _effect;
  9658. private _viewMatrix;
  9659. private _projectionMatrix;
  9660. private _transformMatrix;
  9661. private _cachedPosition;
  9662. private _cachedDirection;
  9663. private _cachedDefines;
  9664. private _currentRenderID;
  9665. private _boxBlurPostprocess;
  9666. private _kernelBlurXPostprocess;
  9667. private _kernelBlurYPostprocess;
  9668. private _blurPostProcesses;
  9669. private _mapSize;
  9670. private _currentFaceIndex;
  9671. private _currentFaceIndexCache;
  9672. private _textureType;
  9673. private _defaultTextureMatrix;
  9674. /** @hidden */
  9675. static _SceneComponentInitialization: (scene: Scene) => void;
  9676. /**
  9677. * Creates a ShadowGenerator object.
  9678. * A ShadowGenerator is the required tool to use the shadows.
  9679. * Each light casting shadows needs to use its own ShadowGenerator.
  9680. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9681. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9682. * @param light The light object generating the shadows.
  9683. * @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.
  9684. */
  9685. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9686. private _initializeGenerator;
  9687. private _initializeShadowMap;
  9688. private _initializeBlurRTTAndPostProcesses;
  9689. private _renderForShadowMap;
  9690. private _renderSubMeshForShadowMap;
  9691. private _applyFilterValues;
  9692. /**
  9693. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9694. * @param onCompiled Callback triggered at the and of the effects compilation
  9695. * @param options Sets of optional options forcing the compilation with different modes
  9696. */
  9697. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9698. useInstances: boolean;
  9699. }>): void;
  9700. /**
  9701. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9702. * @param options Sets of optional options forcing the compilation with different modes
  9703. * @returns A promise that resolves when the compilation completes
  9704. */
  9705. forceCompilationAsync(options?: Partial<{
  9706. useInstances: boolean;
  9707. }>): Promise<void>;
  9708. /**
  9709. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9710. * @param subMesh The submesh we want to render in the shadow map
  9711. * @param useInstances Defines wether will draw in the map using instances
  9712. * @returns true if ready otherwise, false
  9713. */
  9714. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9715. /**
  9716. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9717. * @param defines Defines of the material we want to update
  9718. * @param lightIndex Index of the light in the enabled light list of the material
  9719. */
  9720. prepareDefines(defines: any, lightIndex: number): void;
  9721. /**
  9722. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9723. * defined in the generator but impacting the effect).
  9724. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9725. * @param effect The effect we are binfing the information for
  9726. */
  9727. bindShadowLight(lightIndex: string, effect: Effect): void;
  9728. /**
  9729. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9730. * (eq to shadow prjection matrix * light transform matrix)
  9731. * @returns The transform matrix used to create the shadow map
  9732. */
  9733. getTransformMatrix(): Matrix;
  9734. /**
  9735. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9736. * Cube and 2D textures for instance.
  9737. */
  9738. recreateShadowMap(): void;
  9739. private _disposeBlurPostProcesses;
  9740. private _disposeRTTandPostProcesses;
  9741. /**
  9742. * Disposes the ShadowGenerator.
  9743. * Returns nothing.
  9744. */
  9745. dispose(): void;
  9746. /**
  9747. * Serializes the shadow generator setup to a json object.
  9748. * @returns The serialized JSON object
  9749. */
  9750. serialize(): any;
  9751. /**
  9752. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9753. * @param parsedShadowGenerator The JSON object to parse
  9754. * @param scene The scene to create the shadow map for
  9755. * @returns The parsed shadow generator
  9756. */
  9757. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9758. }
  9759. }
  9760. declare module "babylonjs/Lights/light" {
  9761. import { Nullable } from "babylonjs/types";
  9762. import { Scene } from "babylonjs/scene";
  9763. import { Vector3 } from "babylonjs/Maths/math.vector";
  9764. import { Color3 } from "babylonjs/Maths/math.color";
  9765. import { Node } from "babylonjs/node";
  9766. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9767. import { Effect } from "babylonjs/Materials/effect";
  9768. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9769. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9770. /**
  9771. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9772. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9773. * 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.
  9774. */
  9775. export abstract class Light extends Node {
  9776. /**
  9777. * Falloff Default: light is falling off following the material specification:
  9778. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9779. */
  9780. static readonly FALLOFF_DEFAULT: number;
  9781. /**
  9782. * Falloff Physical: light is falling off following the inverse squared distance law.
  9783. */
  9784. static readonly FALLOFF_PHYSICAL: number;
  9785. /**
  9786. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  9787. * to enhance interoperability with other engines.
  9788. */
  9789. static readonly FALLOFF_GLTF: number;
  9790. /**
  9791. * Falloff Standard: light is falling off like in the standard material
  9792. * to enhance interoperability with other materials.
  9793. */
  9794. static readonly FALLOFF_STANDARD: number;
  9795. /**
  9796. * If every light affecting the material is in this lightmapMode,
  9797. * material.lightmapTexture adds or multiplies
  9798. * (depends on material.useLightmapAsShadowmap)
  9799. * after every other light calculations.
  9800. */
  9801. static readonly LIGHTMAP_DEFAULT: number;
  9802. /**
  9803. * material.lightmapTexture as only diffuse lighting from this light
  9804. * adds only specular lighting from this light
  9805. * adds dynamic shadows
  9806. */
  9807. static readonly LIGHTMAP_SPECULAR: number;
  9808. /**
  9809. * material.lightmapTexture as only lighting
  9810. * no light calculation from this light
  9811. * only adds dynamic shadows from this light
  9812. */
  9813. static readonly LIGHTMAP_SHADOWSONLY: number;
  9814. /**
  9815. * Each light type uses the default quantity according to its type:
  9816. * point/spot lights use luminous intensity
  9817. * directional lights use illuminance
  9818. */
  9819. static readonly INTENSITYMODE_AUTOMATIC: number;
  9820. /**
  9821. * lumen (lm)
  9822. */
  9823. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  9824. /**
  9825. * candela (lm/sr)
  9826. */
  9827. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  9828. /**
  9829. * lux (lm/m^2)
  9830. */
  9831. static readonly INTENSITYMODE_ILLUMINANCE: number;
  9832. /**
  9833. * nit (cd/m^2)
  9834. */
  9835. static readonly INTENSITYMODE_LUMINANCE: number;
  9836. /**
  9837. * Light type const id of the point light.
  9838. */
  9839. static readonly LIGHTTYPEID_POINTLIGHT: number;
  9840. /**
  9841. * Light type const id of the directional light.
  9842. */
  9843. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  9844. /**
  9845. * Light type const id of the spot light.
  9846. */
  9847. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  9848. /**
  9849. * Light type const id of the hemispheric light.
  9850. */
  9851. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  9852. /**
  9853. * Diffuse gives the basic color to an object.
  9854. */
  9855. diffuse: Color3;
  9856. /**
  9857. * Specular produces a highlight color on an object.
  9858. * Note: This is note affecting PBR materials.
  9859. */
  9860. specular: Color3;
  9861. /**
  9862. * Defines the falloff type for this light. This lets overrriding how punctual light are
  9863. * falling off base on range or angle.
  9864. * This can be set to any values in Light.FALLOFF_x.
  9865. *
  9866. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  9867. * other types of materials.
  9868. */
  9869. falloffType: number;
  9870. /**
  9871. * Strength of the light.
  9872. * Note: By default it is define in the framework own unit.
  9873. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  9874. */
  9875. intensity: number;
  9876. private _range;
  9877. protected _inverseSquaredRange: number;
  9878. /**
  9879. * Defines how far from the source the light is impacting in scene units.
  9880. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9881. */
  9882. /**
  9883. * Defines how far from the source the light is impacting in scene units.
  9884. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9885. */
  9886. range: number;
  9887. /**
  9888. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  9889. * of light.
  9890. */
  9891. private _photometricScale;
  9892. private _intensityMode;
  9893. /**
  9894. * Gets the photometric scale used to interpret the intensity.
  9895. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9896. */
  9897. /**
  9898. * Sets the photometric scale used to interpret the intensity.
  9899. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9900. */
  9901. intensityMode: number;
  9902. private _radius;
  9903. /**
  9904. * Gets the light radius used by PBR Materials to simulate soft area lights.
  9905. */
  9906. /**
  9907. * sets the light radius used by PBR Materials to simulate soft area lights.
  9908. */
  9909. radius: number;
  9910. private _renderPriority;
  9911. /**
  9912. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  9913. * exceeding the number allowed of the materials.
  9914. */
  9915. renderPriority: number;
  9916. private _shadowEnabled;
  9917. /**
  9918. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9919. * the current shadow generator.
  9920. */
  9921. /**
  9922. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9923. * the current shadow generator.
  9924. */
  9925. shadowEnabled: boolean;
  9926. private _includedOnlyMeshes;
  9927. /**
  9928. * Gets the only meshes impacted by this light.
  9929. */
  9930. /**
  9931. * Sets the only meshes impacted by this light.
  9932. */
  9933. includedOnlyMeshes: AbstractMesh[];
  9934. private _excludedMeshes;
  9935. /**
  9936. * Gets the meshes not impacted by this light.
  9937. */
  9938. /**
  9939. * Sets the meshes not impacted by this light.
  9940. */
  9941. excludedMeshes: AbstractMesh[];
  9942. private _excludeWithLayerMask;
  9943. /**
  9944. * Gets the layer id use to find what meshes are not impacted by the light.
  9945. * Inactive if 0
  9946. */
  9947. /**
  9948. * Sets the layer id use to find what meshes are not impacted by the light.
  9949. * Inactive if 0
  9950. */
  9951. excludeWithLayerMask: number;
  9952. private _includeOnlyWithLayerMask;
  9953. /**
  9954. * Gets the layer id use to find what meshes are impacted by the light.
  9955. * Inactive if 0
  9956. */
  9957. /**
  9958. * Sets the layer id use to find what meshes are impacted by the light.
  9959. * Inactive if 0
  9960. */
  9961. includeOnlyWithLayerMask: number;
  9962. private _lightmapMode;
  9963. /**
  9964. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9965. */
  9966. /**
  9967. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9968. */
  9969. lightmapMode: number;
  9970. /**
  9971. * Shadow generator associted to the light.
  9972. * @hidden Internal use only.
  9973. */
  9974. _shadowGenerator: Nullable<IShadowGenerator>;
  9975. /**
  9976. * @hidden Internal use only.
  9977. */
  9978. _excludedMeshesIds: string[];
  9979. /**
  9980. * @hidden Internal use only.
  9981. */
  9982. _includedOnlyMeshesIds: string[];
  9983. /**
  9984. * The current light unifom buffer.
  9985. * @hidden Internal use only.
  9986. */
  9987. _uniformBuffer: UniformBuffer;
  9988. /**
  9989. * Creates a Light object in the scene.
  9990. * Documentation : https://doc.babylonjs.com/babylon101/lights
  9991. * @param name The firendly name of the light
  9992. * @param scene The scene the light belongs too
  9993. */
  9994. constructor(name: string, scene: Scene);
  9995. protected abstract _buildUniformLayout(): void;
  9996. /**
  9997. * Sets the passed Effect "effect" with the Light information.
  9998. * @param effect The effect to update
  9999. * @param lightIndex The index of the light in the effect to update
  10000. * @returns The light
  10001. */
  10002. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  10003. /**
  10004. * Sets the passed Effect "effect" with the Light information.
  10005. * @param effect The effect to update
  10006. * @param lightDataUniformName The uniform used to store light data (position or direction)
  10007. * @returns The light
  10008. */
  10009. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  10010. /**
  10011. * Returns the string "Light".
  10012. * @returns the class name
  10013. */
  10014. getClassName(): string;
  10015. /** @hidden */
  10016. readonly _isLight: boolean;
  10017. /**
  10018. * Converts the light information to a readable string for debug purpose.
  10019. * @param fullDetails Supports for multiple levels of logging within scene loading
  10020. * @returns the human readable light info
  10021. */
  10022. toString(fullDetails?: boolean): string;
  10023. /** @hidden */
  10024. protected _syncParentEnabledState(): void;
  10025. /**
  10026. * Set the enabled state of this node.
  10027. * @param value - the new enabled state
  10028. */
  10029. setEnabled(value: boolean): void;
  10030. /**
  10031. * Returns the Light associated shadow generator if any.
  10032. * @return the associated shadow generator.
  10033. */
  10034. getShadowGenerator(): Nullable<IShadowGenerator>;
  10035. /**
  10036. * Returns a Vector3, the absolute light position in the World.
  10037. * @returns the world space position of the light
  10038. */
  10039. getAbsolutePosition(): Vector3;
  10040. /**
  10041. * Specifies if the light will affect the passed mesh.
  10042. * @param mesh The mesh to test against the light
  10043. * @return true the mesh is affected otherwise, false.
  10044. */
  10045. canAffectMesh(mesh: AbstractMesh): boolean;
  10046. /**
  10047. * Sort function to order lights for rendering.
  10048. * @param a First Light object to compare to second.
  10049. * @param b Second Light object to compare first.
  10050. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10051. */
  10052. static CompareLightsPriority(a: Light, b: Light): number;
  10053. /**
  10054. * Releases resources associated with this node.
  10055. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10056. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10057. */
  10058. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10059. /**
  10060. * Returns the light type ID (integer).
  10061. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10062. */
  10063. getTypeID(): number;
  10064. /**
  10065. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10066. * @returns the scaled intensity in intensity mode unit
  10067. */
  10068. getScaledIntensity(): number;
  10069. /**
  10070. * Returns a new Light object, named "name", from the current one.
  10071. * @param name The name of the cloned light
  10072. * @returns the new created light
  10073. */
  10074. clone(name: string): Nullable<Light>;
  10075. /**
  10076. * Serializes the current light into a Serialization object.
  10077. * @returns the serialized object.
  10078. */
  10079. serialize(): any;
  10080. /**
  10081. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10082. * This new light is named "name" and added to the passed scene.
  10083. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10084. * @param name The friendly name of the light
  10085. * @param scene The scene the new light will belong to
  10086. * @returns the constructor function
  10087. */
  10088. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10089. /**
  10090. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10091. * @param parsedLight The JSON representation of the light
  10092. * @param scene The scene to create the parsed light in
  10093. * @returns the created light after parsing
  10094. */
  10095. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10096. private _hookArrayForExcluded;
  10097. private _hookArrayForIncludedOnly;
  10098. private _resyncMeshes;
  10099. /**
  10100. * Forces the meshes to update their light related information in their rendering used effects
  10101. * @hidden Internal Use Only
  10102. */
  10103. _markMeshesAsLightDirty(): void;
  10104. /**
  10105. * Recomputes the cached photometric scale if needed.
  10106. */
  10107. private _computePhotometricScale;
  10108. /**
  10109. * Returns the Photometric Scale according to the light type and intensity mode.
  10110. */
  10111. private _getPhotometricScale;
  10112. /**
  10113. * Reorder the light in the scene according to their defined priority.
  10114. * @hidden Internal Use Only
  10115. */
  10116. _reorderLightsInScene(): void;
  10117. /**
  10118. * Prepares the list of defines specific to the light type.
  10119. * @param defines the list of defines
  10120. * @param lightIndex defines the index of the light for the effect
  10121. */
  10122. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10123. }
  10124. }
  10125. declare module "babylonjs/Actions/action" {
  10126. import { Observable } from "babylonjs/Misc/observable";
  10127. import { Condition } from "babylonjs/Actions/condition";
  10128. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10129. import { ActionManager } from "babylonjs/Actions/actionManager";
  10130. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10131. /**
  10132. * Interface used to define Action
  10133. */
  10134. export interface IAction {
  10135. /**
  10136. * Trigger for the action
  10137. */
  10138. trigger: number;
  10139. /** Options of the trigger */
  10140. triggerOptions: any;
  10141. /**
  10142. * Gets the trigger parameters
  10143. * @returns the trigger parameters
  10144. */
  10145. getTriggerParameter(): any;
  10146. /**
  10147. * Internal only - executes current action event
  10148. * @hidden
  10149. */
  10150. _executeCurrent(evt?: ActionEvent): void;
  10151. /**
  10152. * Serialize placeholder for child classes
  10153. * @param parent of child
  10154. * @returns the serialized object
  10155. */
  10156. serialize(parent: any): any;
  10157. /**
  10158. * Internal only
  10159. * @hidden
  10160. */
  10161. _prepare(): void;
  10162. /**
  10163. * Internal only - manager for action
  10164. * @hidden
  10165. */
  10166. _actionManager: AbstractActionManager;
  10167. /**
  10168. * Adds action to chain of actions, may be a DoNothingAction
  10169. * @param action defines the next action to execute
  10170. * @returns The action passed in
  10171. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10172. */
  10173. then(action: IAction): IAction;
  10174. }
  10175. /**
  10176. * The action to be carried out following a trigger
  10177. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10178. */
  10179. export class Action implements IAction {
  10180. /** the trigger, with or without parameters, for the action */
  10181. triggerOptions: any;
  10182. /**
  10183. * Trigger for the action
  10184. */
  10185. trigger: number;
  10186. /**
  10187. * Internal only - manager for action
  10188. * @hidden
  10189. */
  10190. _actionManager: ActionManager;
  10191. private _nextActiveAction;
  10192. private _child;
  10193. private _condition?;
  10194. private _triggerParameter;
  10195. /**
  10196. * An event triggered prior to action being executed.
  10197. */
  10198. onBeforeExecuteObservable: Observable<Action>;
  10199. /**
  10200. * Creates a new Action
  10201. * @param triggerOptions the trigger, with or without parameters, for the action
  10202. * @param condition an optional determinant of action
  10203. */
  10204. constructor(
  10205. /** the trigger, with or without parameters, for the action */
  10206. triggerOptions: any, condition?: Condition);
  10207. /**
  10208. * Internal only
  10209. * @hidden
  10210. */
  10211. _prepare(): void;
  10212. /**
  10213. * Gets the trigger parameters
  10214. * @returns the trigger parameters
  10215. */
  10216. getTriggerParameter(): any;
  10217. /**
  10218. * Internal only - executes current action event
  10219. * @hidden
  10220. */
  10221. _executeCurrent(evt?: ActionEvent): void;
  10222. /**
  10223. * Execute placeholder for child classes
  10224. * @param evt optional action event
  10225. */
  10226. execute(evt?: ActionEvent): void;
  10227. /**
  10228. * Skips to next active action
  10229. */
  10230. skipToNextActiveAction(): void;
  10231. /**
  10232. * Adds action to chain of actions, may be a DoNothingAction
  10233. * @param action defines the next action to execute
  10234. * @returns The action passed in
  10235. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10236. */
  10237. then(action: Action): Action;
  10238. /**
  10239. * Internal only
  10240. * @hidden
  10241. */
  10242. _getProperty(propertyPath: string): string;
  10243. /**
  10244. * Internal only
  10245. * @hidden
  10246. */
  10247. _getEffectiveTarget(target: any, propertyPath: string): any;
  10248. /**
  10249. * Serialize placeholder for child classes
  10250. * @param parent of child
  10251. * @returns the serialized object
  10252. */
  10253. serialize(parent: any): any;
  10254. /**
  10255. * Internal only called by serialize
  10256. * @hidden
  10257. */
  10258. protected _serialize(serializedAction: any, parent?: any): any;
  10259. /**
  10260. * Internal only
  10261. * @hidden
  10262. */
  10263. static _SerializeValueAsString: (value: any) => string;
  10264. /**
  10265. * Internal only
  10266. * @hidden
  10267. */
  10268. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10269. name: string;
  10270. targetType: string;
  10271. value: string;
  10272. };
  10273. }
  10274. }
  10275. declare module "babylonjs/Actions/condition" {
  10276. import { ActionManager } from "babylonjs/Actions/actionManager";
  10277. /**
  10278. * A Condition applied to an Action
  10279. */
  10280. export class Condition {
  10281. /**
  10282. * Internal only - manager for action
  10283. * @hidden
  10284. */
  10285. _actionManager: ActionManager;
  10286. /**
  10287. * Internal only
  10288. * @hidden
  10289. */
  10290. _evaluationId: number;
  10291. /**
  10292. * Internal only
  10293. * @hidden
  10294. */
  10295. _currentResult: boolean;
  10296. /**
  10297. * Creates a new Condition
  10298. * @param actionManager the manager of the action the condition is applied to
  10299. */
  10300. constructor(actionManager: ActionManager);
  10301. /**
  10302. * Check if the current condition is valid
  10303. * @returns a boolean
  10304. */
  10305. isValid(): boolean;
  10306. /**
  10307. * Internal only
  10308. * @hidden
  10309. */
  10310. _getProperty(propertyPath: string): string;
  10311. /**
  10312. * Internal only
  10313. * @hidden
  10314. */
  10315. _getEffectiveTarget(target: any, propertyPath: string): any;
  10316. /**
  10317. * Serialize placeholder for child classes
  10318. * @returns the serialized object
  10319. */
  10320. serialize(): any;
  10321. /**
  10322. * Internal only
  10323. * @hidden
  10324. */
  10325. protected _serialize(serializedCondition: any): any;
  10326. }
  10327. /**
  10328. * Defines specific conditional operators as extensions of Condition
  10329. */
  10330. export class ValueCondition extends Condition {
  10331. /** path to specify the property of the target the conditional operator uses */
  10332. propertyPath: string;
  10333. /** the value compared by the conditional operator against the current value of the property */
  10334. value: any;
  10335. /** the conditional operator, default ValueCondition.IsEqual */
  10336. operator: number;
  10337. /**
  10338. * Internal only
  10339. * @hidden
  10340. */
  10341. private static _IsEqual;
  10342. /**
  10343. * Internal only
  10344. * @hidden
  10345. */
  10346. private static _IsDifferent;
  10347. /**
  10348. * Internal only
  10349. * @hidden
  10350. */
  10351. private static _IsGreater;
  10352. /**
  10353. * Internal only
  10354. * @hidden
  10355. */
  10356. private static _IsLesser;
  10357. /**
  10358. * returns the number for IsEqual
  10359. */
  10360. static readonly IsEqual: number;
  10361. /**
  10362. * Returns the number for IsDifferent
  10363. */
  10364. static readonly IsDifferent: number;
  10365. /**
  10366. * Returns the number for IsGreater
  10367. */
  10368. static readonly IsGreater: number;
  10369. /**
  10370. * Returns the number for IsLesser
  10371. */
  10372. static readonly IsLesser: number;
  10373. /**
  10374. * Internal only The action manager for the condition
  10375. * @hidden
  10376. */
  10377. _actionManager: ActionManager;
  10378. /**
  10379. * Internal only
  10380. * @hidden
  10381. */
  10382. private _target;
  10383. /**
  10384. * Internal only
  10385. * @hidden
  10386. */
  10387. private _effectiveTarget;
  10388. /**
  10389. * Internal only
  10390. * @hidden
  10391. */
  10392. private _property;
  10393. /**
  10394. * Creates a new ValueCondition
  10395. * @param actionManager manager for the action the condition applies to
  10396. * @param target for the action
  10397. * @param propertyPath path to specify the property of the target the conditional operator uses
  10398. * @param value the value compared by the conditional operator against the current value of the property
  10399. * @param operator the conditional operator, default ValueCondition.IsEqual
  10400. */
  10401. constructor(actionManager: ActionManager, target: any,
  10402. /** path to specify the property of the target the conditional operator uses */
  10403. propertyPath: string,
  10404. /** the value compared by the conditional operator against the current value of the property */
  10405. value: any,
  10406. /** the conditional operator, default ValueCondition.IsEqual */
  10407. operator?: number);
  10408. /**
  10409. * Compares the given value with the property value for the specified conditional operator
  10410. * @returns the result of the comparison
  10411. */
  10412. isValid(): boolean;
  10413. /**
  10414. * Serialize the ValueCondition into a JSON compatible object
  10415. * @returns serialization object
  10416. */
  10417. serialize(): any;
  10418. /**
  10419. * Gets the name of the conditional operator for the ValueCondition
  10420. * @param operator the conditional operator
  10421. * @returns the name
  10422. */
  10423. static GetOperatorName(operator: number): string;
  10424. }
  10425. /**
  10426. * Defines a predicate condition as an extension of Condition
  10427. */
  10428. export class PredicateCondition extends Condition {
  10429. /** defines the predicate function used to validate the condition */
  10430. predicate: () => boolean;
  10431. /**
  10432. * Internal only - manager for action
  10433. * @hidden
  10434. */
  10435. _actionManager: ActionManager;
  10436. /**
  10437. * Creates a new PredicateCondition
  10438. * @param actionManager manager for the action the condition applies to
  10439. * @param predicate defines the predicate function used to validate the condition
  10440. */
  10441. constructor(actionManager: ActionManager,
  10442. /** defines the predicate function used to validate the condition */
  10443. predicate: () => boolean);
  10444. /**
  10445. * @returns the validity of the predicate condition
  10446. */
  10447. isValid(): boolean;
  10448. }
  10449. /**
  10450. * Defines a state condition as an extension of Condition
  10451. */
  10452. export class StateCondition extends Condition {
  10453. /** Value to compare with target state */
  10454. value: string;
  10455. /**
  10456. * Internal only - manager for action
  10457. * @hidden
  10458. */
  10459. _actionManager: ActionManager;
  10460. /**
  10461. * Internal only
  10462. * @hidden
  10463. */
  10464. private _target;
  10465. /**
  10466. * Creates a new StateCondition
  10467. * @param actionManager manager for the action the condition applies to
  10468. * @param target of the condition
  10469. * @param value to compare with target state
  10470. */
  10471. constructor(actionManager: ActionManager, target: any,
  10472. /** Value to compare with target state */
  10473. value: string);
  10474. /**
  10475. * Gets a boolean indicating if the current condition is met
  10476. * @returns the validity of the state
  10477. */
  10478. isValid(): boolean;
  10479. /**
  10480. * Serialize the StateCondition into a JSON compatible object
  10481. * @returns serialization object
  10482. */
  10483. serialize(): any;
  10484. }
  10485. }
  10486. declare module "babylonjs/Actions/directActions" {
  10487. import { Action } from "babylonjs/Actions/action";
  10488. import { Condition } from "babylonjs/Actions/condition";
  10489. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10490. /**
  10491. * This defines an action responsible to toggle a boolean once triggered.
  10492. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10493. */
  10494. export class SwitchBooleanAction extends Action {
  10495. /**
  10496. * The path to the boolean property in the target object
  10497. */
  10498. propertyPath: string;
  10499. private _target;
  10500. private _effectiveTarget;
  10501. private _property;
  10502. /**
  10503. * Instantiate the action
  10504. * @param triggerOptions defines the trigger options
  10505. * @param target defines the object containing the boolean
  10506. * @param propertyPath defines the path to the boolean property in the target object
  10507. * @param condition defines the trigger related conditions
  10508. */
  10509. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10510. /** @hidden */
  10511. _prepare(): void;
  10512. /**
  10513. * Execute the action toggle the boolean value.
  10514. */
  10515. execute(): void;
  10516. /**
  10517. * Serializes the actions and its related information.
  10518. * @param parent defines the object to serialize in
  10519. * @returns the serialized object
  10520. */
  10521. serialize(parent: any): any;
  10522. }
  10523. /**
  10524. * This defines an action responsible to set a the state field of the target
  10525. * to a desired value once triggered.
  10526. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10527. */
  10528. export class SetStateAction extends Action {
  10529. /**
  10530. * The value to store in the state field.
  10531. */
  10532. value: string;
  10533. private _target;
  10534. /**
  10535. * Instantiate the action
  10536. * @param triggerOptions defines the trigger options
  10537. * @param target defines the object containing the state property
  10538. * @param value defines the value to store in the state field
  10539. * @param condition defines the trigger related conditions
  10540. */
  10541. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10542. /**
  10543. * Execute the action and store the value on the target state property.
  10544. */
  10545. execute(): void;
  10546. /**
  10547. * Serializes the actions and its related information.
  10548. * @param parent defines the object to serialize in
  10549. * @returns the serialized object
  10550. */
  10551. serialize(parent: any): any;
  10552. }
  10553. /**
  10554. * This defines an action responsible to set a property of the target
  10555. * to a desired value once triggered.
  10556. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10557. */
  10558. export class SetValueAction extends Action {
  10559. /**
  10560. * The path of the property to set in the target.
  10561. */
  10562. propertyPath: string;
  10563. /**
  10564. * The value to set in the property
  10565. */
  10566. value: any;
  10567. private _target;
  10568. private _effectiveTarget;
  10569. private _property;
  10570. /**
  10571. * Instantiate the action
  10572. * @param triggerOptions defines the trigger options
  10573. * @param target defines the object containing the property
  10574. * @param propertyPath defines the path of the property to set in the target
  10575. * @param value defines the value to set in the property
  10576. * @param condition defines the trigger related conditions
  10577. */
  10578. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10579. /** @hidden */
  10580. _prepare(): void;
  10581. /**
  10582. * Execute the action and set the targetted property to the desired value.
  10583. */
  10584. execute(): void;
  10585. /**
  10586. * Serializes the actions and its related information.
  10587. * @param parent defines the object to serialize in
  10588. * @returns the serialized object
  10589. */
  10590. serialize(parent: any): any;
  10591. }
  10592. /**
  10593. * This defines an action responsible to increment the target value
  10594. * to a desired value once triggered.
  10595. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10596. */
  10597. export class IncrementValueAction extends Action {
  10598. /**
  10599. * The path of the property to increment in the target.
  10600. */
  10601. propertyPath: string;
  10602. /**
  10603. * The value we should increment the property by.
  10604. */
  10605. value: any;
  10606. private _target;
  10607. private _effectiveTarget;
  10608. private _property;
  10609. /**
  10610. * Instantiate the action
  10611. * @param triggerOptions defines the trigger options
  10612. * @param target defines the object containing the property
  10613. * @param propertyPath defines the path of the property to increment in the target
  10614. * @param value defines the value value we should increment the property by
  10615. * @param condition defines the trigger related conditions
  10616. */
  10617. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10618. /** @hidden */
  10619. _prepare(): void;
  10620. /**
  10621. * Execute the action and increment the target of the value amount.
  10622. */
  10623. execute(): void;
  10624. /**
  10625. * Serializes the actions and its related information.
  10626. * @param parent defines the object to serialize in
  10627. * @returns the serialized object
  10628. */
  10629. serialize(parent: any): any;
  10630. }
  10631. /**
  10632. * This defines an action responsible to start an animation once triggered.
  10633. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10634. */
  10635. export class PlayAnimationAction extends Action {
  10636. /**
  10637. * Where the animation should start (animation frame)
  10638. */
  10639. from: number;
  10640. /**
  10641. * Where the animation should stop (animation frame)
  10642. */
  10643. to: number;
  10644. /**
  10645. * Define if the animation should loop or stop after the first play.
  10646. */
  10647. loop?: boolean;
  10648. private _target;
  10649. /**
  10650. * Instantiate the action
  10651. * @param triggerOptions defines the trigger options
  10652. * @param target defines the target animation or animation name
  10653. * @param from defines from where the animation should start (animation frame)
  10654. * @param end defines where the animation should stop (animation frame)
  10655. * @param loop defines if the animation should loop or stop after the first play
  10656. * @param condition defines the trigger related conditions
  10657. */
  10658. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10659. /** @hidden */
  10660. _prepare(): void;
  10661. /**
  10662. * Execute the action and play the animation.
  10663. */
  10664. execute(): void;
  10665. /**
  10666. * Serializes the actions and its related information.
  10667. * @param parent defines the object to serialize in
  10668. * @returns the serialized object
  10669. */
  10670. serialize(parent: any): any;
  10671. }
  10672. /**
  10673. * This defines an action responsible to stop an animation once triggered.
  10674. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10675. */
  10676. export class StopAnimationAction extends Action {
  10677. private _target;
  10678. /**
  10679. * Instantiate the action
  10680. * @param triggerOptions defines the trigger options
  10681. * @param target defines the target animation or animation name
  10682. * @param condition defines the trigger related conditions
  10683. */
  10684. constructor(triggerOptions: any, target: any, condition?: Condition);
  10685. /** @hidden */
  10686. _prepare(): void;
  10687. /**
  10688. * Execute the action and stop the animation.
  10689. */
  10690. execute(): void;
  10691. /**
  10692. * Serializes the actions and its related information.
  10693. * @param parent defines the object to serialize in
  10694. * @returns the serialized object
  10695. */
  10696. serialize(parent: any): any;
  10697. }
  10698. /**
  10699. * This defines an action responsible that does nothing once triggered.
  10700. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10701. */
  10702. export class DoNothingAction extends Action {
  10703. /**
  10704. * Instantiate the action
  10705. * @param triggerOptions defines the trigger options
  10706. * @param condition defines the trigger related conditions
  10707. */
  10708. constructor(triggerOptions?: any, condition?: Condition);
  10709. /**
  10710. * Execute the action and do nothing.
  10711. */
  10712. execute(): void;
  10713. /**
  10714. * Serializes the actions and its related information.
  10715. * @param parent defines the object to serialize in
  10716. * @returns the serialized object
  10717. */
  10718. serialize(parent: any): any;
  10719. }
  10720. /**
  10721. * This defines an action responsible to trigger several actions once triggered.
  10722. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10723. */
  10724. export class CombineAction extends Action {
  10725. /**
  10726. * The list of aggregated animations to run.
  10727. */
  10728. children: Action[];
  10729. /**
  10730. * Instantiate the action
  10731. * @param triggerOptions defines the trigger options
  10732. * @param children defines the list of aggregated animations to run
  10733. * @param condition defines the trigger related conditions
  10734. */
  10735. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10736. /** @hidden */
  10737. _prepare(): void;
  10738. /**
  10739. * Execute the action and executes all the aggregated actions.
  10740. */
  10741. execute(evt: ActionEvent): void;
  10742. /**
  10743. * Serializes the actions and its related information.
  10744. * @param parent defines the object to serialize in
  10745. * @returns the serialized object
  10746. */
  10747. serialize(parent: any): any;
  10748. }
  10749. /**
  10750. * This defines an action responsible to run code (external event) once triggered.
  10751. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10752. */
  10753. export class ExecuteCodeAction extends Action {
  10754. /**
  10755. * The callback function to run.
  10756. */
  10757. func: (evt: ActionEvent) => void;
  10758. /**
  10759. * Instantiate the action
  10760. * @param triggerOptions defines the trigger options
  10761. * @param func defines the callback function to run
  10762. * @param condition defines the trigger related conditions
  10763. */
  10764. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10765. /**
  10766. * Execute the action and run the attached code.
  10767. */
  10768. execute(evt: ActionEvent): void;
  10769. }
  10770. /**
  10771. * This defines an action responsible to set the parent property of the target once triggered.
  10772. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10773. */
  10774. export class SetParentAction extends Action {
  10775. private _parent;
  10776. private _target;
  10777. /**
  10778. * Instantiate the action
  10779. * @param triggerOptions defines the trigger options
  10780. * @param target defines the target containing the parent property
  10781. * @param parent defines from where the animation should start (animation frame)
  10782. * @param condition defines the trigger related conditions
  10783. */
  10784. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  10785. /** @hidden */
  10786. _prepare(): void;
  10787. /**
  10788. * Execute the action and set the parent property.
  10789. */
  10790. execute(): void;
  10791. /**
  10792. * Serializes the actions and its related information.
  10793. * @param parent defines the object to serialize in
  10794. * @returns the serialized object
  10795. */
  10796. serialize(parent: any): any;
  10797. }
  10798. }
  10799. declare module "babylonjs/Actions/actionManager" {
  10800. import { Nullable } from "babylonjs/types";
  10801. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10802. import { Scene } from "babylonjs/scene";
  10803. import { IAction } from "babylonjs/Actions/action";
  10804. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  10805. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10806. /**
  10807. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  10808. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  10809. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10810. */
  10811. export class ActionManager extends AbstractActionManager {
  10812. /**
  10813. * Nothing
  10814. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10815. */
  10816. static readonly NothingTrigger: number;
  10817. /**
  10818. * On pick
  10819. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10820. */
  10821. static readonly OnPickTrigger: number;
  10822. /**
  10823. * On left pick
  10824. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10825. */
  10826. static readonly OnLeftPickTrigger: number;
  10827. /**
  10828. * On right pick
  10829. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10830. */
  10831. static readonly OnRightPickTrigger: number;
  10832. /**
  10833. * On center pick
  10834. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10835. */
  10836. static readonly OnCenterPickTrigger: number;
  10837. /**
  10838. * On pick down
  10839. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10840. */
  10841. static readonly OnPickDownTrigger: number;
  10842. /**
  10843. * On double pick
  10844. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10845. */
  10846. static readonly OnDoublePickTrigger: number;
  10847. /**
  10848. * On pick up
  10849. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10850. */
  10851. static readonly OnPickUpTrigger: number;
  10852. /**
  10853. * On pick out.
  10854. * This trigger will only be raised if you also declared a OnPickDown
  10855. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10856. */
  10857. static readonly OnPickOutTrigger: number;
  10858. /**
  10859. * On long press
  10860. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10861. */
  10862. static readonly OnLongPressTrigger: number;
  10863. /**
  10864. * On pointer over
  10865. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10866. */
  10867. static readonly OnPointerOverTrigger: number;
  10868. /**
  10869. * On pointer out
  10870. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10871. */
  10872. static readonly OnPointerOutTrigger: number;
  10873. /**
  10874. * On every frame
  10875. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10876. */
  10877. static readonly OnEveryFrameTrigger: number;
  10878. /**
  10879. * On intersection enter
  10880. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10881. */
  10882. static readonly OnIntersectionEnterTrigger: number;
  10883. /**
  10884. * On intersection exit
  10885. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10886. */
  10887. static readonly OnIntersectionExitTrigger: number;
  10888. /**
  10889. * On key down
  10890. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10891. */
  10892. static readonly OnKeyDownTrigger: number;
  10893. /**
  10894. * On key up
  10895. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10896. */
  10897. static readonly OnKeyUpTrigger: number;
  10898. private _scene;
  10899. /**
  10900. * Creates a new action manager
  10901. * @param scene defines the hosting scene
  10902. */
  10903. constructor(scene: Scene);
  10904. /**
  10905. * Releases all associated resources
  10906. */
  10907. dispose(): void;
  10908. /**
  10909. * Gets hosting scene
  10910. * @returns the hosting scene
  10911. */
  10912. getScene(): Scene;
  10913. /**
  10914. * Does this action manager handles actions of any of the given triggers
  10915. * @param triggers defines the triggers to be tested
  10916. * @return a boolean indicating whether one (or more) of the triggers is handled
  10917. */
  10918. hasSpecificTriggers(triggers: number[]): boolean;
  10919. /**
  10920. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  10921. * speed.
  10922. * @param triggerA defines the trigger to be tested
  10923. * @param triggerB defines the trigger to be tested
  10924. * @return a boolean indicating whether one (or more) of the triggers is handled
  10925. */
  10926. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  10927. /**
  10928. * Does this action manager handles actions of a given trigger
  10929. * @param trigger defines the trigger to be tested
  10930. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  10931. * @return whether the trigger is handled
  10932. */
  10933. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  10934. /**
  10935. * Does this action manager has pointer triggers
  10936. */
  10937. readonly hasPointerTriggers: boolean;
  10938. /**
  10939. * Does this action manager has pick triggers
  10940. */
  10941. readonly hasPickTriggers: boolean;
  10942. /**
  10943. * Registers an action to this action manager
  10944. * @param action defines the action to be registered
  10945. * @return the action amended (prepared) after registration
  10946. */
  10947. registerAction(action: IAction): Nullable<IAction>;
  10948. /**
  10949. * Unregisters an action to this action manager
  10950. * @param action defines the action to be unregistered
  10951. * @return a boolean indicating whether the action has been unregistered
  10952. */
  10953. unregisterAction(action: IAction): Boolean;
  10954. /**
  10955. * Process a specific trigger
  10956. * @param trigger defines the trigger to process
  10957. * @param evt defines the event details to be processed
  10958. */
  10959. processTrigger(trigger: number, evt?: IActionEvent): void;
  10960. /** @hidden */
  10961. _getEffectiveTarget(target: any, propertyPath: string): any;
  10962. /** @hidden */
  10963. _getProperty(propertyPath: string): string;
  10964. /**
  10965. * Serialize this manager to a JSON object
  10966. * @param name defines the property name to store this manager
  10967. * @returns a JSON representation of this manager
  10968. */
  10969. serialize(name: string): any;
  10970. /**
  10971. * Creates a new ActionManager from a JSON data
  10972. * @param parsedActions defines the JSON data to read from
  10973. * @param object defines the hosting mesh
  10974. * @param scene defines the hosting scene
  10975. */
  10976. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  10977. /**
  10978. * Get a trigger name by index
  10979. * @param trigger defines the trigger index
  10980. * @returns a trigger name
  10981. */
  10982. static GetTriggerName(trigger: number): string;
  10983. }
  10984. }
  10985. declare module "babylonjs/Culling/ray" {
  10986. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  10987. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  10988. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10989. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  10990. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  10991. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  10992. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  10993. import { Plane } from "babylonjs/Maths/math.plane";
  10994. /**
  10995. * Class representing a ray with position and direction
  10996. */
  10997. export class Ray {
  10998. /** origin point */
  10999. origin: Vector3;
  11000. /** direction */
  11001. direction: Vector3;
  11002. /** length of the ray */
  11003. length: number;
  11004. private static readonly TmpVector3;
  11005. private _tmpRay;
  11006. /**
  11007. * Creates a new ray
  11008. * @param origin origin point
  11009. * @param direction direction
  11010. * @param length length of the ray
  11011. */
  11012. constructor(
  11013. /** origin point */
  11014. origin: Vector3,
  11015. /** direction */
  11016. direction: Vector3,
  11017. /** length of the ray */
  11018. length?: number);
  11019. /**
  11020. * Checks if the ray intersects a box
  11021. * @param minimum bound of the box
  11022. * @param maximum bound of the box
  11023. * @param intersectionTreshold extra extend to be added to the box in all direction
  11024. * @returns if the box was hit
  11025. */
  11026. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11027. /**
  11028. * Checks if the ray intersects a box
  11029. * @param box the bounding box to check
  11030. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11031. * @returns if the box was hit
  11032. */
  11033. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11034. /**
  11035. * If the ray hits a sphere
  11036. * @param sphere the bounding sphere to check
  11037. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11038. * @returns true if it hits the sphere
  11039. */
  11040. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11041. /**
  11042. * If the ray hits a triange
  11043. * @param vertex0 triangle vertex
  11044. * @param vertex1 triangle vertex
  11045. * @param vertex2 triangle vertex
  11046. * @returns intersection information if hit
  11047. */
  11048. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11049. /**
  11050. * Checks if ray intersects a plane
  11051. * @param plane the plane to check
  11052. * @returns the distance away it was hit
  11053. */
  11054. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11055. /**
  11056. * Calculate the intercept of a ray on a given axis
  11057. * @param axis to check 'x' | 'y' | 'z'
  11058. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11059. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11060. */
  11061. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11062. /**
  11063. * Checks if ray intersects a mesh
  11064. * @param mesh the mesh to check
  11065. * @param fastCheck if only the bounding box should checked
  11066. * @returns picking info of the intersecton
  11067. */
  11068. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11069. /**
  11070. * Checks if ray intersects a mesh
  11071. * @param meshes the meshes to check
  11072. * @param fastCheck if only the bounding box should checked
  11073. * @param results array to store result in
  11074. * @returns Array of picking infos
  11075. */
  11076. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11077. private _comparePickingInfo;
  11078. private static smallnum;
  11079. private static rayl;
  11080. /**
  11081. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11082. * @param sega the first point of the segment to test the intersection against
  11083. * @param segb the second point of the segment to test the intersection against
  11084. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11085. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11086. */
  11087. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11088. /**
  11089. * Update the ray from viewport position
  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 this ray updated
  11098. */
  11099. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11100. /**
  11101. * Creates a ray with origin and direction of 0,0,0
  11102. * @returns the new ray
  11103. */
  11104. static Zero(): Ray;
  11105. /**
  11106. * Creates a new ray from screen space and viewport
  11107. * @param x position
  11108. * @param y y position
  11109. * @param viewportWidth viewport width
  11110. * @param viewportHeight viewport height
  11111. * @param world world matrix
  11112. * @param view view matrix
  11113. * @param projection projection matrix
  11114. * @returns new ray
  11115. */
  11116. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11117. /**
  11118. * 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
  11119. * transformed to the given world matrix.
  11120. * @param origin The origin point
  11121. * @param end The end point
  11122. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11123. * @returns the new ray
  11124. */
  11125. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11126. /**
  11127. * Transforms a ray by a matrix
  11128. * @param ray ray to transform
  11129. * @param matrix matrix to apply
  11130. * @returns the resulting new ray
  11131. */
  11132. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11133. /**
  11134. * Transforms a ray by a matrix
  11135. * @param ray ray to transform
  11136. * @param matrix matrix to apply
  11137. * @param result ray to store result in
  11138. */
  11139. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11140. /**
  11141. * Unproject a ray from screen space to object space
  11142. * @param sourceX defines the screen space x coordinate to use
  11143. * @param sourceY defines the screen space y coordinate to use
  11144. * @param viewportWidth defines the current width of the viewport
  11145. * @param viewportHeight defines the current height of the viewport
  11146. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11147. * @param view defines the view matrix to use
  11148. * @param projection defines the projection matrix to use
  11149. */
  11150. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11151. }
  11152. /**
  11153. * Type used to define predicate used to select faces when a mesh intersection is detected
  11154. */
  11155. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11156. module "babylonjs/scene" {
  11157. interface Scene {
  11158. /** @hidden */
  11159. _tempPickingRay: Nullable<Ray>;
  11160. /** @hidden */
  11161. _cachedRayForTransform: Ray;
  11162. /** @hidden */
  11163. _pickWithRayInverseMatrix: Matrix;
  11164. /** @hidden */
  11165. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11166. /** @hidden */
  11167. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11168. }
  11169. }
  11170. }
  11171. declare module "babylonjs/sceneComponent" {
  11172. import { Scene } from "babylonjs/scene";
  11173. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11174. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11175. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11176. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11177. import { Nullable } from "babylonjs/types";
  11178. import { Camera } from "babylonjs/Cameras/camera";
  11179. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11180. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11181. import { AbstractScene } from "babylonjs/abstractScene";
  11182. /**
  11183. * Groups all the scene component constants in one place to ease maintenance.
  11184. * @hidden
  11185. */
  11186. export class SceneComponentConstants {
  11187. static readonly NAME_EFFECTLAYER: string;
  11188. static readonly NAME_LAYER: string;
  11189. static readonly NAME_LENSFLARESYSTEM: string;
  11190. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11191. static readonly NAME_PARTICLESYSTEM: string;
  11192. static readonly NAME_GAMEPAD: string;
  11193. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11194. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11195. static readonly NAME_DEPTHRENDERER: string;
  11196. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11197. static readonly NAME_SPRITE: string;
  11198. static readonly NAME_OUTLINERENDERER: string;
  11199. static readonly NAME_PROCEDURALTEXTURE: string;
  11200. static readonly NAME_SHADOWGENERATOR: string;
  11201. static readonly NAME_OCTREE: string;
  11202. static readonly NAME_PHYSICSENGINE: string;
  11203. static readonly NAME_AUDIO: string;
  11204. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11205. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11206. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11207. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11208. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11209. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11210. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11211. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11212. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11213. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11214. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11215. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11216. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11217. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11218. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11219. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11220. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11221. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11222. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11223. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11224. static readonly STEP_AFTERRENDER_AUDIO: number;
  11225. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11226. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11227. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11228. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11229. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11230. static readonly STEP_POINTERMOVE_SPRITE: number;
  11231. static readonly STEP_POINTERDOWN_SPRITE: number;
  11232. static readonly STEP_POINTERUP_SPRITE: number;
  11233. }
  11234. /**
  11235. * This represents a scene component.
  11236. *
  11237. * This is used to decouple the dependency the scene is having on the different workloads like
  11238. * layers, post processes...
  11239. */
  11240. export interface ISceneComponent {
  11241. /**
  11242. * The name of the component. Each component must have a unique name.
  11243. */
  11244. name: string;
  11245. /**
  11246. * The scene the component belongs to.
  11247. */
  11248. scene: Scene;
  11249. /**
  11250. * Register the component to one instance of a scene.
  11251. */
  11252. register(): void;
  11253. /**
  11254. * Rebuilds the elements related to this component in case of
  11255. * context lost for instance.
  11256. */
  11257. rebuild(): void;
  11258. /**
  11259. * Disposes the component and the associated ressources.
  11260. */
  11261. dispose(): void;
  11262. }
  11263. /**
  11264. * This represents a SERIALIZABLE scene component.
  11265. *
  11266. * This extends Scene Component to add Serialization methods on top.
  11267. */
  11268. export interface ISceneSerializableComponent extends ISceneComponent {
  11269. /**
  11270. * Adds all the elements from the container to the scene
  11271. * @param container the container holding the elements
  11272. */
  11273. addFromContainer(container: AbstractScene): void;
  11274. /**
  11275. * Removes all the elements in the container from the scene
  11276. * @param container contains the elements to remove
  11277. * @param dispose if the removed element should be disposed (default: false)
  11278. */
  11279. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11280. /**
  11281. * Serializes the component data to the specified json object
  11282. * @param serializationObject The object to serialize to
  11283. */
  11284. serialize(serializationObject: any): void;
  11285. }
  11286. /**
  11287. * Strong typing of a Mesh related stage step action
  11288. */
  11289. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11290. /**
  11291. * Strong typing of a Evaluate Sub Mesh related stage step action
  11292. */
  11293. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11294. /**
  11295. * Strong typing of a Active Mesh related stage step action
  11296. */
  11297. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11298. /**
  11299. * Strong typing of a Camera related stage step action
  11300. */
  11301. export type CameraStageAction = (camera: Camera) => void;
  11302. /**
  11303. * Strong typing of a Camera Frame buffer related stage step action
  11304. */
  11305. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11306. /**
  11307. * Strong typing of a Render Target related stage step action
  11308. */
  11309. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11310. /**
  11311. * Strong typing of a RenderingGroup related stage step action
  11312. */
  11313. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11314. /**
  11315. * Strong typing of a Mesh Render related stage step action
  11316. */
  11317. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11318. /**
  11319. * Strong typing of a simple stage step action
  11320. */
  11321. export type SimpleStageAction = () => void;
  11322. /**
  11323. * Strong typing of a render target action.
  11324. */
  11325. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11326. /**
  11327. * Strong typing of a pointer move action.
  11328. */
  11329. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  11330. /**
  11331. * Strong typing of a pointer up/down action.
  11332. */
  11333. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11334. /**
  11335. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  11336. * @hidden
  11337. */
  11338. export class Stage<T extends Function> extends Array<{
  11339. index: number;
  11340. component: ISceneComponent;
  11341. action: T;
  11342. }> {
  11343. /**
  11344. * Hide ctor from the rest of the world.
  11345. * @param items The items to add.
  11346. */
  11347. private constructor();
  11348. /**
  11349. * Creates a new Stage.
  11350. * @returns A new instance of a Stage
  11351. */
  11352. static Create<T extends Function>(): Stage<T>;
  11353. /**
  11354. * Registers a step in an ordered way in the targeted stage.
  11355. * @param index Defines the position to register the step in
  11356. * @param component Defines the component attached to the step
  11357. * @param action Defines the action to launch during the step
  11358. */
  11359. registerStep(index: number, component: ISceneComponent, action: T): void;
  11360. /**
  11361. * Clears all the steps from the stage.
  11362. */
  11363. clear(): void;
  11364. }
  11365. }
  11366. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11367. import { Nullable } from "babylonjs/types";
  11368. import { Observable } from "babylonjs/Misc/observable";
  11369. import { Scene } from "babylonjs/scene";
  11370. import { Sprite } from "babylonjs/Sprites/sprite";
  11371. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11372. import { Ray } from "babylonjs/Culling/ray";
  11373. import { Camera } from "babylonjs/Cameras/camera";
  11374. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11375. import { ISceneComponent } from "babylonjs/sceneComponent";
  11376. module "babylonjs/scene" {
  11377. interface Scene {
  11378. /** @hidden */
  11379. _pointerOverSprite: Nullable<Sprite>;
  11380. /** @hidden */
  11381. _pickedDownSprite: Nullable<Sprite>;
  11382. /** @hidden */
  11383. _tempSpritePickingRay: Nullable<Ray>;
  11384. /**
  11385. * All of the sprite managers added to this scene
  11386. * @see http://doc.babylonjs.com/babylon101/sprites
  11387. */
  11388. spriteManagers: Array<ISpriteManager>;
  11389. /**
  11390. * An event triggered when sprites rendering is about to start
  11391. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11392. */
  11393. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11394. /**
  11395. * An event triggered when sprites rendering is done
  11396. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11397. */
  11398. onAfterSpritesRenderingObservable: Observable<Scene>;
  11399. /** @hidden */
  11400. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11401. /** Launch a ray to try to pick a sprite in the scene
  11402. * @param x position on screen
  11403. * @param y position on screen
  11404. * @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
  11405. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11406. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11407. * @returns a PickingInfo
  11408. */
  11409. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11410. /** Use the given ray to pick a sprite in the scene
  11411. * @param ray The ray (in world space) to use to pick meshes
  11412. * @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
  11413. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11414. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11415. * @returns a PickingInfo
  11416. */
  11417. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11418. /** @hidden */
  11419. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11420. /** Launch a ray to try to pick sprites in the scene
  11421. * @param x position on screen
  11422. * @param y position on screen
  11423. * @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
  11424. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11425. * @returns a PickingInfo array
  11426. */
  11427. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11428. /** Use the given ray to pick sprites in the scene
  11429. * @param ray The ray (in world space) to use to pick meshes
  11430. * @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
  11431. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11432. * @returns a PickingInfo array
  11433. */
  11434. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11435. /**
  11436. * Force the sprite under the pointer
  11437. * @param sprite defines the sprite to use
  11438. */
  11439. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11440. /**
  11441. * Gets the sprite under the pointer
  11442. * @returns a Sprite or null if no sprite is under the pointer
  11443. */
  11444. getPointerOverSprite(): Nullable<Sprite>;
  11445. }
  11446. }
  11447. /**
  11448. * Defines the sprite scene component responsible to manage sprites
  11449. * in a given scene.
  11450. */
  11451. export class SpriteSceneComponent implements ISceneComponent {
  11452. /**
  11453. * The component name helpfull to identify the component in the list of scene components.
  11454. */
  11455. readonly name: string;
  11456. /**
  11457. * The scene the component belongs to.
  11458. */
  11459. scene: Scene;
  11460. /** @hidden */
  11461. private _spritePredicate;
  11462. /**
  11463. * Creates a new instance of the component for the given scene
  11464. * @param scene Defines the scene to register the component in
  11465. */
  11466. constructor(scene: Scene);
  11467. /**
  11468. * Registers the component in a given scene
  11469. */
  11470. register(): void;
  11471. /**
  11472. * Rebuilds the elements related to this component in case of
  11473. * context lost for instance.
  11474. */
  11475. rebuild(): void;
  11476. /**
  11477. * Disposes the component and the associated ressources.
  11478. */
  11479. dispose(): void;
  11480. private _pickSpriteButKeepRay;
  11481. private _pointerMove;
  11482. private _pointerDown;
  11483. private _pointerUp;
  11484. }
  11485. }
  11486. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11487. /** @hidden */
  11488. export var fogFragmentDeclaration: {
  11489. name: string;
  11490. shader: string;
  11491. };
  11492. }
  11493. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11494. /** @hidden */
  11495. export var fogFragment: {
  11496. name: string;
  11497. shader: string;
  11498. };
  11499. }
  11500. declare module "babylonjs/Shaders/sprites.fragment" {
  11501. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11502. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11503. /** @hidden */
  11504. export var spritesPixelShader: {
  11505. name: string;
  11506. shader: string;
  11507. };
  11508. }
  11509. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11510. /** @hidden */
  11511. export var fogVertexDeclaration: {
  11512. name: string;
  11513. shader: string;
  11514. };
  11515. }
  11516. declare module "babylonjs/Shaders/sprites.vertex" {
  11517. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11518. /** @hidden */
  11519. export var spritesVertexShader: {
  11520. name: string;
  11521. shader: string;
  11522. };
  11523. }
  11524. declare module "babylonjs/Sprites/spriteManager" {
  11525. import { IDisposable, Scene } from "babylonjs/scene";
  11526. import { Nullable } from "babylonjs/types";
  11527. import { Observable } from "babylonjs/Misc/observable";
  11528. import { Sprite } from "babylonjs/Sprites/sprite";
  11529. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11530. import { Camera } from "babylonjs/Cameras/camera";
  11531. import { Texture } from "babylonjs/Materials/Textures/texture";
  11532. import "babylonjs/Shaders/sprites.fragment";
  11533. import "babylonjs/Shaders/sprites.vertex";
  11534. import { Ray } from "babylonjs/Culling/ray";
  11535. /**
  11536. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11537. */
  11538. export interface ISpriteManager extends IDisposable {
  11539. /**
  11540. * Restricts the camera to viewing objects with the same layerMask.
  11541. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11542. */
  11543. layerMask: number;
  11544. /**
  11545. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11546. */
  11547. isPickable: boolean;
  11548. /**
  11549. * Specifies the rendering group id for this mesh (0 by default)
  11550. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11551. */
  11552. renderingGroupId: number;
  11553. /**
  11554. * Defines the list of sprites managed by the manager.
  11555. */
  11556. sprites: Array<Sprite>;
  11557. /**
  11558. * Tests the intersection of a sprite with a specific ray.
  11559. * @param ray The ray we are sending to test the collision
  11560. * @param camera The camera space we are sending rays in
  11561. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11562. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11563. * @returns picking info or null.
  11564. */
  11565. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11566. /**
  11567. * Intersects the sprites with a ray
  11568. * @param ray defines the ray to intersect with
  11569. * @param camera defines the current active camera
  11570. * @param predicate defines a predicate used to select candidate sprites
  11571. * @returns null if no hit or a PickingInfo array
  11572. */
  11573. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11574. /**
  11575. * Renders the list of sprites on screen.
  11576. */
  11577. render(): void;
  11578. }
  11579. /**
  11580. * Class used to manage multiple sprites on the same spritesheet
  11581. * @see http://doc.babylonjs.com/babylon101/sprites
  11582. */
  11583. export class SpriteManager implements ISpriteManager {
  11584. /** defines the manager's name */
  11585. name: string;
  11586. /** Gets the list of sprites */
  11587. sprites: Sprite[];
  11588. /** Gets or sets the rendering group id (0 by default) */
  11589. renderingGroupId: number;
  11590. /** Gets or sets camera layer mask */
  11591. layerMask: number;
  11592. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11593. fogEnabled: boolean;
  11594. /** Gets or sets a boolean indicating if the sprites are pickable */
  11595. isPickable: boolean;
  11596. /** Defines the default width of a cell in the spritesheet */
  11597. cellWidth: number;
  11598. /** Defines the default height of a cell in the spritesheet */
  11599. cellHeight: number;
  11600. /** Associative array from JSON sprite data file */
  11601. private _cellData;
  11602. /** Array of sprite names from JSON sprite data file */
  11603. private _spriteMap;
  11604. /** True when packed cell data from JSON file is ready*/
  11605. private _packedAndReady;
  11606. /**
  11607. * An event triggered when the manager is disposed.
  11608. */
  11609. onDisposeObservable: Observable<SpriteManager>;
  11610. private _onDisposeObserver;
  11611. /**
  11612. * Callback called when the manager is disposed
  11613. */
  11614. onDispose: () => void;
  11615. private _capacity;
  11616. private _fromPacked;
  11617. private _spriteTexture;
  11618. private _epsilon;
  11619. private _scene;
  11620. private _vertexData;
  11621. private _buffer;
  11622. private _vertexBuffers;
  11623. private _indexBuffer;
  11624. private _effectBase;
  11625. private _effectFog;
  11626. /**
  11627. * Gets or sets the spritesheet texture
  11628. */
  11629. texture: Texture;
  11630. /**
  11631. * Creates a new sprite manager
  11632. * @param name defines the manager's name
  11633. * @param imgUrl defines the sprite sheet url
  11634. * @param capacity defines the maximum allowed number of sprites
  11635. * @param cellSize defines the size of a sprite cell
  11636. * @param scene defines the hosting scene
  11637. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11638. * @param samplingMode defines the smapling mode to use with spritesheet
  11639. * @param fromPacked set to false; do not alter
  11640. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  11641. */
  11642. constructor(
  11643. /** defines the manager's name */
  11644. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  11645. private _makePacked;
  11646. private _appendSpriteVertex;
  11647. /**
  11648. * Intersects the sprites with a ray
  11649. * @param ray defines the ray to intersect with
  11650. * @param camera defines the current active camera
  11651. * @param predicate defines a predicate used to select candidate sprites
  11652. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11653. * @returns null if no hit or a PickingInfo
  11654. */
  11655. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11656. /**
  11657. * Intersects the sprites with a ray
  11658. * @param ray defines the ray to intersect with
  11659. * @param camera defines the current active camera
  11660. * @param predicate defines a predicate used to select candidate sprites
  11661. * @returns null if no hit or a PickingInfo array
  11662. */
  11663. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11664. /**
  11665. * Render all child sprites
  11666. */
  11667. render(): void;
  11668. /**
  11669. * Release associated resources
  11670. */
  11671. dispose(): void;
  11672. }
  11673. }
  11674. declare module "babylonjs/Sprites/sprite" {
  11675. import { Vector3 } from "babylonjs/Maths/math.vector";
  11676. import { Nullable } from "babylonjs/types";
  11677. import { ActionManager } from "babylonjs/Actions/actionManager";
  11678. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11679. import { Color4 } from "babylonjs/Maths/math.color";
  11680. /**
  11681. * Class used to represent a sprite
  11682. * @see http://doc.babylonjs.com/babylon101/sprites
  11683. */
  11684. export class Sprite {
  11685. /** defines the name */
  11686. name: string;
  11687. /** Gets or sets the current world position */
  11688. position: Vector3;
  11689. /** Gets or sets the main color */
  11690. color: Color4;
  11691. /** Gets or sets the width */
  11692. width: number;
  11693. /** Gets or sets the height */
  11694. height: number;
  11695. /** Gets or sets rotation angle */
  11696. angle: number;
  11697. /** Gets or sets the cell index in the sprite sheet */
  11698. cellIndex: number;
  11699. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  11700. cellRef: string;
  11701. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11702. invertU: number;
  11703. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11704. invertV: number;
  11705. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11706. disposeWhenFinishedAnimating: boolean;
  11707. /** Gets the list of attached animations */
  11708. animations: Animation[];
  11709. /** Gets or sets a boolean indicating if the sprite can be picked */
  11710. isPickable: boolean;
  11711. /**
  11712. * Gets or sets the associated action manager
  11713. */
  11714. actionManager: Nullable<ActionManager>;
  11715. private _animationStarted;
  11716. private _loopAnimation;
  11717. private _fromIndex;
  11718. private _toIndex;
  11719. private _delay;
  11720. private _direction;
  11721. private _manager;
  11722. private _time;
  11723. private _onAnimationEnd;
  11724. /**
  11725. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11726. */
  11727. isVisible: boolean;
  11728. /**
  11729. * Gets or sets the sprite size
  11730. */
  11731. size: number;
  11732. /**
  11733. * Creates a new Sprite
  11734. * @param name defines the name
  11735. * @param manager defines the manager
  11736. */
  11737. constructor(
  11738. /** defines the name */
  11739. name: string, manager: ISpriteManager);
  11740. /**
  11741. * Starts an animation
  11742. * @param from defines the initial key
  11743. * @param to defines the end key
  11744. * @param loop defines if the animation must loop
  11745. * @param delay defines the start delay (in ms)
  11746. * @param onAnimationEnd defines a callback to call when animation ends
  11747. */
  11748. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11749. /** Stops current animation (if any) */
  11750. stopAnimation(): void;
  11751. /** @hidden */
  11752. _animate(deltaTime: number): void;
  11753. /** Release associated resources */
  11754. dispose(): void;
  11755. }
  11756. }
  11757. declare module "babylonjs/Collisions/pickingInfo" {
  11758. import { Nullable } from "babylonjs/types";
  11759. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11760. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11761. import { Sprite } from "babylonjs/Sprites/sprite";
  11762. import { Ray } from "babylonjs/Culling/ray";
  11763. /**
  11764. * Information about the result of picking within a scene
  11765. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11766. */
  11767. export class PickingInfo {
  11768. /** @hidden */
  11769. _pickingUnavailable: boolean;
  11770. /**
  11771. * If the pick collided with an object
  11772. */
  11773. hit: boolean;
  11774. /**
  11775. * Distance away where the pick collided
  11776. */
  11777. distance: number;
  11778. /**
  11779. * The location of pick collision
  11780. */
  11781. pickedPoint: Nullable<Vector3>;
  11782. /**
  11783. * The mesh corresponding the the pick collision
  11784. */
  11785. pickedMesh: Nullable<AbstractMesh>;
  11786. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  11787. bu: number;
  11788. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  11789. bv: number;
  11790. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  11791. faceId: number;
  11792. /** Id of the the submesh that was picked */
  11793. subMeshId: number;
  11794. /** If a sprite was picked, this will be the sprite the pick collided with */
  11795. pickedSprite: Nullable<Sprite>;
  11796. /**
  11797. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  11798. */
  11799. originMesh: Nullable<AbstractMesh>;
  11800. /**
  11801. * The ray that was used to perform the picking.
  11802. */
  11803. ray: Nullable<Ray>;
  11804. /**
  11805. * Gets the normal correspodning to the face the pick collided with
  11806. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  11807. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  11808. * @returns The normal correspodning to the face the pick collided with
  11809. */
  11810. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  11811. /**
  11812. * Gets the texture coordinates of where the pick occured
  11813. * @returns the vector containing the coordnates of the texture
  11814. */
  11815. getTextureCoordinates(): Nullable<Vector2>;
  11816. }
  11817. }
  11818. declare module "babylonjs/Events/pointerEvents" {
  11819. import { Nullable } from "babylonjs/types";
  11820. import { Vector2 } from "babylonjs/Maths/math.vector";
  11821. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11822. import { Ray } from "babylonjs/Culling/ray";
  11823. /**
  11824. * Gather the list of pointer event types as constants.
  11825. */
  11826. export class PointerEventTypes {
  11827. /**
  11828. * 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.
  11829. */
  11830. static readonly POINTERDOWN: number;
  11831. /**
  11832. * The pointerup event is fired when a pointer is no longer active.
  11833. */
  11834. static readonly POINTERUP: number;
  11835. /**
  11836. * The pointermove event is fired when a pointer changes coordinates.
  11837. */
  11838. static readonly POINTERMOVE: number;
  11839. /**
  11840. * The pointerwheel event is fired when a mouse wheel has been rotated.
  11841. */
  11842. static readonly POINTERWHEEL: number;
  11843. /**
  11844. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  11845. */
  11846. static readonly POINTERPICK: number;
  11847. /**
  11848. * The pointertap event is fired when a the object has been touched and released without drag.
  11849. */
  11850. static readonly POINTERTAP: number;
  11851. /**
  11852. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  11853. */
  11854. static readonly POINTERDOUBLETAP: number;
  11855. }
  11856. /**
  11857. * Base class of pointer info types.
  11858. */
  11859. export class PointerInfoBase {
  11860. /**
  11861. * Defines the type of event (PointerEventTypes)
  11862. */
  11863. type: number;
  11864. /**
  11865. * Defines the related dom event
  11866. */
  11867. event: PointerEvent | MouseWheelEvent;
  11868. /**
  11869. * Instantiates the base class of pointers info.
  11870. * @param type Defines the type of event (PointerEventTypes)
  11871. * @param event Defines the related dom event
  11872. */
  11873. constructor(
  11874. /**
  11875. * Defines the type of event (PointerEventTypes)
  11876. */
  11877. type: number,
  11878. /**
  11879. * Defines the related dom event
  11880. */
  11881. event: PointerEvent | MouseWheelEvent);
  11882. }
  11883. /**
  11884. * This class is used to store pointer related info for the onPrePointerObservable event.
  11885. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  11886. */
  11887. export class PointerInfoPre extends PointerInfoBase {
  11888. /**
  11889. * Ray from a pointer if availible (eg. 6dof controller)
  11890. */
  11891. ray: Nullable<Ray>;
  11892. /**
  11893. * Defines the local position of the pointer on the canvas.
  11894. */
  11895. localPosition: Vector2;
  11896. /**
  11897. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  11898. */
  11899. skipOnPointerObservable: boolean;
  11900. /**
  11901. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  11902. * @param type Defines the type of event (PointerEventTypes)
  11903. * @param event Defines the related dom event
  11904. * @param localX Defines the local x coordinates of the pointer when the event occured
  11905. * @param localY Defines the local y coordinates of the pointer when the event occured
  11906. */
  11907. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  11908. }
  11909. /**
  11910. * This type contains all the data related to a pointer event in Babylon.js.
  11911. * 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.
  11912. */
  11913. export class PointerInfo extends PointerInfoBase {
  11914. /**
  11915. * Defines the picking info associated to the info (if any)\
  11916. */
  11917. pickInfo: Nullable<PickingInfo>;
  11918. /**
  11919. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  11920. * @param type Defines the type of event (PointerEventTypes)
  11921. * @param event Defines the related dom event
  11922. * @param pickInfo Defines the picking info associated to the info (if any)\
  11923. */
  11924. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  11925. /**
  11926. * Defines the picking info associated to the info (if any)\
  11927. */
  11928. pickInfo: Nullable<PickingInfo>);
  11929. }
  11930. /**
  11931. * Data relating to a touch event on the screen.
  11932. */
  11933. export interface PointerTouch {
  11934. /**
  11935. * X coordinate of touch.
  11936. */
  11937. x: number;
  11938. /**
  11939. * Y coordinate of touch.
  11940. */
  11941. y: number;
  11942. /**
  11943. * Id of touch. Unique for each finger.
  11944. */
  11945. pointerId: number;
  11946. /**
  11947. * Event type passed from DOM.
  11948. */
  11949. type: any;
  11950. }
  11951. }
  11952. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  11953. import { Observable } from "babylonjs/Misc/observable";
  11954. import { Nullable } from "babylonjs/types";
  11955. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  11956. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  11957. /**
  11958. * Manage the mouse inputs to control the movement of a free camera.
  11959. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11960. */
  11961. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  11962. /**
  11963. * Define if touch is enabled in the mouse input
  11964. */
  11965. touchEnabled: boolean;
  11966. /**
  11967. * Defines the camera the input is attached to.
  11968. */
  11969. camera: FreeCamera;
  11970. /**
  11971. * Defines the buttons associated with the input to handle camera move.
  11972. */
  11973. buttons: number[];
  11974. /**
  11975. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  11976. */
  11977. angularSensibility: number;
  11978. private _pointerInput;
  11979. private _onMouseMove;
  11980. private _observer;
  11981. private previousPosition;
  11982. /**
  11983. * Observable for when a pointer move event occurs containing the move offset
  11984. */
  11985. onPointerMovedObservable: Observable<{
  11986. offsetX: number;
  11987. offsetY: number;
  11988. }>;
  11989. /**
  11990. * @hidden
  11991. * If the camera should be rotated automatically based on pointer movement
  11992. */
  11993. _allowCameraRotation: boolean;
  11994. /**
  11995. * Manage the mouse inputs to control the movement of a free camera.
  11996. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11997. * @param touchEnabled Defines if touch is enabled or not
  11998. */
  11999. constructor(
  12000. /**
  12001. * Define if touch is enabled in the mouse input
  12002. */
  12003. touchEnabled?: boolean);
  12004. /**
  12005. * Attach the input controls to a specific dom element to get the input from.
  12006. * @param element Defines the element the controls should be listened from
  12007. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12008. */
  12009. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12010. /**
  12011. * Called on JS contextmenu event.
  12012. * Override this method to provide functionality.
  12013. */
  12014. protected onContextMenu(evt: PointerEvent): void;
  12015. /**
  12016. * Detach the current controls from the specified dom element.
  12017. * @param element Defines the element to stop listening the inputs from
  12018. */
  12019. detachControl(element: Nullable<HTMLElement>): void;
  12020. /**
  12021. * Gets the class name of the current intput.
  12022. * @returns the class name
  12023. */
  12024. getClassName(): string;
  12025. /**
  12026. * Get the friendly name associated with the input class.
  12027. * @returns the input friendly name
  12028. */
  12029. getSimpleName(): string;
  12030. }
  12031. }
  12032. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  12033. import { Nullable } from "babylonjs/types";
  12034. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12035. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12036. /**
  12037. * Manage the touch inputs to control the movement of a free camera.
  12038. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12039. */
  12040. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  12041. /**
  12042. * Defines the camera the input is attached to.
  12043. */
  12044. camera: FreeCamera;
  12045. /**
  12046. * Defines the touch sensibility for rotation.
  12047. * The higher the faster.
  12048. */
  12049. touchAngularSensibility: number;
  12050. /**
  12051. * Defines the touch sensibility for move.
  12052. * The higher the faster.
  12053. */
  12054. touchMoveSensibility: number;
  12055. private _offsetX;
  12056. private _offsetY;
  12057. private _pointerPressed;
  12058. private _pointerInput;
  12059. private _observer;
  12060. private _onLostFocus;
  12061. /**
  12062. * Attach the input controls to a specific dom element to get the input from.
  12063. * @param element Defines the element the controls should be listened from
  12064. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12065. */
  12066. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12067. /**
  12068. * Detach the current controls from the specified dom element.
  12069. * @param element Defines the element to stop listening the inputs from
  12070. */
  12071. detachControl(element: Nullable<HTMLElement>): void;
  12072. /**
  12073. * Update the current camera state depending on the inputs that have been used this frame.
  12074. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12075. */
  12076. checkInputs(): void;
  12077. /**
  12078. * Gets the class name of the current intput.
  12079. * @returns the class name
  12080. */
  12081. getClassName(): string;
  12082. /**
  12083. * Get the friendly name associated with the input class.
  12084. * @returns the input friendly name
  12085. */
  12086. getSimpleName(): string;
  12087. }
  12088. }
  12089. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12090. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12091. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12092. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12093. import { Nullable } from "babylonjs/types";
  12094. /**
  12095. * Default Inputs manager for the FreeCamera.
  12096. * It groups all the default supported inputs for ease of use.
  12097. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12098. */
  12099. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12100. /**
  12101. * @hidden
  12102. */
  12103. _mouseInput: Nullable<FreeCameraMouseInput>;
  12104. /**
  12105. * Instantiates a new FreeCameraInputsManager.
  12106. * @param camera Defines the camera the inputs belong to
  12107. */
  12108. constructor(camera: FreeCamera);
  12109. /**
  12110. * Add keyboard input support to the input manager.
  12111. * @returns the current input manager
  12112. */
  12113. addKeyboard(): FreeCameraInputsManager;
  12114. /**
  12115. * Add mouse input support to the input manager.
  12116. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12117. * @returns the current input manager
  12118. */
  12119. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12120. /**
  12121. * Removes the mouse input support from the manager
  12122. * @returns the current input manager
  12123. */
  12124. removeMouse(): FreeCameraInputsManager;
  12125. /**
  12126. * Add touch input support to the input manager.
  12127. * @returns the current input manager
  12128. */
  12129. addTouch(): FreeCameraInputsManager;
  12130. /**
  12131. * Remove all attached input methods from a camera
  12132. */
  12133. clear(): void;
  12134. }
  12135. }
  12136. declare module "babylonjs/Cameras/freeCamera" {
  12137. import { Vector3 } from "babylonjs/Maths/math.vector";
  12138. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12139. import { Scene } from "babylonjs/scene";
  12140. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12141. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12142. /**
  12143. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12144. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12145. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12146. */
  12147. export class FreeCamera extends TargetCamera {
  12148. /**
  12149. * Define the collision ellipsoid of the camera.
  12150. * This is helpful to simulate a camera body like the player body around the camera
  12151. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12152. */
  12153. ellipsoid: Vector3;
  12154. /**
  12155. * Define an offset for the position of the ellipsoid around the camera.
  12156. * This can be helpful to determine the center of the body near the gravity center of the body
  12157. * instead of its head.
  12158. */
  12159. ellipsoidOffset: Vector3;
  12160. /**
  12161. * Enable or disable collisions of the camera with the rest of the scene objects.
  12162. */
  12163. checkCollisions: boolean;
  12164. /**
  12165. * Enable or disable gravity on the camera.
  12166. */
  12167. applyGravity: boolean;
  12168. /**
  12169. * Define the input manager associated to the camera.
  12170. */
  12171. inputs: FreeCameraInputsManager;
  12172. /**
  12173. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12174. * Higher values reduce sensitivity.
  12175. */
  12176. /**
  12177. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12178. * Higher values reduce sensitivity.
  12179. */
  12180. angularSensibility: number;
  12181. /**
  12182. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12183. */
  12184. keysUp: number[];
  12185. /**
  12186. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12187. */
  12188. keysDown: number[];
  12189. /**
  12190. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12191. */
  12192. keysLeft: number[];
  12193. /**
  12194. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12195. */
  12196. keysRight: number[];
  12197. /**
  12198. * Event raised when the camera collide with a mesh in the scene.
  12199. */
  12200. onCollide: (collidedMesh: AbstractMesh) => void;
  12201. private _collider;
  12202. private _needMoveForGravity;
  12203. private _oldPosition;
  12204. private _diffPosition;
  12205. private _newPosition;
  12206. /** @hidden */
  12207. _localDirection: Vector3;
  12208. /** @hidden */
  12209. _transformedDirection: Vector3;
  12210. /**
  12211. * Instantiates a Free Camera.
  12212. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12213. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12214. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12215. * @param name Define the name of the camera in the scene
  12216. * @param position Define the start position of the camera in the scene
  12217. * @param scene Define the scene the camera belongs to
  12218. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12219. */
  12220. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12221. /**
  12222. * Attached controls to the current camera.
  12223. * @param element Defines the element the controls should be listened from
  12224. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12225. */
  12226. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12227. /**
  12228. * Detach the current controls from the camera.
  12229. * The camera will stop reacting to inputs.
  12230. * @param element Defines the element to stop listening the inputs from
  12231. */
  12232. detachControl(element: HTMLElement): void;
  12233. private _collisionMask;
  12234. /**
  12235. * Define a collision mask to limit the list of object the camera can collide with
  12236. */
  12237. collisionMask: number;
  12238. /** @hidden */
  12239. _collideWithWorld(displacement: Vector3): void;
  12240. private _onCollisionPositionChange;
  12241. /** @hidden */
  12242. _checkInputs(): void;
  12243. /** @hidden */
  12244. _decideIfNeedsToMove(): boolean;
  12245. /** @hidden */
  12246. _updatePosition(): void;
  12247. /**
  12248. * Destroy the camera and release the current resources hold by it.
  12249. */
  12250. dispose(): void;
  12251. /**
  12252. * Gets the current object class name.
  12253. * @return the class name
  12254. */
  12255. getClassName(): string;
  12256. }
  12257. }
  12258. declare module "babylonjs/Gamepads/gamepad" {
  12259. import { Observable } from "babylonjs/Misc/observable";
  12260. /**
  12261. * Represents a gamepad control stick position
  12262. */
  12263. export class StickValues {
  12264. /**
  12265. * The x component of the control stick
  12266. */
  12267. x: number;
  12268. /**
  12269. * The y component of the control stick
  12270. */
  12271. y: number;
  12272. /**
  12273. * Initializes the gamepad x and y control stick values
  12274. * @param x The x component of the gamepad control stick value
  12275. * @param y The y component of the gamepad control stick value
  12276. */
  12277. constructor(
  12278. /**
  12279. * The x component of the control stick
  12280. */
  12281. x: number,
  12282. /**
  12283. * The y component of the control stick
  12284. */
  12285. y: number);
  12286. }
  12287. /**
  12288. * An interface which manages callbacks for gamepad button changes
  12289. */
  12290. export interface GamepadButtonChanges {
  12291. /**
  12292. * Called when a gamepad has been changed
  12293. */
  12294. changed: boolean;
  12295. /**
  12296. * Called when a gamepad press event has been triggered
  12297. */
  12298. pressChanged: boolean;
  12299. /**
  12300. * Called when a touch event has been triggered
  12301. */
  12302. touchChanged: boolean;
  12303. /**
  12304. * Called when a value has changed
  12305. */
  12306. valueChanged: boolean;
  12307. }
  12308. /**
  12309. * Represents a gamepad
  12310. */
  12311. export class Gamepad {
  12312. /**
  12313. * The id of the gamepad
  12314. */
  12315. id: string;
  12316. /**
  12317. * The index of the gamepad
  12318. */
  12319. index: number;
  12320. /**
  12321. * The browser gamepad
  12322. */
  12323. browserGamepad: any;
  12324. /**
  12325. * Specifies what type of gamepad this represents
  12326. */
  12327. type: number;
  12328. private _leftStick;
  12329. private _rightStick;
  12330. /** @hidden */
  12331. _isConnected: boolean;
  12332. private _leftStickAxisX;
  12333. private _leftStickAxisY;
  12334. private _rightStickAxisX;
  12335. private _rightStickAxisY;
  12336. /**
  12337. * Triggered when the left control stick has been changed
  12338. */
  12339. private _onleftstickchanged;
  12340. /**
  12341. * Triggered when the right control stick has been changed
  12342. */
  12343. private _onrightstickchanged;
  12344. /**
  12345. * Represents a gamepad controller
  12346. */
  12347. static GAMEPAD: number;
  12348. /**
  12349. * Represents a generic controller
  12350. */
  12351. static GENERIC: number;
  12352. /**
  12353. * Represents an XBox controller
  12354. */
  12355. static XBOX: number;
  12356. /**
  12357. * Represents a pose-enabled controller
  12358. */
  12359. static POSE_ENABLED: number;
  12360. /**
  12361. * Represents an Dual Shock controller
  12362. */
  12363. static DUALSHOCK: number;
  12364. /**
  12365. * Specifies whether the left control stick should be Y-inverted
  12366. */
  12367. protected _invertLeftStickY: boolean;
  12368. /**
  12369. * Specifies if the gamepad has been connected
  12370. */
  12371. readonly isConnected: boolean;
  12372. /**
  12373. * Initializes the gamepad
  12374. * @param id The id of the gamepad
  12375. * @param index The index of the gamepad
  12376. * @param browserGamepad The browser gamepad
  12377. * @param leftStickX The x component of the left joystick
  12378. * @param leftStickY The y component of the left joystick
  12379. * @param rightStickX The x component of the right joystick
  12380. * @param rightStickY The y component of the right joystick
  12381. */
  12382. constructor(
  12383. /**
  12384. * The id of the gamepad
  12385. */
  12386. id: string,
  12387. /**
  12388. * The index of the gamepad
  12389. */
  12390. index: number,
  12391. /**
  12392. * The browser gamepad
  12393. */
  12394. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12395. /**
  12396. * Callback triggered when the left joystick has changed
  12397. * @param callback
  12398. */
  12399. onleftstickchanged(callback: (values: StickValues) => void): void;
  12400. /**
  12401. * Callback triggered when the right joystick has changed
  12402. * @param callback
  12403. */
  12404. onrightstickchanged(callback: (values: StickValues) => void): void;
  12405. /**
  12406. * Gets the left joystick
  12407. */
  12408. /**
  12409. * Sets the left joystick values
  12410. */
  12411. leftStick: StickValues;
  12412. /**
  12413. * Gets the right joystick
  12414. */
  12415. /**
  12416. * Sets the right joystick value
  12417. */
  12418. rightStick: StickValues;
  12419. /**
  12420. * Updates the gamepad joystick positions
  12421. */
  12422. update(): void;
  12423. /**
  12424. * Disposes the gamepad
  12425. */
  12426. dispose(): void;
  12427. }
  12428. /**
  12429. * Represents a generic gamepad
  12430. */
  12431. export class GenericPad extends Gamepad {
  12432. private _buttons;
  12433. private _onbuttondown;
  12434. private _onbuttonup;
  12435. /**
  12436. * Observable triggered when a button has been pressed
  12437. */
  12438. onButtonDownObservable: Observable<number>;
  12439. /**
  12440. * Observable triggered when a button has been released
  12441. */
  12442. onButtonUpObservable: Observable<number>;
  12443. /**
  12444. * Callback triggered when a button has been pressed
  12445. * @param callback Called when a button has been pressed
  12446. */
  12447. onbuttondown(callback: (buttonPressed: number) => void): void;
  12448. /**
  12449. * Callback triggered when a button has been released
  12450. * @param callback Called when a button has been released
  12451. */
  12452. onbuttonup(callback: (buttonReleased: number) => void): void;
  12453. /**
  12454. * Initializes the generic gamepad
  12455. * @param id The id of the generic gamepad
  12456. * @param index The index of the generic gamepad
  12457. * @param browserGamepad The browser gamepad
  12458. */
  12459. constructor(id: string, index: number, browserGamepad: any);
  12460. private _setButtonValue;
  12461. /**
  12462. * Updates the generic gamepad
  12463. */
  12464. update(): void;
  12465. /**
  12466. * Disposes the generic gamepad
  12467. */
  12468. dispose(): void;
  12469. }
  12470. }
  12471. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12472. import { Nullable } from "babylonjs/types";
  12473. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12474. import { Scene } from "babylonjs/scene";
  12475. module "babylonjs/Engines/engine" {
  12476. interface Engine {
  12477. /**
  12478. * Creates a raw texture
  12479. * @param data defines the data to store in the texture
  12480. * @param width defines the width of the texture
  12481. * @param height defines the height of the texture
  12482. * @param format defines the format of the data
  12483. * @param generateMipMaps defines if the engine should generate the mip levels
  12484. * @param invertY defines if data must be stored with Y axis inverted
  12485. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12486. * @param compression defines the compression used (null by default)
  12487. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12488. * @returns the raw texture inside an InternalTexture
  12489. */
  12490. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12491. /**
  12492. * Update a raw texture
  12493. * @param texture defines the texture to update
  12494. * @param data defines the data to store in the texture
  12495. * @param format defines the format of the data
  12496. * @param invertY defines if data must be stored with Y axis inverted
  12497. */
  12498. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12499. /**
  12500. * Update a raw texture
  12501. * @param texture defines the texture to update
  12502. * @param data defines the data to store in the texture
  12503. * @param format defines the format of the data
  12504. * @param invertY defines if data must be stored with Y axis inverted
  12505. * @param compression defines the compression used (null by default)
  12506. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12507. */
  12508. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12509. /**
  12510. * Creates a new raw cube texture
  12511. * @param data defines the array of data to use to create each face
  12512. * @param size defines the size of the textures
  12513. * @param format defines the format of the data
  12514. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12515. * @param generateMipMaps defines if the engine should generate the mip levels
  12516. * @param invertY defines if data must be stored with Y axis inverted
  12517. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12518. * @param compression defines the compression used (null by default)
  12519. * @returns the cube texture as an InternalTexture
  12520. */
  12521. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12522. /**
  12523. * Update a raw cube texture
  12524. * @param texture defines the texture to udpdate
  12525. * @param data defines the data to store
  12526. * @param format defines the data format
  12527. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12528. * @param invertY defines if data must be stored with Y axis inverted
  12529. */
  12530. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12531. /**
  12532. * Update a raw cube texture
  12533. * @param texture defines the texture to udpdate
  12534. * @param data defines the data to store
  12535. * @param format defines the data format
  12536. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12537. * @param invertY defines if data must be stored with Y axis inverted
  12538. * @param compression defines the compression used (null by default)
  12539. */
  12540. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12541. /**
  12542. * Update a raw cube texture
  12543. * @param texture defines the texture to udpdate
  12544. * @param data defines the data to store
  12545. * @param format defines the data format
  12546. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12547. * @param invertY defines if data must be stored with Y axis inverted
  12548. * @param compression defines the compression used (null by default)
  12549. * @param level defines which level of the texture to update
  12550. */
  12551. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12552. /**
  12553. * Creates a new raw cube texture from a specified url
  12554. * @param url defines the url where the data is located
  12555. * @param scene defines the current scene
  12556. * @param size defines the size of the textures
  12557. * @param format defines the format of the data
  12558. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12559. * @param noMipmap defines if the engine should avoid generating the mip levels
  12560. * @param callback defines a callback used to extract texture data from loaded data
  12561. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12562. * @param onLoad defines a callback called when texture is loaded
  12563. * @param onError defines a callback called if there is an error
  12564. * @returns the cube texture as an InternalTexture
  12565. */
  12566. 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;
  12567. /**
  12568. * Creates a new raw cube texture from a specified url
  12569. * @param url defines the url where the data is located
  12570. * @param scene defines the current scene
  12571. * @param size defines the size of the textures
  12572. * @param format defines the format of the data
  12573. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12574. * @param noMipmap defines if the engine should avoid generating the mip levels
  12575. * @param callback defines a callback used to extract texture data from loaded data
  12576. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12577. * @param onLoad defines a callback called when texture is loaded
  12578. * @param onError defines a callback called if there is an error
  12579. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12580. * @param invertY defines if data must be stored with Y axis inverted
  12581. * @returns the cube texture as an InternalTexture
  12582. */
  12583. 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;
  12584. /**
  12585. * Creates a new raw 3D texture
  12586. * @param data defines the data used to create the texture
  12587. * @param width defines the width of the texture
  12588. * @param height defines the height of the texture
  12589. * @param depth defines the depth of the texture
  12590. * @param format defines the format of the texture
  12591. * @param generateMipMaps defines if the engine must generate mip levels
  12592. * @param invertY defines if data must be stored with Y axis inverted
  12593. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12594. * @param compression defines the compressed used (can be null)
  12595. * @param textureType defines the compressed used (can be null)
  12596. * @returns a new raw 3D texture (stored in an InternalTexture)
  12597. */
  12598. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12599. /**
  12600. * Update a raw 3D texture
  12601. * @param texture defines the texture to update
  12602. * @param data defines the data to store
  12603. * @param format defines the data format
  12604. * @param invertY defines if data must be stored with Y axis inverted
  12605. */
  12606. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12607. /**
  12608. * Update a raw 3D texture
  12609. * @param texture defines the texture to update
  12610. * @param data defines the data to store
  12611. * @param format defines the data format
  12612. * @param invertY defines if data must be stored with Y axis inverted
  12613. * @param compression defines the used compression (can be null)
  12614. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12615. */
  12616. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12617. }
  12618. }
  12619. }
  12620. declare module "babylonjs/Materials/Textures/rawTexture" {
  12621. import { Scene } from "babylonjs/scene";
  12622. import { Texture } from "babylonjs/Materials/Textures/texture";
  12623. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12624. /**
  12625. * Raw texture can help creating a texture directly from an array of data.
  12626. * This can be super useful if you either get the data from an uncompressed source or
  12627. * if you wish to create your texture pixel by pixel.
  12628. */
  12629. export class RawTexture extends Texture {
  12630. /**
  12631. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12632. */
  12633. format: number;
  12634. private _engine;
  12635. /**
  12636. * Instantiates a new RawTexture.
  12637. * Raw texture can help creating a texture directly from an array of data.
  12638. * This can be super useful if you either get the data from an uncompressed source or
  12639. * if you wish to create your texture pixel by pixel.
  12640. * @param data define the array of data to use to create the texture
  12641. * @param width define the width of the texture
  12642. * @param height define the height of the texture
  12643. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12644. * @param scene define the scene the texture belongs to
  12645. * @param generateMipMaps define whether mip maps should be generated or not
  12646. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12647. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12648. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12649. */
  12650. constructor(data: ArrayBufferView, width: number, height: number,
  12651. /**
  12652. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12653. */
  12654. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12655. /**
  12656. * Updates the texture underlying data.
  12657. * @param data Define the new data of the texture
  12658. */
  12659. update(data: ArrayBufferView): void;
  12660. /**
  12661. * Creates a luminance texture from some data.
  12662. * @param data Define the texture data
  12663. * @param width Define the width of the texture
  12664. * @param height Define the height of the texture
  12665. * @param scene Define the scene the texture belongs to
  12666. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12667. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12668. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12669. * @returns the luminance texture
  12670. */
  12671. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12672. /**
  12673. * Creates a luminance alpha texture from some data.
  12674. * @param data Define the texture data
  12675. * @param width Define the width of the texture
  12676. * @param height Define the height of the texture
  12677. * @param scene Define the scene the texture belongs to
  12678. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12679. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12680. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12681. * @returns the luminance alpha texture
  12682. */
  12683. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12684. /**
  12685. * Creates an alpha texture from some data.
  12686. * @param data Define the texture data
  12687. * @param width Define the width of the texture
  12688. * @param height Define the height of the texture
  12689. * @param scene Define the scene the texture belongs to
  12690. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12691. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12692. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12693. * @returns the alpha texture
  12694. */
  12695. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12696. /**
  12697. * Creates a RGB texture from some data.
  12698. * @param data Define the texture data
  12699. * @param width Define the width of the texture
  12700. * @param height Define the height of the texture
  12701. * @param scene Define the scene the texture belongs to
  12702. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12703. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12704. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12705. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12706. * @returns the RGB alpha texture
  12707. */
  12708. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12709. /**
  12710. * Creates a RGBA texture from some data.
  12711. * @param data Define the texture data
  12712. * @param width Define the width of the texture
  12713. * @param height Define the height of the texture
  12714. * @param scene Define the scene the texture belongs to
  12715. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12716. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12717. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12718. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12719. * @returns the RGBA texture
  12720. */
  12721. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12722. /**
  12723. * Creates a R texture from some data.
  12724. * @param data Define the texture data
  12725. * @param width Define the width of the texture
  12726. * @param height Define the height of the texture
  12727. * @param scene Define the scene the texture belongs to
  12728. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12729. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12730. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12731. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12732. * @returns the R texture
  12733. */
  12734. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12735. }
  12736. }
  12737. declare module "babylonjs/Maths/math.size" {
  12738. /**
  12739. * Interface for the size containing width and height
  12740. */
  12741. export interface ISize {
  12742. /**
  12743. * Width
  12744. */
  12745. width: number;
  12746. /**
  12747. * Heighht
  12748. */
  12749. height: number;
  12750. }
  12751. /**
  12752. * Size containing widht and height
  12753. */
  12754. export class Size implements ISize {
  12755. /**
  12756. * Width
  12757. */
  12758. width: number;
  12759. /**
  12760. * Height
  12761. */
  12762. height: number;
  12763. /**
  12764. * Creates a Size object from the given width and height (floats).
  12765. * @param width width of the new size
  12766. * @param height height of the new size
  12767. */
  12768. constructor(width: number, height: number);
  12769. /**
  12770. * Returns a string with the Size width and height
  12771. * @returns a string with the Size width and height
  12772. */
  12773. toString(): string;
  12774. /**
  12775. * "Size"
  12776. * @returns the string "Size"
  12777. */
  12778. getClassName(): string;
  12779. /**
  12780. * Returns the Size hash code.
  12781. * @returns a hash code for a unique width and height
  12782. */
  12783. getHashCode(): number;
  12784. /**
  12785. * Updates the current size from the given one.
  12786. * @param src the given size
  12787. */
  12788. copyFrom(src: Size): void;
  12789. /**
  12790. * Updates in place the current Size from the given floats.
  12791. * @param width width of the new size
  12792. * @param height height of the new size
  12793. * @returns the updated Size.
  12794. */
  12795. copyFromFloats(width: number, height: number): Size;
  12796. /**
  12797. * Updates in place the current Size from the given floats.
  12798. * @param width width to set
  12799. * @param height height to set
  12800. * @returns the updated Size.
  12801. */
  12802. set(width: number, height: number): Size;
  12803. /**
  12804. * Multiplies the width and height by numbers
  12805. * @param w factor to multiple the width by
  12806. * @param h factor to multiple the height by
  12807. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  12808. */
  12809. multiplyByFloats(w: number, h: number): Size;
  12810. /**
  12811. * Clones the size
  12812. * @returns a new Size copied from the given one.
  12813. */
  12814. clone(): Size;
  12815. /**
  12816. * True if the current Size and the given one width and height are strictly equal.
  12817. * @param other the other size to compare against
  12818. * @returns True if the current Size and the given one width and height are strictly equal.
  12819. */
  12820. equals(other: Size): boolean;
  12821. /**
  12822. * The surface of the Size : width * height (float).
  12823. */
  12824. readonly surface: number;
  12825. /**
  12826. * Create a new size of zero
  12827. * @returns a new Size set to (0.0, 0.0)
  12828. */
  12829. static Zero(): Size;
  12830. /**
  12831. * Sums the width and height of two sizes
  12832. * @param otherSize size to add to this size
  12833. * @returns a new Size set as the addition result of the current Size and the given one.
  12834. */
  12835. add(otherSize: Size): Size;
  12836. /**
  12837. * Subtracts the width and height of two
  12838. * @param otherSize size to subtract to this size
  12839. * @returns a new Size set as the subtraction result of the given one from the current Size.
  12840. */
  12841. subtract(otherSize: Size): Size;
  12842. /**
  12843. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  12844. * @param start starting size to lerp between
  12845. * @param end end size to lerp between
  12846. * @param amount amount to lerp between the start and end values
  12847. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  12848. */
  12849. static Lerp(start: Size, end: Size, amount: number): Size;
  12850. }
  12851. }
  12852. declare module "babylonjs/Animations/runtimeAnimation" {
  12853. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  12854. import { Animatable } from "babylonjs/Animations/animatable";
  12855. import { Scene } from "babylonjs/scene";
  12856. /**
  12857. * Defines a runtime animation
  12858. */
  12859. export class RuntimeAnimation {
  12860. private _events;
  12861. /**
  12862. * The current frame of the runtime animation
  12863. */
  12864. private _currentFrame;
  12865. /**
  12866. * The animation used by the runtime animation
  12867. */
  12868. private _animation;
  12869. /**
  12870. * The target of the runtime animation
  12871. */
  12872. private _target;
  12873. /**
  12874. * The initiating animatable
  12875. */
  12876. private _host;
  12877. /**
  12878. * The original value of the runtime animation
  12879. */
  12880. private _originalValue;
  12881. /**
  12882. * The original blend value of the runtime animation
  12883. */
  12884. private _originalBlendValue;
  12885. /**
  12886. * The offsets cache of the runtime animation
  12887. */
  12888. private _offsetsCache;
  12889. /**
  12890. * The high limits cache of the runtime animation
  12891. */
  12892. private _highLimitsCache;
  12893. /**
  12894. * Specifies if the runtime animation has been stopped
  12895. */
  12896. private _stopped;
  12897. /**
  12898. * The blending factor of the runtime animation
  12899. */
  12900. private _blendingFactor;
  12901. /**
  12902. * The BabylonJS scene
  12903. */
  12904. private _scene;
  12905. /**
  12906. * The current value of the runtime animation
  12907. */
  12908. private _currentValue;
  12909. /** @hidden */
  12910. _animationState: _IAnimationState;
  12911. /**
  12912. * The active target of the runtime animation
  12913. */
  12914. private _activeTargets;
  12915. private _currentActiveTarget;
  12916. private _directTarget;
  12917. /**
  12918. * The target path of the runtime animation
  12919. */
  12920. private _targetPath;
  12921. /**
  12922. * The weight of the runtime animation
  12923. */
  12924. private _weight;
  12925. /**
  12926. * The ratio offset of the runtime animation
  12927. */
  12928. private _ratioOffset;
  12929. /**
  12930. * The previous delay of the runtime animation
  12931. */
  12932. private _previousDelay;
  12933. /**
  12934. * The previous ratio of the runtime animation
  12935. */
  12936. private _previousRatio;
  12937. private _enableBlending;
  12938. private _keys;
  12939. private _minFrame;
  12940. private _maxFrame;
  12941. private _minValue;
  12942. private _maxValue;
  12943. private _targetIsArray;
  12944. /**
  12945. * Gets the current frame of the runtime animation
  12946. */
  12947. readonly currentFrame: number;
  12948. /**
  12949. * Gets the weight of the runtime animation
  12950. */
  12951. readonly weight: number;
  12952. /**
  12953. * Gets the current value of the runtime animation
  12954. */
  12955. readonly currentValue: any;
  12956. /**
  12957. * Gets the target path of the runtime animation
  12958. */
  12959. readonly targetPath: string;
  12960. /**
  12961. * Gets the actual target of the runtime animation
  12962. */
  12963. readonly target: any;
  12964. /** @hidden */
  12965. _onLoop: () => void;
  12966. /**
  12967. * Create a new RuntimeAnimation object
  12968. * @param target defines the target of the animation
  12969. * @param animation defines the source animation object
  12970. * @param scene defines the hosting scene
  12971. * @param host defines the initiating Animatable
  12972. */
  12973. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  12974. private _preparePath;
  12975. /**
  12976. * Gets the animation from the runtime animation
  12977. */
  12978. readonly animation: Animation;
  12979. /**
  12980. * Resets the runtime animation to the beginning
  12981. * @param restoreOriginal defines whether to restore the target property to the original value
  12982. */
  12983. reset(restoreOriginal?: boolean): void;
  12984. /**
  12985. * Specifies if the runtime animation is stopped
  12986. * @returns Boolean specifying if the runtime animation is stopped
  12987. */
  12988. isStopped(): boolean;
  12989. /**
  12990. * Disposes of the runtime animation
  12991. */
  12992. dispose(): void;
  12993. /**
  12994. * Apply the interpolated value to the target
  12995. * @param currentValue defines the value computed by the animation
  12996. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  12997. */
  12998. setValue(currentValue: any, weight: number): void;
  12999. private _getOriginalValues;
  13000. private _setValue;
  13001. /**
  13002. * Gets the loop pmode of the runtime animation
  13003. * @returns Loop Mode
  13004. */
  13005. private _getCorrectLoopMode;
  13006. /**
  13007. * Move the current animation to a given frame
  13008. * @param frame defines the frame to move to
  13009. */
  13010. goToFrame(frame: number): void;
  13011. /**
  13012. * @hidden Internal use only
  13013. */
  13014. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  13015. /**
  13016. * Execute the current animation
  13017. * @param delay defines the delay to add to the current frame
  13018. * @param from defines the lower bound of the animation range
  13019. * @param to defines the upper bound of the animation range
  13020. * @param loop defines if the current animation must loop
  13021. * @param speedRatio defines the current speed ratio
  13022. * @param weight defines the weight of the animation (default is -1 so no weight)
  13023. * @param onLoop optional callback called when animation loops
  13024. * @returns a boolean indicating if the animation is running
  13025. */
  13026. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  13027. }
  13028. }
  13029. declare module "babylonjs/Animations/animatable" {
  13030. import { Animation } from "babylonjs/Animations/animation";
  13031. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  13032. import { Nullable } from "babylonjs/types";
  13033. import { Observable } from "babylonjs/Misc/observable";
  13034. import { Scene } from "babylonjs/scene";
  13035. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  13036. import { Node } from "babylonjs/node";
  13037. /**
  13038. * Class used to store an actual running animation
  13039. */
  13040. export class Animatable {
  13041. /** defines the target object */
  13042. target: any;
  13043. /** defines the starting frame number (default is 0) */
  13044. fromFrame: number;
  13045. /** defines the ending frame number (default is 100) */
  13046. toFrame: number;
  13047. /** defines if the animation must loop (default is false) */
  13048. loopAnimation: boolean;
  13049. /** defines a callback to call when animation ends if it is not looping */
  13050. onAnimationEnd?: (() => void) | null | undefined;
  13051. /** defines a callback to call when animation loops */
  13052. onAnimationLoop?: (() => void) | null | undefined;
  13053. private _localDelayOffset;
  13054. private _pausedDelay;
  13055. private _runtimeAnimations;
  13056. private _paused;
  13057. private _scene;
  13058. private _speedRatio;
  13059. private _weight;
  13060. private _syncRoot;
  13061. /**
  13062. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  13063. * This will only apply for non looping animation (default is true)
  13064. */
  13065. disposeOnEnd: boolean;
  13066. /**
  13067. * Gets a boolean indicating if the animation has started
  13068. */
  13069. animationStarted: boolean;
  13070. /**
  13071. * Observer raised when the animation ends
  13072. */
  13073. onAnimationEndObservable: Observable<Animatable>;
  13074. /**
  13075. * Observer raised when the animation loops
  13076. */
  13077. onAnimationLoopObservable: Observable<Animatable>;
  13078. /**
  13079. * Gets the root Animatable used to synchronize and normalize animations
  13080. */
  13081. readonly syncRoot: Nullable<Animatable>;
  13082. /**
  13083. * Gets the current frame of the first RuntimeAnimation
  13084. * Used to synchronize Animatables
  13085. */
  13086. readonly masterFrame: number;
  13087. /**
  13088. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13089. */
  13090. weight: number;
  13091. /**
  13092. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13093. */
  13094. speedRatio: number;
  13095. /**
  13096. * Creates a new Animatable
  13097. * @param scene defines the hosting scene
  13098. * @param target defines the target object
  13099. * @param fromFrame defines the starting frame number (default is 0)
  13100. * @param toFrame defines the ending frame number (default is 100)
  13101. * @param loopAnimation defines if the animation must loop (default is false)
  13102. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13103. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13104. * @param animations defines a group of animation to add to the new Animatable
  13105. * @param onAnimationLoop defines a callback to call when animation loops
  13106. */
  13107. constructor(scene: Scene,
  13108. /** defines the target object */
  13109. target: any,
  13110. /** defines the starting frame number (default is 0) */
  13111. fromFrame?: number,
  13112. /** defines the ending frame number (default is 100) */
  13113. toFrame?: number,
  13114. /** defines if the animation must loop (default is false) */
  13115. loopAnimation?: boolean, speedRatio?: number,
  13116. /** defines a callback to call when animation ends if it is not looping */
  13117. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13118. /** defines a callback to call when animation loops */
  13119. onAnimationLoop?: (() => void) | null | undefined);
  13120. /**
  13121. * Synchronize and normalize current Animatable with a source Animatable
  13122. * This is useful when using animation weights and when animations are not of the same length
  13123. * @param root defines the root Animatable to synchronize with
  13124. * @returns the current Animatable
  13125. */
  13126. syncWith(root: Animatable): Animatable;
  13127. /**
  13128. * Gets the list of runtime animations
  13129. * @returns an array of RuntimeAnimation
  13130. */
  13131. getAnimations(): RuntimeAnimation[];
  13132. /**
  13133. * Adds more animations to the current animatable
  13134. * @param target defines the target of the animations
  13135. * @param animations defines the new animations to add
  13136. */
  13137. appendAnimations(target: any, animations: Animation[]): void;
  13138. /**
  13139. * Gets the source animation for a specific property
  13140. * @param property defines the propertyu to look for
  13141. * @returns null or the source animation for the given property
  13142. */
  13143. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13144. /**
  13145. * Gets the runtime animation for a specific property
  13146. * @param property defines the propertyu to look for
  13147. * @returns null or the runtime animation for the given property
  13148. */
  13149. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13150. /**
  13151. * Resets the animatable to its original state
  13152. */
  13153. reset(): void;
  13154. /**
  13155. * Allows the animatable to blend with current running animations
  13156. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13157. * @param blendingSpeed defines the blending speed to use
  13158. */
  13159. enableBlending(blendingSpeed: number): void;
  13160. /**
  13161. * Disable animation blending
  13162. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13163. */
  13164. disableBlending(): void;
  13165. /**
  13166. * Jump directly to a given frame
  13167. * @param frame defines the frame to jump to
  13168. */
  13169. goToFrame(frame: number): void;
  13170. /**
  13171. * Pause the animation
  13172. */
  13173. pause(): void;
  13174. /**
  13175. * Restart the animation
  13176. */
  13177. restart(): void;
  13178. private _raiseOnAnimationEnd;
  13179. /**
  13180. * Stop and delete the current animation
  13181. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13182. * @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)
  13183. */
  13184. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13185. /**
  13186. * Wait asynchronously for the animation to end
  13187. * @returns a promise which will be fullfilled when the animation ends
  13188. */
  13189. waitAsync(): Promise<Animatable>;
  13190. /** @hidden */
  13191. _animate(delay: number): boolean;
  13192. }
  13193. module "babylonjs/scene" {
  13194. interface Scene {
  13195. /** @hidden */
  13196. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13197. /** @hidden */
  13198. _processLateAnimationBindingsForMatrices(holder: {
  13199. totalWeight: number;
  13200. animations: RuntimeAnimation[];
  13201. originalValue: Matrix;
  13202. }): any;
  13203. /** @hidden */
  13204. _processLateAnimationBindingsForQuaternions(holder: {
  13205. totalWeight: number;
  13206. animations: RuntimeAnimation[];
  13207. originalValue: Quaternion;
  13208. }, refQuaternion: Quaternion): Quaternion;
  13209. /** @hidden */
  13210. _processLateAnimationBindings(): void;
  13211. /**
  13212. * Will start the animation sequence of a given target
  13213. * @param target defines the target
  13214. * @param from defines from which frame should animation start
  13215. * @param to defines until which frame should animation run.
  13216. * @param weight defines the weight to apply to the animation (1.0 by default)
  13217. * @param loop defines if the animation loops
  13218. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13219. * @param onAnimationEnd defines the function to be executed when the animation ends
  13220. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13221. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13222. * @param onAnimationLoop defines the callback to call when an animation loops
  13223. * @returns the animatable object created for this animation
  13224. */
  13225. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13226. /**
  13227. * Will start the animation sequence of a given target
  13228. * @param target defines the target
  13229. * @param from defines from which frame should animation start
  13230. * @param to defines until which frame should animation run.
  13231. * @param loop defines if the animation loops
  13232. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13233. * @param onAnimationEnd defines the function to be executed when the animation ends
  13234. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13235. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13236. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13237. * @param onAnimationLoop defines the callback to call when an animation loops
  13238. * @returns the animatable object created for this animation
  13239. */
  13240. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13241. /**
  13242. * Will start the animation sequence of a given target and its hierarchy
  13243. * @param target defines the target
  13244. * @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.
  13245. * @param from defines from which frame should animation start
  13246. * @param to defines until which frame should animation run.
  13247. * @param loop defines if the animation loops
  13248. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13249. * @param onAnimationEnd defines the function to be executed when the animation ends
  13250. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13251. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13252. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13253. * @param onAnimationLoop defines the callback to call when an animation loops
  13254. * @returns the list of created animatables
  13255. */
  13256. 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[];
  13257. /**
  13258. * Begin a new animation on a given node
  13259. * @param target defines the target where the animation will take place
  13260. * @param animations defines the list of animations to start
  13261. * @param from defines the initial value
  13262. * @param to defines the final value
  13263. * @param loop defines if you want animation to loop (off by default)
  13264. * @param speedRatio defines the speed ratio to apply to all animations
  13265. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13266. * @param onAnimationLoop defines the callback to call when an animation loops
  13267. * @returns the list of created animatables
  13268. */
  13269. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13270. /**
  13271. * Begin a new animation on a given node and its hierarchy
  13272. * @param target defines the root node where the animation will take place
  13273. * @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.
  13274. * @param animations defines the list of animations to start
  13275. * @param from defines the initial value
  13276. * @param to defines the final value
  13277. * @param loop defines if you want animation to loop (off by default)
  13278. * @param speedRatio defines the speed ratio to apply to all animations
  13279. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13280. * @param onAnimationLoop defines the callback to call when an animation loops
  13281. * @returns the list of animatables created for all nodes
  13282. */
  13283. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13284. /**
  13285. * Gets the animatable associated with a specific target
  13286. * @param target defines the target of the animatable
  13287. * @returns the required animatable if found
  13288. */
  13289. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13290. /**
  13291. * Gets all animatables associated with a given target
  13292. * @param target defines the target to look animatables for
  13293. * @returns an array of Animatables
  13294. */
  13295. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13296. /**
  13297. * Stops and removes all animations that have been applied to the scene
  13298. */
  13299. stopAllAnimations(): void;
  13300. }
  13301. }
  13302. module "babylonjs/Bones/bone" {
  13303. interface Bone {
  13304. /**
  13305. * Copy an animation range from another bone
  13306. * @param source defines the source bone
  13307. * @param rangeName defines the range name to copy
  13308. * @param frameOffset defines the frame offset
  13309. * @param rescaleAsRequired defines if rescaling must be applied if required
  13310. * @param skelDimensionsRatio defines the scaling ratio
  13311. * @returns true if operation was successful
  13312. */
  13313. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13314. }
  13315. }
  13316. }
  13317. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13318. /**
  13319. * Class used to override all child animations of a given target
  13320. */
  13321. export class AnimationPropertiesOverride {
  13322. /**
  13323. * Gets or sets a value indicating if animation blending must be used
  13324. */
  13325. enableBlending: boolean;
  13326. /**
  13327. * Gets or sets the blending speed to use when enableBlending is true
  13328. */
  13329. blendingSpeed: number;
  13330. /**
  13331. * Gets or sets the default loop mode to use
  13332. */
  13333. loopMode: number;
  13334. }
  13335. }
  13336. declare module "babylonjs/Bones/skeleton" {
  13337. import { Bone } from "babylonjs/Bones/bone";
  13338. import { Observable } from "babylonjs/Misc/observable";
  13339. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13340. import { Scene } from "babylonjs/scene";
  13341. import { Nullable } from "babylonjs/types";
  13342. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13343. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13344. import { Animatable } from "babylonjs/Animations/animatable";
  13345. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13346. import { Animation } from "babylonjs/Animations/animation";
  13347. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13348. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13349. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13350. /**
  13351. * Class used to handle skinning animations
  13352. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13353. */
  13354. export class Skeleton implements IAnimatable {
  13355. /** defines the skeleton name */
  13356. name: string;
  13357. /** defines the skeleton Id */
  13358. id: string;
  13359. /**
  13360. * Defines the list of child bones
  13361. */
  13362. bones: Bone[];
  13363. /**
  13364. * Defines an estimate of the dimension of the skeleton at rest
  13365. */
  13366. dimensionsAtRest: Vector3;
  13367. /**
  13368. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13369. */
  13370. needInitialSkinMatrix: boolean;
  13371. /**
  13372. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13373. */
  13374. overrideMesh: Nullable<AbstractMesh>;
  13375. /**
  13376. * Gets the list of animations attached to this skeleton
  13377. */
  13378. animations: Array<Animation>;
  13379. private _scene;
  13380. private _isDirty;
  13381. private _transformMatrices;
  13382. private _transformMatrixTexture;
  13383. private _meshesWithPoseMatrix;
  13384. private _animatables;
  13385. private _identity;
  13386. private _synchronizedWithMesh;
  13387. private _ranges;
  13388. private _lastAbsoluteTransformsUpdateId;
  13389. private _canUseTextureForBones;
  13390. private _uniqueId;
  13391. /** @hidden */
  13392. _numBonesWithLinkedTransformNode: number;
  13393. /** @hidden */
  13394. _hasWaitingData: Nullable<boolean>;
  13395. /**
  13396. * Specifies if the skeleton should be serialized
  13397. */
  13398. doNotSerialize: boolean;
  13399. private _useTextureToStoreBoneMatrices;
  13400. /**
  13401. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13402. * Please note that this option is not available if the hardware does not support it
  13403. */
  13404. useTextureToStoreBoneMatrices: boolean;
  13405. private _animationPropertiesOverride;
  13406. /**
  13407. * Gets or sets the animation properties override
  13408. */
  13409. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13410. /**
  13411. * List of inspectable custom properties (used by the Inspector)
  13412. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13413. */
  13414. inspectableCustomProperties: IInspectable[];
  13415. /**
  13416. * An observable triggered before computing the skeleton's matrices
  13417. */
  13418. onBeforeComputeObservable: Observable<Skeleton>;
  13419. /**
  13420. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13421. */
  13422. readonly isUsingTextureForMatrices: boolean;
  13423. /**
  13424. * Gets the unique ID of this skeleton
  13425. */
  13426. readonly uniqueId: number;
  13427. /**
  13428. * Creates a new skeleton
  13429. * @param name defines the skeleton name
  13430. * @param id defines the skeleton Id
  13431. * @param scene defines the hosting scene
  13432. */
  13433. constructor(
  13434. /** defines the skeleton name */
  13435. name: string,
  13436. /** defines the skeleton Id */
  13437. id: string, scene: Scene);
  13438. /**
  13439. * Gets the current object class name.
  13440. * @return the class name
  13441. */
  13442. getClassName(): string;
  13443. /**
  13444. * Returns an array containing the root bones
  13445. * @returns an array containing the root bones
  13446. */
  13447. getChildren(): Array<Bone>;
  13448. /**
  13449. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13450. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13451. * @returns a Float32Array containing matrices data
  13452. */
  13453. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13454. /**
  13455. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13456. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13457. * @returns a raw texture containing the data
  13458. */
  13459. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13460. /**
  13461. * Gets the current hosting scene
  13462. * @returns a scene object
  13463. */
  13464. getScene(): Scene;
  13465. /**
  13466. * Gets a string representing the current skeleton data
  13467. * @param fullDetails defines a boolean indicating if we want a verbose version
  13468. * @returns a string representing the current skeleton data
  13469. */
  13470. toString(fullDetails?: boolean): string;
  13471. /**
  13472. * Get bone's index searching by name
  13473. * @param name defines bone's name to search for
  13474. * @return the indice of the bone. Returns -1 if not found
  13475. */
  13476. getBoneIndexByName(name: string): number;
  13477. /**
  13478. * Creater a new animation range
  13479. * @param name defines the name of the range
  13480. * @param from defines the start key
  13481. * @param to defines the end key
  13482. */
  13483. createAnimationRange(name: string, from: number, to: number): void;
  13484. /**
  13485. * Delete a specific animation range
  13486. * @param name defines the name of the range
  13487. * @param deleteFrames defines if frames must be removed as well
  13488. */
  13489. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13490. /**
  13491. * Gets a specific animation range
  13492. * @param name defines the name of the range to look for
  13493. * @returns the requested animation range or null if not found
  13494. */
  13495. getAnimationRange(name: string): Nullable<AnimationRange>;
  13496. /**
  13497. * Gets the list of all animation ranges defined on this skeleton
  13498. * @returns an array
  13499. */
  13500. getAnimationRanges(): Nullable<AnimationRange>[];
  13501. /**
  13502. * Copy animation range from a source skeleton.
  13503. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13504. * @param source defines the source skeleton
  13505. * @param name defines the name of the range to copy
  13506. * @param rescaleAsRequired defines if rescaling must be applied if required
  13507. * @returns true if operation was successful
  13508. */
  13509. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13510. /**
  13511. * Forces the skeleton to go to rest pose
  13512. */
  13513. returnToRest(): void;
  13514. private _getHighestAnimationFrame;
  13515. /**
  13516. * Begin a specific animation range
  13517. * @param name defines the name of the range to start
  13518. * @param loop defines if looping must be turned on (false by default)
  13519. * @param speedRatio defines the speed ratio to apply (1 by default)
  13520. * @param onAnimationEnd defines a callback which will be called when animation will end
  13521. * @returns a new animatable
  13522. */
  13523. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13524. /** @hidden */
  13525. _markAsDirty(): void;
  13526. /** @hidden */
  13527. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13528. /** @hidden */
  13529. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13530. private _computeTransformMatrices;
  13531. /**
  13532. * Build all resources required to render a skeleton
  13533. */
  13534. prepare(): void;
  13535. /**
  13536. * Gets the list of animatables currently running for this skeleton
  13537. * @returns an array of animatables
  13538. */
  13539. getAnimatables(): IAnimatable[];
  13540. /**
  13541. * Clone the current skeleton
  13542. * @param name defines the name of the new skeleton
  13543. * @param id defines the id of the new skeleton
  13544. * @returns the new skeleton
  13545. */
  13546. clone(name: string, id: string): Skeleton;
  13547. /**
  13548. * Enable animation blending for this skeleton
  13549. * @param blendingSpeed defines the blending speed to apply
  13550. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13551. */
  13552. enableBlending(blendingSpeed?: number): void;
  13553. /**
  13554. * Releases all resources associated with the current skeleton
  13555. */
  13556. dispose(): void;
  13557. /**
  13558. * Serialize the skeleton in a JSON object
  13559. * @returns a JSON object
  13560. */
  13561. serialize(): any;
  13562. /**
  13563. * Creates a new skeleton from serialized data
  13564. * @param parsedSkeleton defines the serialized data
  13565. * @param scene defines the hosting scene
  13566. * @returns a new skeleton
  13567. */
  13568. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13569. /**
  13570. * Compute all node absolute transforms
  13571. * @param forceUpdate defines if computation must be done even if cache is up to date
  13572. */
  13573. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13574. /**
  13575. * Gets the root pose matrix
  13576. * @returns a matrix
  13577. */
  13578. getPoseMatrix(): Nullable<Matrix>;
  13579. /**
  13580. * Sorts bones per internal index
  13581. */
  13582. sortBones(): void;
  13583. private _sortBones;
  13584. }
  13585. }
  13586. declare module "babylonjs/Bones/bone" {
  13587. import { Skeleton } from "babylonjs/Bones/skeleton";
  13588. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13589. import { Nullable } from "babylonjs/types";
  13590. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13591. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13592. import { Node } from "babylonjs/node";
  13593. import { Space } from "babylonjs/Maths/math.axis";
  13594. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13595. /**
  13596. * Class used to store bone information
  13597. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13598. */
  13599. export class Bone extends Node {
  13600. /**
  13601. * defines the bone name
  13602. */
  13603. name: string;
  13604. private static _tmpVecs;
  13605. private static _tmpQuat;
  13606. private static _tmpMats;
  13607. /**
  13608. * Gets the list of child bones
  13609. */
  13610. children: Bone[];
  13611. /** Gets the animations associated with this bone */
  13612. animations: import("babylonjs/Animations/animation").Animation[];
  13613. /**
  13614. * Gets or sets bone length
  13615. */
  13616. length: number;
  13617. /**
  13618. * @hidden Internal only
  13619. * Set this value to map this bone to a different index in the transform matrices
  13620. * Set this value to -1 to exclude the bone from the transform matrices
  13621. */
  13622. _index: Nullable<number>;
  13623. private _skeleton;
  13624. private _localMatrix;
  13625. private _restPose;
  13626. private _baseMatrix;
  13627. private _absoluteTransform;
  13628. private _invertedAbsoluteTransform;
  13629. private _parent;
  13630. private _scalingDeterminant;
  13631. private _worldTransform;
  13632. private _localScaling;
  13633. private _localRotation;
  13634. private _localPosition;
  13635. private _needToDecompose;
  13636. private _needToCompose;
  13637. /** @hidden */
  13638. _linkedTransformNode: Nullable<TransformNode>;
  13639. /** @hidden */
  13640. _waitingTransformNodeId: Nullable<string>;
  13641. /** @hidden */
  13642. /** @hidden */
  13643. _matrix: Matrix;
  13644. /**
  13645. * Create a new bone
  13646. * @param name defines the bone name
  13647. * @param skeleton defines the parent skeleton
  13648. * @param parentBone defines the parent (can be null if the bone is the root)
  13649. * @param localMatrix defines the local matrix
  13650. * @param restPose defines the rest pose matrix
  13651. * @param baseMatrix defines the base matrix
  13652. * @param index defines index of the bone in the hiearchy
  13653. */
  13654. constructor(
  13655. /**
  13656. * defines the bone name
  13657. */
  13658. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13659. /**
  13660. * Gets the current object class name.
  13661. * @return the class name
  13662. */
  13663. getClassName(): string;
  13664. /**
  13665. * Gets the parent skeleton
  13666. * @returns a skeleton
  13667. */
  13668. getSkeleton(): Skeleton;
  13669. /**
  13670. * Gets parent bone
  13671. * @returns a bone or null if the bone is the root of the bone hierarchy
  13672. */
  13673. getParent(): Nullable<Bone>;
  13674. /**
  13675. * Returns an array containing the root bones
  13676. * @returns an array containing the root bones
  13677. */
  13678. getChildren(): Array<Bone>;
  13679. /**
  13680. * Sets the parent bone
  13681. * @param parent defines the parent (can be null if the bone is the root)
  13682. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13683. */
  13684. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13685. /**
  13686. * Gets the local matrix
  13687. * @returns a matrix
  13688. */
  13689. getLocalMatrix(): Matrix;
  13690. /**
  13691. * Gets the base matrix (initial matrix which remains unchanged)
  13692. * @returns a matrix
  13693. */
  13694. getBaseMatrix(): Matrix;
  13695. /**
  13696. * Gets the rest pose matrix
  13697. * @returns a matrix
  13698. */
  13699. getRestPose(): Matrix;
  13700. /**
  13701. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13702. */
  13703. getWorldMatrix(): Matrix;
  13704. /**
  13705. * Sets the local matrix to rest pose matrix
  13706. */
  13707. returnToRest(): void;
  13708. /**
  13709. * Gets the inverse of the absolute transform matrix.
  13710. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13711. * @returns a matrix
  13712. */
  13713. getInvertedAbsoluteTransform(): Matrix;
  13714. /**
  13715. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13716. * @returns a matrix
  13717. */
  13718. getAbsoluteTransform(): Matrix;
  13719. /**
  13720. * Links with the given transform node.
  13721. * The local matrix of this bone is copied from the transform node every frame.
  13722. * @param transformNode defines the transform node to link to
  13723. */
  13724. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13725. /**
  13726. * Gets the node used to drive the bone's transformation
  13727. * @returns a transform node or null
  13728. */
  13729. getTransformNode(): Nullable<TransformNode>;
  13730. /** Gets or sets current position (in local space) */
  13731. position: Vector3;
  13732. /** Gets or sets current rotation (in local space) */
  13733. rotation: Vector3;
  13734. /** Gets or sets current rotation quaternion (in local space) */
  13735. rotationQuaternion: Quaternion;
  13736. /** Gets or sets current scaling (in local space) */
  13737. scaling: Vector3;
  13738. /**
  13739. * Gets the animation properties override
  13740. */
  13741. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13742. private _decompose;
  13743. private _compose;
  13744. /**
  13745. * Update the base and local matrices
  13746. * @param matrix defines the new base or local matrix
  13747. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13748. * @param updateLocalMatrix defines if the local matrix should be updated
  13749. */
  13750. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13751. /** @hidden */
  13752. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13753. /**
  13754. * Flag the bone as dirty (Forcing it to update everything)
  13755. */
  13756. markAsDirty(): void;
  13757. /** @hidden */
  13758. _markAsDirtyAndCompose(): void;
  13759. private _markAsDirtyAndDecompose;
  13760. /**
  13761. * Translate the bone in local or world space
  13762. * @param vec The amount to translate the bone
  13763. * @param space The space that the translation is in
  13764. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13765. */
  13766. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13767. /**
  13768. * Set the postion of the bone in local or world space
  13769. * @param position The position to set the bone
  13770. * @param space The space that the position is in
  13771. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13772. */
  13773. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13774. /**
  13775. * Set the absolute position of the bone (world space)
  13776. * @param position The position to set the bone
  13777. * @param mesh The mesh that this bone is attached to
  13778. */
  13779. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  13780. /**
  13781. * Scale the bone on the x, y and z axes (in local space)
  13782. * @param x The amount to scale the bone on the x axis
  13783. * @param y The amount to scale the bone on the y axis
  13784. * @param z The amount to scale the bone on the z axis
  13785. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  13786. */
  13787. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  13788. /**
  13789. * Set the bone scaling in local space
  13790. * @param scale defines the scaling vector
  13791. */
  13792. setScale(scale: Vector3): void;
  13793. /**
  13794. * Gets the current scaling in local space
  13795. * @returns the current scaling vector
  13796. */
  13797. getScale(): Vector3;
  13798. /**
  13799. * Gets the current scaling in local space and stores it in a target vector
  13800. * @param result defines the target vector
  13801. */
  13802. getScaleToRef(result: Vector3): void;
  13803. /**
  13804. * Set the yaw, pitch, and roll of the bone in local or world space
  13805. * @param yaw The rotation of the bone on the y axis
  13806. * @param pitch The rotation of the bone on the x axis
  13807. * @param roll The rotation of the bone on the z axis
  13808. * @param space The space that the axes of rotation are in
  13809. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13810. */
  13811. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  13812. /**
  13813. * Add a rotation to the bone on an axis in local or world space
  13814. * @param axis The axis to rotate the bone on
  13815. * @param amount The amount to rotate the bone
  13816. * @param space The space that the axis is in
  13817. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13818. */
  13819. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  13820. /**
  13821. * Set the rotation of the bone to a particular axis angle in local or world space
  13822. * @param axis The axis to rotate the bone on
  13823. * @param angle The angle that the bone should be rotated to
  13824. * @param space The space that the axis is in
  13825. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13826. */
  13827. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  13828. /**
  13829. * Set the euler rotation of the bone in local of world space
  13830. * @param rotation The euler rotation that the bone should be set to
  13831. * @param space The space that the rotation is in
  13832. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13833. */
  13834. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13835. /**
  13836. * Set the quaternion rotation of the bone in local of world space
  13837. * @param quat The quaternion rotation that the bone should be set to
  13838. * @param space The space that the rotation is in
  13839. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13840. */
  13841. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  13842. /**
  13843. * Set the rotation matrix of the bone in local of world space
  13844. * @param rotMat The rotation matrix that the bone should be set to
  13845. * @param space The space that the rotation is in
  13846. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13847. */
  13848. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  13849. private _rotateWithMatrix;
  13850. private _getNegativeRotationToRef;
  13851. /**
  13852. * Get the position of the bone in local or world space
  13853. * @param space The space that the returned position is in
  13854. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13855. * @returns The position of the bone
  13856. */
  13857. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13858. /**
  13859. * Copy the position of the bone to a vector3 in local or world space
  13860. * @param space The space that the returned position is in
  13861. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13862. * @param result The vector3 to copy the position to
  13863. */
  13864. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  13865. /**
  13866. * Get the absolute position of the bone (world space)
  13867. * @param mesh The mesh that this bone is attached to
  13868. * @returns The absolute position of the bone
  13869. */
  13870. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  13871. /**
  13872. * Copy the absolute position of the bone (world space) to the result param
  13873. * @param mesh The mesh that this bone is attached to
  13874. * @param result The vector3 to copy the absolute position to
  13875. */
  13876. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  13877. /**
  13878. * Compute the absolute transforms of this bone and its children
  13879. */
  13880. computeAbsoluteTransforms(): void;
  13881. /**
  13882. * Get the world direction from an axis that is in the local space of the bone
  13883. * @param localAxis The local direction that is used to compute the world direction
  13884. * @param mesh The mesh that this bone is attached to
  13885. * @returns The world direction
  13886. */
  13887. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13888. /**
  13889. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  13890. * @param localAxis The local direction that is used to compute the world direction
  13891. * @param mesh The mesh that this bone is attached to
  13892. * @param result The vector3 that the world direction will be copied to
  13893. */
  13894. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13895. /**
  13896. * Get the euler rotation of the bone in local or world space
  13897. * @param space The space that the rotation should be in
  13898. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13899. * @returns The euler rotation
  13900. */
  13901. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13902. /**
  13903. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  13904. * @param space The space that the rotation should be in
  13905. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13906. * @param result The vector3 that the rotation should be copied to
  13907. */
  13908. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13909. /**
  13910. * Get the quaternion rotation of the bone in either local or world space
  13911. * @param space The space that the rotation should be in
  13912. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13913. * @returns The quaternion rotation
  13914. */
  13915. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  13916. /**
  13917. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  13918. * @param space The space that the rotation should be in
  13919. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13920. * @param result The quaternion that the rotation should be copied to
  13921. */
  13922. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  13923. /**
  13924. * Get the rotation matrix of the bone in local or world space
  13925. * @param space The space that the rotation should be in
  13926. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13927. * @returns The rotation matrix
  13928. */
  13929. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  13930. /**
  13931. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  13932. * @param space The space that the rotation should be in
  13933. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13934. * @param result The quaternion that the rotation should be copied to
  13935. */
  13936. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  13937. /**
  13938. * Get the world position of a point that is in the local space of the bone
  13939. * @param position The local position
  13940. * @param mesh The mesh that this bone is attached to
  13941. * @returns The world position
  13942. */
  13943. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13944. /**
  13945. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  13946. * @param position The local position
  13947. * @param mesh The mesh that this bone is attached to
  13948. * @param result The vector3 that the world position should be copied to
  13949. */
  13950. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13951. /**
  13952. * Get the local position of a point that is in world space
  13953. * @param position The world position
  13954. * @param mesh The mesh that this bone is attached to
  13955. * @returns The local position
  13956. */
  13957. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13958. /**
  13959. * Get the local position of a point that is in world space and copy it to the result param
  13960. * @param position The world position
  13961. * @param mesh The mesh that this bone is attached to
  13962. * @param result The vector3 that the local position should be copied to
  13963. */
  13964. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13965. }
  13966. }
  13967. declare module "babylonjs/Meshes/transformNode" {
  13968. import { DeepImmutable } from "babylonjs/types";
  13969. import { Observable } from "babylonjs/Misc/observable";
  13970. import { Nullable } from "babylonjs/types";
  13971. import { Camera } from "babylonjs/Cameras/camera";
  13972. import { Scene } from "babylonjs/scene";
  13973. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  13974. import { Node } from "babylonjs/node";
  13975. import { Bone } from "babylonjs/Bones/bone";
  13976. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13977. import { Space } from "babylonjs/Maths/math.axis";
  13978. /**
  13979. * 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.
  13980. * @see https://doc.babylonjs.com/how_to/transformnode
  13981. */
  13982. export class TransformNode extends Node {
  13983. /**
  13984. * Object will not rotate to face the camera
  13985. */
  13986. static BILLBOARDMODE_NONE: number;
  13987. /**
  13988. * Object will rotate to face the camera but only on the x axis
  13989. */
  13990. static BILLBOARDMODE_X: number;
  13991. /**
  13992. * Object will rotate to face the camera but only on the y axis
  13993. */
  13994. static BILLBOARDMODE_Y: number;
  13995. /**
  13996. * Object will rotate to face the camera but only on the z axis
  13997. */
  13998. static BILLBOARDMODE_Z: number;
  13999. /**
  14000. * Object will rotate to face the camera
  14001. */
  14002. static BILLBOARDMODE_ALL: number;
  14003. /**
  14004. * Object will rotate to face the camera's position instead of orientation
  14005. */
  14006. static BILLBOARDMODE_USE_POSITION: number;
  14007. private _forward;
  14008. private _forwardInverted;
  14009. private _up;
  14010. private _right;
  14011. private _rightInverted;
  14012. private _position;
  14013. private _rotation;
  14014. private _rotationQuaternion;
  14015. protected _scaling: Vector3;
  14016. protected _isDirty: boolean;
  14017. private _transformToBoneReferal;
  14018. private _isAbsoluteSynced;
  14019. private _billboardMode;
  14020. /**
  14021. * Gets or sets the billboard mode. Default is 0.
  14022. *
  14023. * | Value | Type | Description |
  14024. * | --- | --- | --- |
  14025. * | 0 | BILLBOARDMODE_NONE | |
  14026. * | 1 | BILLBOARDMODE_X | |
  14027. * | 2 | BILLBOARDMODE_Y | |
  14028. * | 4 | BILLBOARDMODE_Z | |
  14029. * | 7 | BILLBOARDMODE_ALL | |
  14030. *
  14031. */
  14032. billboardMode: number;
  14033. private _preserveParentRotationForBillboard;
  14034. /**
  14035. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  14036. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  14037. */
  14038. preserveParentRotationForBillboard: boolean;
  14039. /**
  14040. * 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
  14041. */
  14042. scalingDeterminant: number;
  14043. private _infiniteDistance;
  14044. /**
  14045. * Gets or sets the distance of the object to max, often used by skybox
  14046. */
  14047. infiniteDistance: boolean;
  14048. /**
  14049. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  14050. * By default the system will update normals to compensate
  14051. */
  14052. ignoreNonUniformScaling: boolean;
  14053. /**
  14054. * 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
  14055. */
  14056. reIntegrateRotationIntoRotationQuaternion: boolean;
  14057. /** @hidden */
  14058. _poseMatrix: Nullable<Matrix>;
  14059. /** @hidden */
  14060. _localMatrix: Matrix;
  14061. private _usePivotMatrix;
  14062. private _absolutePosition;
  14063. private _absoluteScaling;
  14064. private _absoluteRotationQuaternion;
  14065. private _pivotMatrix;
  14066. private _pivotMatrixInverse;
  14067. protected _postMultiplyPivotMatrix: boolean;
  14068. protected _isWorldMatrixFrozen: boolean;
  14069. /** @hidden */
  14070. _indexInSceneTransformNodesArray: number;
  14071. /**
  14072. * An event triggered after the world matrix is updated
  14073. */
  14074. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14075. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14076. /**
  14077. * Gets a string identifying the name of the class
  14078. * @returns "TransformNode" string
  14079. */
  14080. getClassName(): string;
  14081. /**
  14082. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14083. */
  14084. position: Vector3;
  14085. /**
  14086. * 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)).
  14087. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14088. */
  14089. rotation: Vector3;
  14090. /**
  14091. * 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)).
  14092. */
  14093. scaling: Vector3;
  14094. /**
  14095. * 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).
  14096. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14097. */
  14098. rotationQuaternion: Nullable<Quaternion>;
  14099. /**
  14100. * The forward direction of that transform in world space.
  14101. */
  14102. readonly forward: Vector3;
  14103. /**
  14104. * The up direction of that transform in world space.
  14105. */
  14106. readonly up: Vector3;
  14107. /**
  14108. * The right direction of that transform in world space.
  14109. */
  14110. readonly right: Vector3;
  14111. /**
  14112. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14113. * @param matrix the matrix to copy the pose from
  14114. * @returns this TransformNode.
  14115. */
  14116. updatePoseMatrix(matrix: Matrix): TransformNode;
  14117. /**
  14118. * Returns the mesh Pose matrix.
  14119. * @returns the pose matrix
  14120. */
  14121. getPoseMatrix(): Matrix;
  14122. /** @hidden */
  14123. _isSynchronized(): boolean;
  14124. /** @hidden */
  14125. _initCache(): void;
  14126. /**
  14127. * Flag the transform node as dirty (Forcing it to update everything)
  14128. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14129. * @returns this transform node
  14130. */
  14131. markAsDirty(property: string): TransformNode;
  14132. /**
  14133. * Returns the current mesh absolute position.
  14134. * Returns a Vector3.
  14135. */
  14136. readonly absolutePosition: Vector3;
  14137. /**
  14138. * Returns the current mesh absolute scaling.
  14139. * Returns a Vector3.
  14140. */
  14141. readonly absoluteScaling: Vector3;
  14142. /**
  14143. * Returns the current mesh absolute rotation.
  14144. * Returns a Quaternion.
  14145. */
  14146. readonly absoluteRotationQuaternion: Quaternion;
  14147. /**
  14148. * Sets a new matrix to apply before all other transformation
  14149. * @param matrix defines the transform matrix
  14150. * @returns the current TransformNode
  14151. */
  14152. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14153. /**
  14154. * Sets a new pivot matrix to the current node
  14155. * @param matrix defines the new pivot matrix to use
  14156. * @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
  14157. * @returns the current TransformNode
  14158. */
  14159. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14160. /**
  14161. * Returns the mesh pivot matrix.
  14162. * Default : Identity.
  14163. * @returns the matrix
  14164. */
  14165. getPivotMatrix(): Matrix;
  14166. /**
  14167. * Instantiate (when possible) or clone that node with its hierarchy
  14168. * @param newParent defines the new parent to use for the instance (or clone)
  14169. * @returns an instance (or a clone) of the current node with its hiearchy
  14170. */
  14171. instantiateHierarchy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  14172. /**
  14173. * Prevents the World matrix to be computed any longer
  14174. * @param newWorldMatrix defines an optional matrix to use as world matrix
  14175. * @returns the TransformNode.
  14176. */
  14177. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  14178. /**
  14179. * Allows back the World matrix computation.
  14180. * @returns the TransformNode.
  14181. */
  14182. unfreezeWorldMatrix(): this;
  14183. /**
  14184. * True if the World matrix has been frozen.
  14185. */
  14186. readonly isWorldMatrixFrozen: boolean;
  14187. /**
  14188. * Retuns the mesh absolute position in the World.
  14189. * @returns a Vector3.
  14190. */
  14191. getAbsolutePosition(): Vector3;
  14192. /**
  14193. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14194. * @param absolutePosition the absolute position to set
  14195. * @returns the TransformNode.
  14196. */
  14197. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14198. /**
  14199. * Sets the mesh position in its local space.
  14200. * @param vector3 the position to set in localspace
  14201. * @returns the TransformNode.
  14202. */
  14203. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14204. /**
  14205. * Returns the mesh position in the local space from the current World matrix values.
  14206. * @returns a new Vector3.
  14207. */
  14208. getPositionExpressedInLocalSpace(): Vector3;
  14209. /**
  14210. * Translates the mesh along the passed Vector3 in its local space.
  14211. * @param vector3 the distance to translate in localspace
  14212. * @returns the TransformNode.
  14213. */
  14214. locallyTranslate(vector3: Vector3): TransformNode;
  14215. private static _lookAtVectorCache;
  14216. /**
  14217. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14218. * @param targetPoint the position (must be in same space as current mesh) to look at
  14219. * @param yawCor optional yaw (y-axis) correction in radians
  14220. * @param pitchCor optional pitch (x-axis) correction in radians
  14221. * @param rollCor optional roll (z-axis) correction in radians
  14222. * @param space the choosen space of the target
  14223. * @returns the TransformNode.
  14224. */
  14225. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14226. /**
  14227. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14228. * This Vector3 is expressed in the World space.
  14229. * @param localAxis axis to rotate
  14230. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14231. */
  14232. getDirection(localAxis: Vector3): Vector3;
  14233. /**
  14234. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14235. * localAxis is expressed in the mesh local space.
  14236. * result is computed in the Wordl space from the mesh World matrix.
  14237. * @param localAxis axis to rotate
  14238. * @param result the resulting transformnode
  14239. * @returns this TransformNode.
  14240. */
  14241. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14242. /**
  14243. * Sets this transform node rotation to the given local axis.
  14244. * @param localAxis the axis in local space
  14245. * @param yawCor optional yaw (y-axis) correction in radians
  14246. * @param pitchCor optional pitch (x-axis) correction in radians
  14247. * @param rollCor optional roll (z-axis) correction in radians
  14248. * @returns this TransformNode
  14249. */
  14250. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14251. /**
  14252. * Sets a new pivot point to the current node
  14253. * @param point defines the new pivot point to use
  14254. * @param space defines if the point is in world or local space (local by default)
  14255. * @returns the current TransformNode
  14256. */
  14257. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14258. /**
  14259. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14260. * @returns the pivot point
  14261. */
  14262. getPivotPoint(): Vector3;
  14263. /**
  14264. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14265. * @param result the vector3 to store the result
  14266. * @returns this TransformNode.
  14267. */
  14268. getPivotPointToRef(result: Vector3): TransformNode;
  14269. /**
  14270. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14271. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14272. */
  14273. getAbsolutePivotPoint(): Vector3;
  14274. /**
  14275. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14276. * @param result vector3 to store the result
  14277. * @returns this TransformNode.
  14278. */
  14279. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14280. /**
  14281. * Defines the passed node as the parent of the current node.
  14282. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14283. * @see https://doc.babylonjs.com/how_to/parenting
  14284. * @param node the node ot set as the parent
  14285. * @returns this TransformNode.
  14286. */
  14287. setParent(node: Nullable<Node>): TransformNode;
  14288. private _nonUniformScaling;
  14289. /**
  14290. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14291. */
  14292. readonly nonUniformScaling: boolean;
  14293. /** @hidden */
  14294. _updateNonUniformScalingState(value: boolean): boolean;
  14295. /**
  14296. * Attach the current TransformNode to another TransformNode associated with a bone
  14297. * @param bone Bone affecting the TransformNode
  14298. * @param affectedTransformNode TransformNode associated with the bone
  14299. * @returns this object
  14300. */
  14301. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14302. /**
  14303. * Detach the transform node if its associated with a bone
  14304. * @returns this object
  14305. */
  14306. detachFromBone(): TransformNode;
  14307. private static _rotationAxisCache;
  14308. /**
  14309. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14310. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14311. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14312. * The passed axis is also normalized.
  14313. * @param axis the axis to rotate around
  14314. * @param amount the amount to rotate in radians
  14315. * @param space Space to rotate in (Default: local)
  14316. * @returns the TransformNode.
  14317. */
  14318. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14319. /**
  14320. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14321. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14322. * The passed axis is also normalized. .
  14323. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14324. * @param point the point to rotate around
  14325. * @param axis the axis to rotate around
  14326. * @param amount the amount to rotate in radians
  14327. * @returns the TransformNode
  14328. */
  14329. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14330. /**
  14331. * Translates the mesh along the axis vector for the passed distance in the given space.
  14332. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14333. * @param axis the axis to translate in
  14334. * @param distance the distance to translate
  14335. * @param space Space to rotate in (Default: local)
  14336. * @returns the TransformNode.
  14337. */
  14338. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14339. /**
  14340. * Adds a rotation step to the mesh current rotation.
  14341. * x, y, z are Euler angles expressed in radians.
  14342. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14343. * This means this rotation is made in the mesh local space only.
  14344. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14345. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14346. * ```javascript
  14347. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14348. * ```
  14349. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14350. * 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.
  14351. * @param x Rotation to add
  14352. * @param y Rotation to add
  14353. * @param z Rotation to add
  14354. * @returns the TransformNode.
  14355. */
  14356. addRotation(x: number, y: number, z: number): TransformNode;
  14357. /**
  14358. * @hidden
  14359. */
  14360. protected _getEffectiveParent(): Nullable<Node>;
  14361. /**
  14362. * Computes the world matrix of the node
  14363. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14364. * @returns the world matrix
  14365. */
  14366. computeWorldMatrix(force?: boolean): Matrix;
  14367. protected _afterComputeWorldMatrix(): void;
  14368. /**
  14369. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14370. * @param func callback function to add
  14371. *
  14372. * @returns the TransformNode.
  14373. */
  14374. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14375. /**
  14376. * Removes a registered callback function.
  14377. * @param func callback function to remove
  14378. * @returns the TransformNode.
  14379. */
  14380. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14381. /**
  14382. * Gets the position of the current mesh in camera space
  14383. * @param camera defines the camera to use
  14384. * @returns a position
  14385. */
  14386. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14387. /**
  14388. * Returns the distance from the mesh to the active camera
  14389. * @param camera defines the camera to use
  14390. * @returns the distance
  14391. */
  14392. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14393. /**
  14394. * Clone the current transform node
  14395. * @param name Name of the new clone
  14396. * @param newParent New parent for the clone
  14397. * @param doNotCloneChildren Do not clone children hierarchy
  14398. * @returns the new transform node
  14399. */
  14400. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14401. /**
  14402. * Serializes the objects information.
  14403. * @param currentSerializationObject defines the object to serialize in
  14404. * @returns the serialized object
  14405. */
  14406. serialize(currentSerializationObject?: any): any;
  14407. /**
  14408. * Returns a new TransformNode object parsed from the source provided.
  14409. * @param parsedTransformNode is the source.
  14410. * @param scene the scne the object belongs to
  14411. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14412. * @returns a new TransformNode object parsed from the source provided.
  14413. */
  14414. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14415. /**
  14416. * Get all child-transformNodes of this node
  14417. * @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
  14418. * @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
  14419. * @returns an array of TransformNode
  14420. */
  14421. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14422. /**
  14423. * Releases resources associated with this transform node.
  14424. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14425. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14426. */
  14427. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14428. /**
  14429. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14430. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14431. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14432. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14433. * @returns the current mesh
  14434. */
  14435. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14436. private _syncAbsoluteScalingAndRotation;
  14437. }
  14438. }
  14439. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14440. import { Observable } from "babylonjs/Misc/observable";
  14441. import { Nullable } from "babylonjs/types";
  14442. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14443. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14444. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14445. import { Ray } from "babylonjs/Culling/ray";
  14446. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14447. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14448. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14449. /**
  14450. * Defines the types of pose enabled controllers that are supported
  14451. */
  14452. export enum PoseEnabledControllerType {
  14453. /**
  14454. * HTC Vive
  14455. */
  14456. VIVE = 0,
  14457. /**
  14458. * Oculus Rift
  14459. */
  14460. OCULUS = 1,
  14461. /**
  14462. * Windows mixed reality
  14463. */
  14464. WINDOWS = 2,
  14465. /**
  14466. * Samsung gear VR
  14467. */
  14468. GEAR_VR = 3,
  14469. /**
  14470. * Google Daydream
  14471. */
  14472. DAYDREAM = 4,
  14473. /**
  14474. * Generic
  14475. */
  14476. GENERIC = 5
  14477. }
  14478. /**
  14479. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14480. */
  14481. export interface MutableGamepadButton {
  14482. /**
  14483. * Value of the button/trigger
  14484. */
  14485. value: number;
  14486. /**
  14487. * If the button/trigger is currently touched
  14488. */
  14489. touched: boolean;
  14490. /**
  14491. * If the button/trigger is currently pressed
  14492. */
  14493. pressed: boolean;
  14494. }
  14495. /**
  14496. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14497. * @hidden
  14498. */
  14499. export interface ExtendedGamepadButton extends GamepadButton {
  14500. /**
  14501. * If the button/trigger is currently pressed
  14502. */
  14503. readonly pressed: boolean;
  14504. /**
  14505. * If the button/trigger is currently touched
  14506. */
  14507. readonly touched: boolean;
  14508. /**
  14509. * Value of the button/trigger
  14510. */
  14511. readonly value: number;
  14512. }
  14513. /** @hidden */
  14514. export interface _GamePadFactory {
  14515. /**
  14516. * Returns wether or not the current gamepad can be created for this type of controller.
  14517. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14518. * @returns true if it can be created, otherwise false
  14519. */
  14520. canCreate(gamepadInfo: any): boolean;
  14521. /**
  14522. * Creates a new instance of the Gamepad.
  14523. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14524. * @returns the new gamepad instance
  14525. */
  14526. create(gamepadInfo: any): Gamepad;
  14527. }
  14528. /**
  14529. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14530. */
  14531. export class PoseEnabledControllerHelper {
  14532. /** @hidden */
  14533. static _ControllerFactories: _GamePadFactory[];
  14534. /** @hidden */
  14535. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14536. /**
  14537. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14538. * @param vrGamepad the gamepad to initialized
  14539. * @returns a vr controller of the type the gamepad identified as
  14540. */
  14541. static InitiateController(vrGamepad: any): Gamepad;
  14542. }
  14543. /**
  14544. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14545. */
  14546. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14547. /**
  14548. * If the controller is used in a webXR session
  14549. */
  14550. isXR: boolean;
  14551. private _deviceRoomPosition;
  14552. private _deviceRoomRotationQuaternion;
  14553. /**
  14554. * The device position in babylon space
  14555. */
  14556. devicePosition: Vector3;
  14557. /**
  14558. * The device rotation in babylon space
  14559. */
  14560. deviceRotationQuaternion: Quaternion;
  14561. /**
  14562. * The scale factor of the device in babylon space
  14563. */
  14564. deviceScaleFactor: number;
  14565. /**
  14566. * (Likely devicePosition should be used instead) The device position in its room space
  14567. */
  14568. position: Vector3;
  14569. /**
  14570. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14571. */
  14572. rotationQuaternion: Quaternion;
  14573. /**
  14574. * The type of controller (Eg. Windows mixed reality)
  14575. */
  14576. controllerType: PoseEnabledControllerType;
  14577. protected _calculatedPosition: Vector3;
  14578. private _calculatedRotation;
  14579. /**
  14580. * The raw pose from the device
  14581. */
  14582. rawPose: DevicePose;
  14583. private _trackPosition;
  14584. private _maxRotationDistFromHeadset;
  14585. private _draggedRoomRotation;
  14586. /**
  14587. * @hidden
  14588. */
  14589. _disableTrackPosition(fixedPosition: Vector3): void;
  14590. /**
  14591. * Internal, the mesh attached to the controller
  14592. * @hidden
  14593. */
  14594. _mesh: Nullable<AbstractMesh>;
  14595. private _poseControlledCamera;
  14596. private _leftHandSystemQuaternion;
  14597. /**
  14598. * Internal, matrix used to convert room space to babylon space
  14599. * @hidden
  14600. */
  14601. _deviceToWorld: Matrix;
  14602. /**
  14603. * Node to be used when casting a ray from the controller
  14604. * @hidden
  14605. */
  14606. _pointingPoseNode: Nullable<TransformNode>;
  14607. /**
  14608. * Name of the child mesh that can be used to cast a ray from the controller
  14609. */
  14610. static readonly POINTING_POSE: string;
  14611. /**
  14612. * Creates a new PoseEnabledController from a gamepad
  14613. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14614. */
  14615. constructor(browserGamepad: any);
  14616. private _workingMatrix;
  14617. /**
  14618. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14619. */
  14620. update(): void;
  14621. /**
  14622. * Updates only the pose device and mesh without doing any button event checking
  14623. */
  14624. protected _updatePoseAndMesh(): void;
  14625. /**
  14626. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14627. * @param poseData raw pose fromthe device
  14628. */
  14629. updateFromDevice(poseData: DevicePose): void;
  14630. /**
  14631. * @hidden
  14632. */
  14633. _meshAttachedObservable: Observable<AbstractMesh>;
  14634. /**
  14635. * Attaches a mesh to the controller
  14636. * @param mesh the mesh to be attached
  14637. */
  14638. attachToMesh(mesh: AbstractMesh): void;
  14639. /**
  14640. * Attaches the controllers mesh to a camera
  14641. * @param camera the camera the mesh should be attached to
  14642. */
  14643. attachToPoseControlledCamera(camera: TargetCamera): void;
  14644. /**
  14645. * Disposes of the controller
  14646. */
  14647. dispose(): void;
  14648. /**
  14649. * The mesh that is attached to the controller
  14650. */
  14651. readonly mesh: Nullable<AbstractMesh>;
  14652. /**
  14653. * Gets the ray of the controller in the direction the controller is pointing
  14654. * @param length the length the resulting ray should be
  14655. * @returns a ray in the direction the controller is pointing
  14656. */
  14657. getForwardRay(length?: number): Ray;
  14658. }
  14659. }
  14660. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14661. import { Observable } from "babylonjs/Misc/observable";
  14662. import { Scene } from "babylonjs/scene";
  14663. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14664. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14665. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14666. /**
  14667. * Defines the WebVRController object that represents controllers tracked in 3D space
  14668. */
  14669. export abstract class WebVRController extends PoseEnabledController {
  14670. /**
  14671. * Internal, the default controller model for the controller
  14672. */
  14673. protected _defaultModel: AbstractMesh;
  14674. /**
  14675. * Fired when the trigger state has changed
  14676. */
  14677. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14678. /**
  14679. * Fired when the main button state has changed
  14680. */
  14681. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14682. /**
  14683. * Fired when the secondary button state has changed
  14684. */
  14685. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14686. /**
  14687. * Fired when the pad state has changed
  14688. */
  14689. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14690. /**
  14691. * Fired when controllers stick values have changed
  14692. */
  14693. onPadValuesChangedObservable: Observable<StickValues>;
  14694. /**
  14695. * Array of button availible on the controller
  14696. */
  14697. protected _buttons: Array<MutableGamepadButton>;
  14698. private _onButtonStateChange;
  14699. /**
  14700. * Fired when a controller button's state has changed
  14701. * @param callback the callback containing the button that was modified
  14702. */
  14703. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14704. /**
  14705. * X and Y axis corresponding to the controllers joystick
  14706. */
  14707. pad: StickValues;
  14708. /**
  14709. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14710. */
  14711. hand: string;
  14712. /**
  14713. * The default controller model for the controller
  14714. */
  14715. readonly defaultModel: AbstractMesh;
  14716. /**
  14717. * Creates a new WebVRController from a gamepad
  14718. * @param vrGamepad the gamepad that the WebVRController should be created from
  14719. */
  14720. constructor(vrGamepad: any);
  14721. /**
  14722. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14723. */
  14724. update(): void;
  14725. /**
  14726. * Function to be called when a button is modified
  14727. */
  14728. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14729. /**
  14730. * Loads a mesh and attaches it to the controller
  14731. * @param scene the scene the mesh should be added to
  14732. * @param meshLoaded callback for when the mesh has been loaded
  14733. */
  14734. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14735. private _setButtonValue;
  14736. private _changes;
  14737. private _checkChanges;
  14738. /**
  14739. * Disposes of th webVRCOntroller
  14740. */
  14741. dispose(): void;
  14742. }
  14743. }
  14744. declare module "babylonjs/Lights/hemisphericLight" {
  14745. import { Nullable } from "babylonjs/types";
  14746. import { Scene } from "babylonjs/scene";
  14747. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14748. import { Color3 } from "babylonjs/Maths/math.color";
  14749. import { Effect } from "babylonjs/Materials/effect";
  14750. import { Light } from "babylonjs/Lights/light";
  14751. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  14752. /**
  14753. * The HemisphericLight simulates the ambient environment light,
  14754. * so the passed direction is the light reflection direction, not the incoming direction.
  14755. */
  14756. export class HemisphericLight extends Light {
  14757. /**
  14758. * The groundColor is the light in the opposite direction to the one specified during creation.
  14759. * 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.
  14760. */
  14761. groundColor: Color3;
  14762. /**
  14763. * The light reflection direction, not the incoming direction.
  14764. */
  14765. direction: Vector3;
  14766. /**
  14767. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  14768. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  14769. * The HemisphericLight can't cast shadows.
  14770. * Documentation : https://doc.babylonjs.com/babylon101/lights
  14771. * @param name The friendly name of the light
  14772. * @param direction The direction of the light reflection
  14773. * @param scene The scene the light belongs to
  14774. */
  14775. constructor(name: string, direction: Vector3, scene: Scene);
  14776. protected _buildUniformLayout(): void;
  14777. /**
  14778. * Returns the string "HemisphericLight".
  14779. * @return The class name
  14780. */
  14781. getClassName(): string;
  14782. /**
  14783. * Sets the HemisphericLight direction towards the passed target (Vector3).
  14784. * Returns the updated direction.
  14785. * @param target The target the direction should point to
  14786. * @return The computed direction
  14787. */
  14788. setDirectionToTarget(target: Vector3): Vector3;
  14789. /**
  14790. * Returns the shadow generator associated to the light.
  14791. * @returns Always null for hemispheric lights because it does not support shadows.
  14792. */
  14793. getShadowGenerator(): Nullable<IShadowGenerator>;
  14794. /**
  14795. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  14796. * @param effect The effect to update
  14797. * @param lightIndex The index of the light in the effect to update
  14798. * @returns The hemispheric light
  14799. */
  14800. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  14801. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  14802. /**
  14803. * Computes the world matrix of the node
  14804. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14805. * @param useWasUpdatedFlag defines a reserved property
  14806. * @returns the world matrix
  14807. */
  14808. computeWorldMatrix(): Matrix;
  14809. /**
  14810. * Returns the integer 3.
  14811. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  14812. */
  14813. getTypeID(): number;
  14814. /**
  14815. * Prepares the list of defines specific to the light type.
  14816. * @param defines the list of defines
  14817. * @param lightIndex defines the index of the light for the effect
  14818. */
  14819. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  14820. }
  14821. }
  14822. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  14823. /** @hidden */
  14824. export var vrMultiviewToSingleviewPixelShader: {
  14825. name: string;
  14826. shader: string;
  14827. };
  14828. }
  14829. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  14830. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14831. import { Scene } from "babylonjs/scene";
  14832. /**
  14833. * Renders to multiple views with a single draw call
  14834. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  14835. */
  14836. export class MultiviewRenderTarget extends RenderTargetTexture {
  14837. /**
  14838. * Creates a multiview render target
  14839. * @param scene scene used with the render target
  14840. * @param size the size of the render target (used for each view)
  14841. */
  14842. constructor(scene: Scene, size?: number | {
  14843. width: number;
  14844. height: number;
  14845. } | {
  14846. ratio: number;
  14847. });
  14848. /**
  14849. * @hidden
  14850. * @param faceIndex the face index, if its a cube texture
  14851. */
  14852. _bindFrameBuffer(faceIndex?: number): void;
  14853. /**
  14854. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  14855. * @returns the view count
  14856. */
  14857. getViewCount(): number;
  14858. }
  14859. }
  14860. declare module "babylonjs/Maths/math.frustum" {
  14861. import { Matrix } from "babylonjs/Maths/math.vector";
  14862. import { DeepImmutable } from "babylonjs/types";
  14863. import { Plane } from "babylonjs/Maths/math.plane";
  14864. /**
  14865. * Represents a camera frustum
  14866. */
  14867. export class Frustum {
  14868. /**
  14869. * Gets the planes representing the frustum
  14870. * @param transform matrix to be applied to the returned planes
  14871. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  14872. */
  14873. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  14874. /**
  14875. * Gets the near frustum plane transformed by the transform matrix
  14876. * @param transform transformation matrix to be applied to the resulting frustum plane
  14877. * @param frustumPlane the resuling frustum plane
  14878. */
  14879. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14880. /**
  14881. * Gets the far frustum plane transformed by the transform matrix
  14882. * @param transform transformation matrix to be applied to the resulting frustum plane
  14883. * @param frustumPlane the resuling frustum plane
  14884. */
  14885. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14886. /**
  14887. * Gets the left frustum plane transformed by the transform matrix
  14888. * @param transform transformation matrix to be applied to the resulting frustum plane
  14889. * @param frustumPlane the resuling frustum plane
  14890. */
  14891. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14892. /**
  14893. * Gets the right frustum plane transformed by the transform matrix
  14894. * @param transform transformation matrix to be applied to the resulting frustum plane
  14895. * @param frustumPlane the resuling frustum plane
  14896. */
  14897. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14898. /**
  14899. * Gets the top frustum plane transformed by the transform matrix
  14900. * @param transform transformation matrix to be applied to the resulting frustum plane
  14901. * @param frustumPlane the resuling frustum plane
  14902. */
  14903. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14904. /**
  14905. * Gets the bottom frustum plane transformed by the transform matrix
  14906. * @param transform transformation matrix to be applied to the resulting frustum plane
  14907. * @param frustumPlane the resuling frustum plane
  14908. */
  14909. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14910. /**
  14911. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  14912. * @param transform transformation matrix to be applied to the resulting frustum planes
  14913. * @param frustumPlanes the resuling frustum planes
  14914. */
  14915. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  14916. }
  14917. }
  14918. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  14919. import { Camera } from "babylonjs/Cameras/camera";
  14920. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  14921. import { Nullable } from "babylonjs/types";
  14922. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14923. import { Matrix } from "babylonjs/Maths/math.vector";
  14924. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  14925. module "babylonjs/Engines/engine" {
  14926. interface Engine {
  14927. /**
  14928. * Creates a new multiview render target
  14929. * @param width defines the width of the texture
  14930. * @param height defines the height of the texture
  14931. * @returns the created multiview texture
  14932. */
  14933. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  14934. /**
  14935. * Binds a multiview framebuffer to be drawn to
  14936. * @param multiviewTexture texture to bind
  14937. */
  14938. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  14939. }
  14940. }
  14941. module "babylonjs/Cameras/camera" {
  14942. interface Camera {
  14943. /**
  14944. * @hidden
  14945. * 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)
  14946. */
  14947. _useMultiviewToSingleView: boolean;
  14948. /**
  14949. * @hidden
  14950. * 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)
  14951. */
  14952. _multiviewTexture: Nullable<RenderTargetTexture>;
  14953. /**
  14954. * @hidden
  14955. * ensures the multiview texture of the camera exists and has the specified width/height
  14956. * @param width height to set on the multiview texture
  14957. * @param height width to set on the multiview texture
  14958. */
  14959. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  14960. }
  14961. }
  14962. module "babylonjs/scene" {
  14963. interface Scene {
  14964. /** @hidden */
  14965. _transformMatrixR: Matrix;
  14966. /** @hidden */
  14967. _multiviewSceneUbo: Nullable<UniformBuffer>;
  14968. /** @hidden */
  14969. _createMultiviewUbo(): void;
  14970. /** @hidden */
  14971. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  14972. /** @hidden */
  14973. _renderMultiviewToSingleView(camera: Camera): void;
  14974. }
  14975. }
  14976. }
  14977. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  14978. import { Camera } from "babylonjs/Cameras/camera";
  14979. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  14980. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  14981. import "babylonjs/Engines/Extensions/engine.multiview";
  14982. /**
  14983. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  14984. * This will not be used for webXR as it supports displaying texture arrays directly
  14985. */
  14986. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  14987. /**
  14988. * Initializes a VRMultiviewToSingleview
  14989. * @param name name of the post process
  14990. * @param camera camera to be applied to
  14991. * @param scaleFactor scaling factor to the size of the output texture
  14992. */
  14993. constructor(name: string, camera: Camera, scaleFactor: number);
  14994. }
  14995. }
  14996. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  14997. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  14998. import { Nullable } from "babylonjs/types";
  14999. import { Size } from "babylonjs/Maths/math.size";
  15000. import { Observable } from "babylonjs/Misc/observable";
  15001. module "babylonjs/Engines/engine" {
  15002. interface Engine {
  15003. /** @hidden */
  15004. _vrDisplay: any;
  15005. /** @hidden */
  15006. _vrSupported: boolean;
  15007. /** @hidden */
  15008. _oldSize: Size;
  15009. /** @hidden */
  15010. _oldHardwareScaleFactor: number;
  15011. /** @hidden */
  15012. _vrExclusivePointerMode: boolean;
  15013. /** @hidden */
  15014. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  15015. /** @hidden */
  15016. _onVRDisplayPointerRestricted: () => void;
  15017. /** @hidden */
  15018. _onVRDisplayPointerUnrestricted: () => void;
  15019. /** @hidden */
  15020. _onVrDisplayConnect: Nullable<(display: any) => void>;
  15021. /** @hidden */
  15022. _onVrDisplayDisconnect: Nullable<() => void>;
  15023. /** @hidden */
  15024. _onVrDisplayPresentChange: Nullable<() => void>;
  15025. /**
  15026. * Observable signaled when VR display mode changes
  15027. */
  15028. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  15029. /**
  15030. * Observable signaled when VR request present is complete
  15031. */
  15032. onVRRequestPresentComplete: Observable<boolean>;
  15033. /**
  15034. * Observable signaled when VR request present starts
  15035. */
  15036. onVRRequestPresentStart: Observable<Engine>;
  15037. /**
  15038. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  15039. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  15040. */
  15041. isInVRExclusivePointerMode: boolean;
  15042. /**
  15043. * Gets a boolean indicating if a webVR device was detected
  15044. * @returns true if a webVR device was detected
  15045. */
  15046. isVRDevicePresent(): boolean;
  15047. /**
  15048. * Gets the current webVR device
  15049. * @returns the current webVR device (or null)
  15050. */
  15051. getVRDevice(): any;
  15052. /**
  15053. * Initializes a webVR display and starts listening to display change events
  15054. * The onVRDisplayChangedObservable will be notified upon these changes
  15055. * @returns A promise containing a VRDisplay and if vr is supported
  15056. */
  15057. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  15058. /** @hidden */
  15059. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  15060. /**
  15061. * Call this function to switch to webVR mode
  15062. * Will do nothing if webVR is not supported or if there is no webVR device
  15063. * @see http://doc.babylonjs.com/how_to/webvr_camera
  15064. */
  15065. enableVR(): void;
  15066. /** @hidden */
  15067. _onVRFullScreenTriggered(): void;
  15068. }
  15069. }
  15070. }
  15071. declare module "babylonjs/Cameras/VR/webVRCamera" {
  15072. import { Nullable } from "babylonjs/types";
  15073. import { Observable } from "babylonjs/Misc/observable";
  15074. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  15075. import { Scene } from "babylonjs/scene";
  15076. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15077. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15078. import { Node } from "babylonjs/node";
  15079. import { Ray } from "babylonjs/Culling/ray";
  15080. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15081. import "babylonjs/Engines/Extensions/engine.webVR";
  15082. /**
  15083. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15084. * IMPORTANT!! The data is right-hand data.
  15085. * @export
  15086. * @interface DevicePose
  15087. */
  15088. export interface DevicePose {
  15089. /**
  15090. * The position of the device, values in array are [x,y,z].
  15091. */
  15092. readonly position: Nullable<Float32Array>;
  15093. /**
  15094. * The linearVelocity of the device, values in array are [x,y,z].
  15095. */
  15096. readonly linearVelocity: Nullable<Float32Array>;
  15097. /**
  15098. * The linearAcceleration of the device, values in array are [x,y,z].
  15099. */
  15100. readonly linearAcceleration: Nullable<Float32Array>;
  15101. /**
  15102. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15103. */
  15104. readonly orientation: Nullable<Float32Array>;
  15105. /**
  15106. * The angularVelocity of the device, values in array are [x,y,z].
  15107. */
  15108. readonly angularVelocity: Nullable<Float32Array>;
  15109. /**
  15110. * The angularAcceleration of the device, values in array are [x,y,z].
  15111. */
  15112. readonly angularAcceleration: Nullable<Float32Array>;
  15113. }
  15114. /**
  15115. * Interface representing a pose controlled object in Babylon.
  15116. * A pose controlled object has both regular pose values as well as pose values
  15117. * from an external device such as a VR head mounted display
  15118. */
  15119. export interface PoseControlled {
  15120. /**
  15121. * The position of the object in babylon space.
  15122. */
  15123. position: Vector3;
  15124. /**
  15125. * The rotation quaternion of the object in babylon space.
  15126. */
  15127. rotationQuaternion: Quaternion;
  15128. /**
  15129. * The position of the device in babylon space.
  15130. */
  15131. devicePosition?: Vector3;
  15132. /**
  15133. * The rotation quaternion of the device in babylon space.
  15134. */
  15135. deviceRotationQuaternion: Quaternion;
  15136. /**
  15137. * The raw pose coming from the device.
  15138. */
  15139. rawPose: Nullable<DevicePose>;
  15140. /**
  15141. * The scale of the device to be used when translating from device space to babylon space.
  15142. */
  15143. deviceScaleFactor: number;
  15144. /**
  15145. * Updates the poseControlled values based on the input device pose.
  15146. * @param poseData the pose data to update the object with
  15147. */
  15148. updateFromDevice(poseData: DevicePose): void;
  15149. }
  15150. /**
  15151. * Set of options to customize the webVRCamera
  15152. */
  15153. export interface WebVROptions {
  15154. /**
  15155. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15156. */
  15157. trackPosition?: boolean;
  15158. /**
  15159. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15160. */
  15161. positionScale?: number;
  15162. /**
  15163. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15164. */
  15165. displayName?: string;
  15166. /**
  15167. * Should the native controller meshes be initialized. (default: true)
  15168. */
  15169. controllerMeshes?: boolean;
  15170. /**
  15171. * Creating a default HemiLight only on controllers. (default: true)
  15172. */
  15173. defaultLightingOnControllers?: boolean;
  15174. /**
  15175. * If you don't want to use the default VR button of the helper. (default: false)
  15176. */
  15177. useCustomVRButton?: boolean;
  15178. /**
  15179. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15180. */
  15181. customVRButton?: HTMLButtonElement;
  15182. /**
  15183. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15184. */
  15185. rayLength?: number;
  15186. /**
  15187. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15188. */
  15189. defaultHeight?: number;
  15190. /**
  15191. * If multiview should be used if availible (default: false)
  15192. */
  15193. useMultiview?: boolean;
  15194. }
  15195. /**
  15196. * This represents a WebVR camera.
  15197. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15198. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15199. */
  15200. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15201. private webVROptions;
  15202. /**
  15203. * @hidden
  15204. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15205. */
  15206. _vrDevice: any;
  15207. /**
  15208. * The rawPose of the vrDevice.
  15209. */
  15210. rawPose: Nullable<DevicePose>;
  15211. private _onVREnabled;
  15212. private _specsVersion;
  15213. private _attached;
  15214. private _frameData;
  15215. protected _descendants: Array<Node>;
  15216. private _deviceRoomPosition;
  15217. /** @hidden */
  15218. _deviceRoomRotationQuaternion: Quaternion;
  15219. private _standingMatrix;
  15220. /**
  15221. * Represents device position in babylon space.
  15222. */
  15223. devicePosition: Vector3;
  15224. /**
  15225. * Represents device rotation in babylon space.
  15226. */
  15227. deviceRotationQuaternion: Quaternion;
  15228. /**
  15229. * The scale of the device to be used when translating from device space to babylon space.
  15230. */
  15231. deviceScaleFactor: number;
  15232. private _deviceToWorld;
  15233. private _worldToDevice;
  15234. /**
  15235. * References to the webVR controllers for the vrDevice.
  15236. */
  15237. controllers: Array<WebVRController>;
  15238. /**
  15239. * Emits an event when a controller is attached.
  15240. */
  15241. onControllersAttachedObservable: Observable<WebVRController[]>;
  15242. /**
  15243. * Emits an event when a controller's mesh has been loaded;
  15244. */
  15245. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15246. /**
  15247. * Emits an event when the HMD's pose has been updated.
  15248. */
  15249. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15250. private _poseSet;
  15251. /**
  15252. * If the rig cameras be used as parent instead of this camera.
  15253. */
  15254. rigParenting: boolean;
  15255. private _lightOnControllers;
  15256. private _defaultHeight?;
  15257. /**
  15258. * Instantiates a WebVRFreeCamera.
  15259. * @param name The name of the WebVRFreeCamera
  15260. * @param position The starting anchor position for the camera
  15261. * @param scene The scene the camera belongs to
  15262. * @param webVROptions a set of customizable options for the webVRCamera
  15263. */
  15264. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15265. /**
  15266. * Gets the device distance from the ground in meters.
  15267. * @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.
  15268. */
  15269. deviceDistanceToRoomGround(): number;
  15270. /**
  15271. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15272. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15273. */
  15274. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15275. /**
  15276. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15277. * @returns A promise with a boolean set to if the standing matrix is supported.
  15278. */
  15279. useStandingMatrixAsync(): Promise<boolean>;
  15280. /**
  15281. * Disposes the camera
  15282. */
  15283. dispose(): void;
  15284. /**
  15285. * Gets a vrController by name.
  15286. * @param name The name of the controller to retreive
  15287. * @returns the controller matching the name specified or null if not found
  15288. */
  15289. getControllerByName(name: string): Nullable<WebVRController>;
  15290. private _leftController;
  15291. /**
  15292. * The controller corresponding to the users left hand.
  15293. */
  15294. readonly leftController: Nullable<WebVRController>;
  15295. private _rightController;
  15296. /**
  15297. * The controller corresponding to the users right hand.
  15298. */
  15299. readonly rightController: Nullable<WebVRController>;
  15300. /**
  15301. * Casts a ray forward from the vrCamera's gaze.
  15302. * @param length Length of the ray (default: 100)
  15303. * @returns the ray corresponding to the gaze
  15304. */
  15305. getForwardRay(length?: number): Ray;
  15306. /**
  15307. * @hidden
  15308. * Updates the camera based on device's frame data
  15309. */
  15310. _checkInputs(): void;
  15311. /**
  15312. * Updates the poseControlled values based on the input device pose.
  15313. * @param poseData Pose coming from the device
  15314. */
  15315. updateFromDevice(poseData: DevicePose): void;
  15316. private _htmlElementAttached;
  15317. private _detachIfAttached;
  15318. /**
  15319. * WebVR's attach control will start broadcasting frames to the device.
  15320. * Note that in certain browsers (chrome for example) this function must be called
  15321. * within a user-interaction callback. Example:
  15322. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15323. *
  15324. * @param element html element to attach the vrDevice to
  15325. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15326. */
  15327. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15328. /**
  15329. * Detaches the camera from the html element and disables VR
  15330. *
  15331. * @param element html element to detach from
  15332. */
  15333. detachControl(element: HTMLElement): void;
  15334. /**
  15335. * @returns the name of this class
  15336. */
  15337. getClassName(): string;
  15338. /**
  15339. * Calls resetPose on the vrDisplay
  15340. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15341. */
  15342. resetToCurrentRotation(): void;
  15343. /**
  15344. * @hidden
  15345. * Updates the rig cameras (left and right eye)
  15346. */
  15347. _updateRigCameras(): void;
  15348. private _workingVector;
  15349. private _oneVector;
  15350. private _workingMatrix;
  15351. private updateCacheCalled;
  15352. private _correctPositionIfNotTrackPosition;
  15353. /**
  15354. * @hidden
  15355. * Updates the cached values of the camera
  15356. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15357. */
  15358. _updateCache(ignoreParentClass?: boolean): void;
  15359. /**
  15360. * @hidden
  15361. * Get current device position in babylon world
  15362. */
  15363. _computeDevicePosition(): void;
  15364. /**
  15365. * Updates the current device position and rotation in the babylon world
  15366. */
  15367. update(): void;
  15368. /**
  15369. * @hidden
  15370. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15371. * @returns an identity matrix
  15372. */
  15373. _getViewMatrix(): Matrix;
  15374. private _tmpMatrix;
  15375. /**
  15376. * This function is called by the two RIG cameras.
  15377. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15378. * @hidden
  15379. */
  15380. _getWebVRViewMatrix(): Matrix;
  15381. /** @hidden */
  15382. _getWebVRProjectionMatrix(): Matrix;
  15383. private _onGamepadConnectedObserver;
  15384. private _onGamepadDisconnectedObserver;
  15385. private _updateCacheWhenTrackingDisabledObserver;
  15386. /**
  15387. * Initializes the controllers and their meshes
  15388. */
  15389. initControllers(): void;
  15390. }
  15391. }
  15392. declare module "babylonjs/PostProcesses/postProcess" {
  15393. import { Nullable } from "babylonjs/types";
  15394. import { SmartArray } from "babylonjs/Misc/smartArray";
  15395. import { Observable } from "babylonjs/Misc/observable";
  15396. import { Vector2 } from "babylonjs/Maths/math.vector";
  15397. import { Camera } from "babylonjs/Cameras/camera";
  15398. import { Effect } from "babylonjs/Materials/effect";
  15399. import "babylonjs/Shaders/postprocess.vertex";
  15400. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15401. import { Engine } from "babylonjs/Engines/engine";
  15402. import { Color4 } from "babylonjs/Maths/math.color";
  15403. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15404. /**
  15405. * Size options for a post process
  15406. */
  15407. export type PostProcessOptions = {
  15408. width: number;
  15409. height: number;
  15410. };
  15411. /**
  15412. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15413. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15414. */
  15415. export class PostProcess {
  15416. /** Name of the PostProcess. */
  15417. name: string;
  15418. /**
  15419. * Gets or sets the unique id of the post process
  15420. */
  15421. uniqueId: number;
  15422. /**
  15423. * Width of the texture to apply the post process on
  15424. */
  15425. width: number;
  15426. /**
  15427. * Height of the texture to apply the post process on
  15428. */
  15429. height: number;
  15430. /**
  15431. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15432. * @hidden
  15433. */
  15434. _outputTexture: Nullable<InternalTexture>;
  15435. /**
  15436. * Sampling mode used by the shader
  15437. * See https://doc.babylonjs.com/classes/3.1/texture
  15438. */
  15439. renderTargetSamplingMode: number;
  15440. /**
  15441. * Clear color to use when screen clearing
  15442. */
  15443. clearColor: Color4;
  15444. /**
  15445. * If the buffer needs to be cleared before applying the post process. (default: true)
  15446. * Should be set to false if shader will overwrite all previous pixels.
  15447. */
  15448. autoClear: boolean;
  15449. /**
  15450. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15451. */
  15452. alphaMode: number;
  15453. /**
  15454. * Sets the setAlphaBlendConstants of the babylon engine
  15455. */
  15456. alphaConstants: Color4;
  15457. /**
  15458. * Animations to be used for the post processing
  15459. */
  15460. animations: import("babylonjs/Animations/animation").Animation[];
  15461. /**
  15462. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15463. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15464. */
  15465. enablePixelPerfectMode: boolean;
  15466. /**
  15467. * Force the postprocess to be applied without taking in account viewport
  15468. */
  15469. forceFullscreenViewport: boolean;
  15470. /**
  15471. * List of inspectable custom properties (used by the Inspector)
  15472. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15473. */
  15474. inspectableCustomProperties: IInspectable[];
  15475. /**
  15476. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15477. *
  15478. * | Value | Type | Description |
  15479. * | ----- | ----------------------------------- | ----------- |
  15480. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15481. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15482. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15483. *
  15484. */
  15485. scaleMode: number;
  15486. /**
  15487. * Force textures to be a power of two (default: false)
  15488. */
  15489. alwaysForcePOT: boolean;
  15490. private _samples;
  15491. /**
  15492. * Number of sample textures (default: 1)
  15493. */
  15494. samples: number;
  15495. /**
  15496. * Modify the scale of the post process to be the same as the viewport (default: false)
  15497. */
  15498. adaptScaleToCurrentViewport: boolean;
  15499. private _camera;
  15500. private _scene;
  15501. private _engine;
  15502. private _options;
  15503. private _reusable;
  15504. private _textureType;
  15505. /**
  15506. * Smart array of input and output textures for the post process.
  15507. * @hidden
  15508. */
  15509. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15510. /**
  15511. * The index in _textures that corresponds to the output texture.
  15512. * @hidden
  15513. */
  15514. _currentRenderTextureInd: number;
  15515. private _effect;
  15516. private _samplers;
  15517. private _fragmentUrl;
  15518. private _vertexUrl;
  15519. private _parameters;
  15520. private _scaleRatio;
  15521. protected _indexParameters: any;
  15522. private _shareOutputWithPostProcess;
  15523. private _texelSize;
  15524. private _forcedOutputTexture;
  15525. /**
  15526. * Returns the fragment url or shader name used in the post process.
  15527. * @returns the fragment url or name in the shader store.
  15528. */
  15529. getEffectName(): string;
  15530. /**
  15531. * An event triggered when the postprocess is activated.
  15532. */
  15533. onActivateObservable: Observable<Camera>;
  15534. private _onActivateObserver;
  15535. /**
  15536. * A function that is added to the onActivateObservable
  15537. */
  15538. onActivate: Nullable<(camera: Camera) => void>;
  15539. /**
  15540. * An event triggered when the postprocess changes its size.
  15541. */
  15542. onSizeChangedObservable: Observable<PostProcess>;
  15543. private _onSizeChangedObserver;
  15544. /**
  15545. * A function that is added to the onSizeChangedObservable
  15546. */
  15547. onSizeChanged: (postProcess: PostProcess) => void;
  15548. /**
  15549. * An event triggered when the postprocess applies its effect.
  15550. */
  15551. onApplyObservable: Observable<Effect>;
  15552. private _onApplyObserver;
  15553. /**
  15554. * A function that is added to the onApplyObservable
  15555. */
  15556. onApply: (effect: Effect) => void;
  15557. /**
  15558. * An event triggered before rendering the postprocess
  15559. */
  15560. onBeforeRenderObservable: Observable<Effect>;
  15561. private _onBeforeRenderObserver;
  15562. /**
  15563. * A function that is added to the onBeforeRenderObservable
  15564. */
  15565. onBeforeRender: (effect: Effect) => void;
  15566. /**
  15567. * An event triggered after rendering the postprocess
  15568. */
  15569. onAfterRenderObservable: Observable<Effect>;
  15570. private _onAfterRenderObserver;
  15571. /**
  15572. * A function that is added to the onAfterRenderObservable
  15573. */
  15574. onAfterRender: (efect: Effect) => void;
  15575. /**
  15576. * 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
  15577. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15578. */
  15579. inputTexture: InternalTexture;
  15580. /**
  15581. * Gets the camera which post process is applied to.
  15582. * @returns The camera the post process is applied to.
  15583. */
  15584. getCamera(): Camera;
  15585. /**
  15586. * Gets the texel size of the postprocess.
  15587. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15588. */
  15589. readonly texelSize: Vector2;
  15590. /**
  15591. * Creates a new instance PostProcess
  15592. * @param name The name of the PostProcess.
  15593. * @param fragmentUrl The url of the fragment shader to be used.
  15594. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15595. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15596. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15597. * @param camera The camera to apply the render pass to.
  15598. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15599. * @param engine The engine which the post process will be applied. (default: current engine)
  15600. * @param reusable If the post process can be reused on the same frame. (default: false)
  15601. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15602. * @param textureType Type of textures used when performing the post process. (default: 0)
  15603. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15604. * @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
  15605. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15606. */
  15607. constructor(
  15608. /** Name of the PostProcess. */
  15609. 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);
  15610. /**
  15611. * Gets a string idenfifying the name of the class
  15612. * @returns "PostProcess" string
  15613. */
  15614. getClassName(): string;
  15615. /**
  15616. * Gets the engine which this post process belongs to.
  15617. * @returns The engine the post process was enabled with.
  15618. */
  15619. getEngine(): Engine;
  15620. /**
  15621. * The effect that is created when initializing the post process.
  15622. * @returns The created effect corresponding the the postprocess.
  15623. */
  15624. getEffect(): Effect;
  15625. /**
  15626. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15627. * @param postProcess The post process to share the output with.
  15628. * @returns This post process.
  15629. */
  15630. shareOutputWith(postProcess: PostProcess): PostProcess;
  15631. /**
  15632. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15633. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15634. */
  15635. useOwnOutput(): void;
  15636. /**
  15637. * Updates the effect with the current post process compile time values and recompiles the shader.
  15638. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15639. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15640. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15641. * @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
  15642. * @param onCompiled Called when the shader has been compiled.
  15643. * @param onError Called if there is an error when compiling a shader.
  15644. */
  15645. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15646. /**
  15647. * The post process is reusable if it can be used multiple times within one frame.
  15648. * @returns If the post process is reusable
  15649. */
  15650. isReusable(): boolean;
  15651. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15652. markTextureDirty(): void;
  15653. /**
  15654. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15655. * 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.
  15656. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15657. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15658. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15659. * @returns The target texture that was bound to be written to.
  15660. */
  15661. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15662. /**
  15663. * If the post process is supported.
  15664. */
  15665. readonly isSupported: boolean;
  15666. /**
  15667. * The aspect ratio of the output texture.
  15668. */
  15669. readonly aspectRatio: number;
  15670. /**
  15671. * Get a value indicating if the post-process is ready to be used
  15672. * @returns true if the post-process is ready (shader is compiled)
  15673. */
  15674. isReady(): boolean;
  15675. /**
  15676. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15677. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15678. */
  15679. apply(): Nullable<Effect>;
  15680. private _disposeTextures;
  15681. /**
  15682. * Disposes the post process.
  15683. * @param camera The camera to dispose the post process on.
  15684. */
  15685. dispose(camera?: Camera): void;
  15686. }
  15687. }
  15688. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15689. /** @hidden */
  15690. export var kernelBlurVaryingDeclaration: {
  15691. name: string;
  15692. shader: string;
  15693. };
  15694. }
  15695. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15696. /** @hidden */
  15697. export var kernelBlurFragment: {
  15698. name: string;
  15699. shader: string;
  15700. };
  15701. }
  15702. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15703. /** @hidden */
  15704. export var kernelBlurFragment2: {
  15705. name: string;
  15706. shader: string;
  15707. };
  15708. }
  15709. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15710. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15711. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15712. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15713. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15714. /** @hidden */
  15715. export var kernelBlurPixelShader: {
  15716. name: string;
  15717. shader: string;
  15718. };
  15719. }
  15720. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15721. /** @hidden */
  15722. export var kernelBlurVertex: {
  15723. name: string;
  15724. shader: string;
  15725. };
  15726. }
  15727. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15728. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15729. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  15730. /** @hidden */
  15731. export var kernelBlurVertexShader: {
  15732. name: string;
  15733. shader: string;
  15734. };
  15735. }
  15736. declare module "babylonjs/PostProcesses/blurPostProcess" {
  15737. import { Vector2 } from "babylonjs/Maths/math.vector";
  15738. import { Nullable } from "babylonjs/types";
  15739. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  15740. import { Camera } from "babylonjs/Cameras/camera";
  15741. import { Effect } from "babylonjs/Materials/effect";
  15742. import { Engine } from "babylonjs/Engines/engine";
  15743. import "babylonjs/Shaders/kernelBlur.fragment";
  15744. import "babylonjs/Shaders/kernelBlur.vertex";
  15745. /**
  15746. * The Blur Post Process which blurs an image based on a kernel and direction.
  15747. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  15748. */
  15749. export class BlurPostProcess extends PostProcess {
  15750. /** The direction in which to blur the image. */
  15751. direction: Vector2;
  15752. private blockCompilation;
  15753. protected _kernel: number;
  15754. protected _idealKernel: number;
  15755. protected _packedFloat: boolean;
  15756. private _staticDefines;
  15757. /**
  15758. * Sets the length in pixels of the blur sample region
  15759. */
  15760. /**
  15761. * Gets the length in pixels of the blur sample region
  15762. */
  15763. kernel: number;
  15764. /**
  15765. * Sets wether or not the blur needs to unpack/repack floats
  15766. */
  15767. /**
  15768. * Gets wether or not the blur is unpacking/repacking floats
  15769. */
  15770. packedFloat: boolean;
  15771. /**
  15772. * Creates a new instance BlurPostProcess
  15773. * @param name The name of the effect.
  15774. * @param direction The direction in which to blur the image.
  15775. * @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.
  15776. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15777. * @param camera The camera to apply the render pass to.
  15778. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15779. * @param engine The engine which the post process will be applied. (default: current engine)
  15780. * @param reusable If the post process can be reused on the same frame. (default: false)
  15781. * @param textureType Type of textures used when performing the post process. (default: 0)
  15782. * @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)
  15783. */
  15784. constructor(name: string,
  15785. /** The direction in which to blur the image. */
  15786. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  15787. /**
  15788. * Updates the effect with the current post process compile time values and recompiles the shader.
  15789. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15790. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15791. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15792. * @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
  15793. * @param onCompiled Called when the shader has been compiled.
  15794. * @param onError Called if there is an error when compiling a shader.
  15795. */
  15796. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15797. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15798. /**
  15799. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  15800. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  15801. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  15802. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  15803. * The gaps between physical kernels are compensated for in the weighting of the samples
  15804. * @param idealKernel Ideal blur kernel.
  15805. * @return Nearest best kernel.
  15806. */
  15807. protected _nearestBestKernel(idealKernel: number): number;
  15808. /**
  15809. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  15810. * @param x The point on the Gaussian distribution to sample.
  15811. * @return the value of the Gaussian function at x.
  15812. */
  15813. protected _gaussianWeight(x: number): number;
  15814. /**
  15815. * Generates a string that can be used as a floating point number in GLSL.
  15816. * @param x Value to print.
  15817. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  15818. * @return GLSL float string.
  15819. */
  15820. protected _glslFloat(x: number, decimalFigures?: number): string;
  15821. }
  15822. }
  15823. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  15824. import { Scene } from "babylonjs/scene";
  15825. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15826. import { Plane } from "babylonjs/Maths/math.plane";
  15827. /**
  15828. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15829. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15830. * You can then easily use it as a reflectionTexture on a flat surface.
  15831. * In case the surface is not a plane, please consider relying on reflection probes.
  15832. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15833. */
  15834. export class MirrorTexture extends RenderTargetTexture {
  15835. private scene;
  15836. /**
  15837. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  15838. * 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.
  15839. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15840. */
  15841. mirrorPlane: Plane;
  15842. /**
  15843. * Define the blur ratio used to blur the reflection if needed.
  15844. */
  15845. blurRatio: number;
  15846. /**
  15847. * Define the adaptive blur kernel used to blur the reflection if needed.
  15848. * This will autocompute the closest best match for the `blurKernel`
  15849. */
  15850. adaptiveBlurKernel: number;
  15851. /**
  15852. * Define the blur kernel used to blur the reflection if needed.
  15853. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15854. */
  15855. blurKernel: number;
  15856. /**
  15857. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  15858. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15859. */
  15860. blurKernelX: number;
  15861. /**
  15862. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  15863. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15864. */
  15865. blurKernelY: number;
  15866. private _autoComputeBlurKernel;
  15867. protected _onRatioRescale(): void;
  15868. private _updateGammaSpace;
  15869. private _imageProcessingConfigChangeObserver;
  15870. private _transformMatrix;
  15871. private _mirrorMatrix;
  15872. private _savedViewMatrix;
  15873. private _blurX;
  15874. private _blurY;
  15875. private _adaptiveBlurKernel;
  15876. private _blurKernelX;
  15877. private _blurKernelY;
  15878. private _blurRatio;
  15879. /**
  15880. * Instantiates a Mirror Texture.
  15881. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15882. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15883. * You can then easily use it as a reflectionTexture on a flat surface.
  15884. * In case the surface is not a plane, please consider relying on reflection probes.
  15885. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15886. * @param name
  15887. * @param size
  15888. * @param scene
  15889. * @param generateMipMaps
  15890. * @param type
  15891. * @param samplingMode
  15892. * @param generateDepthBuffer
  15893. */
  15894. constructor(name: string, size: number | {
  15895. width: number;
  15896. height: number;
  15897. } | {
  15898. ratio: number;
  15899. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  15900. private _preparePostProcesses;
  15901. /**
  15902. * Clone the mirror texture.
  15903. * @returns the cloned texture
  15904. */
  15905. clone(): MirrorTexture;
  15906. /**
  15907. * Serialize the texture to a JSON representation you could use in Parse later on
  15908. * @returns the serialized JSON representation
  15909. */
  15910. serialize(): any;
  15911. /**
  15912. * Dispose the texture and release its associated resources.
  15913. */
  15914. dispose(): void;
  15915. }
  15916. }
  15917. declare module "babylonjs/Materials/Textures/texture" {
  15918. import { Observable } from "babylonjs/Misc/observable";
  15919. import { Nullable } from "babylonjs/types";
  15920. import { Scene } from "babylonjs/scene";
  15921. import { Matrix } from "babylonjs/Maths/math.vector";
  15922. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  15923. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15924. import { Engine } from "babylonjs/Engines/engine";
  15925. /**
  15926. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  15927. * @see http://doc.babylonjs.com/babylon101/materials#texture
  15928. */
  15929. export class Texture extends BaseTexture {
  15930. /**
  15931. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  15932. */
  15933. static SerializeBuffers: boolean;
  15934. /** @hidden */
  15935. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  15936. /** @hidden */
  15937. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  15938. /** @hidden */
  15939. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  15940. /** nearest is mag = nearest and min = nearest and mip = linear */
  15941. static readonly NEAREST_SAMPLINGMODE: number;
  15942. /** nearest is mag = nearest and min = nearest and mip = linear */
  15943. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  15944. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15945. static readonly BILINEAR_SAMPLINGMODE: number;
  15946. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15947. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  15948. /** Trilinear is mag = linear and min = linear and mip = linear */
  15949. static readonly TRILINEAR_SAMPLINGMODE: number;
  15950. /** Trilinear is mag = linear and min = linear and mip = linear */
  15951. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  15952. /** mag = nearest and min = nearest and mip = nearest */
  15953. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  15954. /** mag = nearest and min = linear and mip = nearest */
  15955. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  15956. /** mag = nearest and min = linear and mip = linear */
  15957. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  15958. /** mag = nearest and min = linear and mip = none */
  15959. static readonly NEAREST_LINEAR: number;
  15960. /** mag = nearest and min = nearest and mip = none */
  15961. static readonly NEAREST_NEAREST: number;
  15962. /** mag = linear and min = nearest and mip = nearest */
  15963. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  15964. /** mag = linear and min = nearest and mip = linear */
  15965. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  15966. /** mag = linear and min = linear and mip = none */
  15967. static readonly LINEAR_LINEAR: number;
  15968. /** mag = linear and min = nearest and mip = none */
  15969. static readonly LINEAR_NEAREST: number;
  15970. /** Explicit coordinates mode */
  15971. static readonly EXPLICIT_MODE: number;
  15972. /** Spherical coordinates mode */
  15973. static readonly SPHERICAL_MODE: number;
  15974. /** Planar coordinates mode */
  15975. static readonly PLANAR_MODE: number;
  15976. /** Cubic coordinates mode */
  15977. static readonly CUBIC_MODE: number;
  15978. /** Projection coordinates mode */
  15979. static readonly PROJECTION_MODE: number;
  15980. /** Inverse Cubic coordinates mode */
  15981. static readonly SKYBOX_MODE: number;
  15982. /** Inverse Cubic coordinates mode */
  15983. static readonly INVCUBIC_MODE: number;
  15984. /** Equirectangular coordinates mode */
  15985. static readonly EQUIRECTANGULAR_MODE: number;
  15986. /** Equirectangular Fixed coordinates mode */
  15987. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  15988. /** Equirectangular Fixed Mirrored coordinates mode */
  15989. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  15990. /** Texture is not repeating outside of 0..1 UVs */
  15991. static readonly CLAMP_ADDRESSMODE: number;
  15992. /** Texture is repeating outside of 0..1 UVs */
  15993. static readonly WRAP_ADDRESSMODE: number;
  15994. /** Texture is repeating and mirrored */
  15995. static readonly MIRROR_ADDRESSMODE: number;
  15996. /**
  15997. * 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
  15998. */
  15999. static UseSerializedUrlIfAny: boolean;
  16000. /**
  16001. * Define the url of the texture.
  16002. */
  16003. url: Nullable<string>;
  16004. /**
  16005. * Define an offset on the texture to offset the u coordinates of the UVs
  16006. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16007. */
  16008. uOffset: number;
  16009. /**
  16010. * Define an offset on the texture to offset the v coordinates of the UVs
  16011. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16012. */
  16013. vOffset: number;
  16014. /**
  16015. * Define an offset on the texture to scale the u coordinates of the UVs
  16016. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16017. */
  16018. uScale: number;
  16019. /**
  16020. * Define an offset on the texture to scale the v coordinates of the UVs
  16021. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16022. */
  16023. vScale: number;
  16024. /**
  16025. * Define an offset on the texture to rotate around the u coordinates of the UVs
  16026. * @see http://doc.babylonjs.com/how_to/more_materials
  16027. */
  16028. uAng: number;
  16029. /**
  16030. * Define an offset on the texture to rotate around the v coordinates of the UVs
  16031. * @see http://doc.babylonjs.com/how_to/more_materials
  16032. */
  16033. vAng: number;
  16034. /**
  16035. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  16036. * @see http://doc.babylonjs.com/how_to/more_materials
  16037. */
  16038. wAng: number;
  16039. /**
  16040. * Defines the center of rotation (U)
  16041. */
  16042. uRotationCenter: number;
  16043. /**
  16044. * Defines the center of rotation (V)
  16045. */
  16046. vRotationCenter: number;
  16047. /**
  16048. * Defines the center of rotation (W)
  16049. */
  16050. wRotationCenter: number;
  16051. /**
  16052. * Are mip maps generated for this texture or not.
  16053. */
  16054. readonly noMipmap: boolean;
  16055. /**
  16056. * List of inspectable custom properties (used by the Inspector)
  16057. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  16058. */
  16059. inspectableCustomProperties: Nullable<IInspectable[]>;
  16060. private _noMipmap;
  16061. /** @hidden */
  16062. _invertY: boolean;
  16063. private _rowGenerationMatrix;
  16064. private _cachedTextureMatrix;
  16065. private _projectionModeMatrix;
  16066. private _t0;
  16067. private _t1;
  16068. private _t2;
  16069. private _cachedUOffset;
  16070. private _cachedVOffset;
  16071. private _cachedUScale;
  16072. private _cachedVScale;
  16073. private _cachedUAng;
  16074. private _cachedVAng;
  16075. private _cachedWAng;
  16076. private _cachedProjectionMatrixId;
  16077. private _cachedCoordinatesMode;
  16078. /** @hidden */
  16079. protected _initialSamplingMode: number;
  16080. /** @hidden */
  16081. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  16082. private _deleteBuffer;
  16083. protected _format: Nullable<number>;
  16084. private _delayedOnLoad;
  16085. private _delayedOnError;
  16086. /**
  16087. * Observable triggered once the texture has been loaded.
  16088. */
  16089. onLoadObservable: Observable<Texture>;
  16090. protected _isBlocking: boolean;
  16091. /**
  16092. * Is the texture preventing material to render while loading.
  16093. * If false, a default texture will be used instead of the loading one during the preparation step.
  16094. */
  16095. isBlocking: boolean;
  16096. /**
  16097. * Get the current sampling mode associated with the texture.
  16098. */
  16099. readonly samplingMode: number;
  16100. /**
  16101. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16102. */
  16103. readonly invertY: boolean;
  16104. /**
  16105. * Instantiates a new texture.
  16106. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16107. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16108. * @param url define the url of the picture to load as a texture
  16109. * @param scene define the scene or engine the texture will belong to
  16110. * @param noMipmap define if the texture will require mip maps or not
  16111. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16112. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16113. * @param onLoad define a callback triggered when the texture has been loaded
  16114. * @param onError define a callback triggered when an error occurred during the loading session
  16115. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16116. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16117. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16118. */
  16119. 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 | ArrayBufferView | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  16120. /**
  16121. * Update the url (and optional buffer) of this texture if url was null during construction.
  16122. * @param url the url of the texture
  16123. * @param buffer the buffer of the texture (defaults to null)
  16124. * @param onLoad callback called when the texture is loaded (defaults to null)
  16125. */
  16126. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16127. /**
  16128. * Finish the loading sequence of a texture flagged as delayed load.
  16129. * @hidden
  16130. */
  16131. delayLoad(): void;
  16132. private _prepareRowForTextureGeneration;
  16133. /**
  16134. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16135. * @returns the transform matrix of the texture.
  16136. */
  16137. getTextureMatrix(): Matrix;
  16138. /**
  16139. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16140. * @returns The reflection texture transform
  16141. */
  16142. getReflectionTextureMatrix(): Matrix;
  16143. /**
  16144. * Clones the texture.
  16145. * @returns the cloned texture
  16146. */
  16147. clone(): Texture;
  16148. /**
  16149. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16150. * @returns The JSON representation of the texture
  16151. */
  16152. serialize(): any;
  16153. /**
  16154. * Get the current class name of the texture useful for serialization or dynamic coding.
  16155. * @returns "Texture"
  16156. */
  16157. getClassName(): string;
  16158. /**
  16159. * Dispose the texture and release its associated resources.
  16160. */
  16161. dispose(): void;
  16162. /**
  16163. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16164. * @param parsedTexture Define the JSON representation of the texture
  16165. * @param scene Define the scene the parsed texture should be instantiated in
  16166. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16167. * @returns The parsed texture if successful
  16168. */
  16169. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16170. /**
  16171. * Creates a texture from its base 64 representation.
  16172. * @param data Define the base64 payload without the data: prefix
  16173. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16174. * @param scene Define the scene the texture should belong to
  16175. * @param noMipmap Forces the texture to not create mip map information if true
  16176. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16177. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16178. * @param onLoad define a callback triggered when the texture has been loaded
  16179. * @param onError define a callback triggered when an error occurred during the loading session
  16180. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16181. * @returns the created texture
  16182. */
  16183. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16184. /**
  16185. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16186. * @param data Define the base64 payload without the data: prefix
  16187. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16188. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16189. * @param scene Define the scene the texture should belong to
  16190. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16191. * @param noMipmap Forces the texture to not create mip map information if true
  16192. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16193. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16194. * @param onLoad define a callback triggered when the texture has been loaded
  16195. * @param onError define a callback triggered when an error occurred during the loading session
  16196. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16197. * @returns the created texture
  16198. */
  16199. 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;
  16200. }
  16201. }
  16202. declare module "babylonjs/PostProcesses/postProcessManager" {
  16203. import { Nullable } from "babylonjs/types";
  16204. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16205. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16206. import { Scene } from "babylonjs/scene";
  16207. /**
  16208. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16209. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16210. */
  16211. export class PostProcessManager {
  16212. private _scene;
  16213. private _indexBuffer;
  16214. private _vertexBuffers;
  16215. /**
  16216. * Creates a new instance PostProcess
  16217. * @param scene The scene that the post process is associated with.
  16218. */
  16219. constructor(scene: Scene);
  16220. private _prepareBuffers;
  16221. private _buildIndexBuffer;
  16222. /**
  16223. * Rebuilds the vertex buffers of the manager.
  16224. * @hidden
  16225. */
  16226. _rebuild(): void;
  16227. /**
  16228. * Prepares a frame to be run through a post process.
  16229. * @param sourceTexture The input texture to the post procesess. (default: null)
  16230. * @param postProcesses An array of post processes to be run. (default: null)
  16231. * @returns True if the post processes were able to be run.
  16232. * @hidden
  16233. */
  16234. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16235. /**
  16236. * Manually render a set of post processes to a texture.
  16237. * @param postProcesses An array of post processes to be run.
  16238. * @param targetTexture The target texture to render to.
  16239. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16240. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16241. * @param lodLevel defines which lod of the texture to render to
  16242. */
  16243. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16244. /**
  16245. * Finalize the result of the output of the postprocesses.
  16246. * @param doNotPresent If true the result will not be displayed to the screen.
  16247. * @param targetTexture The target texture to render to.
  16248. * @param faceIndex The index of the face to bind the target texture to.
  16249. * @param postProcesses The array of post processes to render.
  16250. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16251. * @hidden
  16252. */
  16253. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16254. /**
  16255. * Disposes of the post process manager.
  16256. */
  16257. dispose(): void;
  16258. }
  16259. }
  16260. declare module "babylonjs/Misc/gradients" {
  16261. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16262. /** Interface used by value gradients (color, factor, ...) */
  16263. export interface IValueGradient {
  16264. /**
  16265. * Gets or sets the gradient value (between 0 and 1)
  16266. */
  16267. gradient: number;
  16268. }
  16269. /** Class used to store color4 gradient */
  16270. export class ColorGradient implements IValueGradient {
  16271. /**
  16272. * Gets or sets the gradient value (between 0 and 1)
  16273. */
  16274. gradient: number;
  16275. /**
  16276. * Gets or sets first associated color
  16277. */
  16278. color1: Color4;
  16279. /**
  16280. * Gets or sets second associated color
  16281. */
  16282. color2?: Color4;
  16283. /**
  16284. * Will get a color picked randomly between color1 and color2.
  16285. * If color2 is undefined then color1 will be used
  16286. * @param result defines the target Color4 to store the result in
  16287. */
  16288. getColorToRef(result: Color4): void;
  16289. }
  16290. /** Class used to store color 3 gradient */
  16291. export class Color3Gradient implements IValueGradient {
  16292. /**
  16293. * Gets or sets the gradient value (between 0 and 1)
  16294. */
  16295. gradient: number;
  16296. /**
  16297. * Gets or sets the associated color
  16298. */
  16299. color: Color3;
  16300. }
  16301. /** Class used to store factor gradient */
  16302. export class FactorGradient implements IValueGradient {
  16303. /**
  16304. * Gets or sets the gradient value (between 0 and 1)
  16305. */
  16306. gradient: number;
  16307. /**
  16308. * Gets or sets first associated factor
  16309. */
  16310. factor1: number;
  16311. /**
  16312. * Gets or sets second associated factor
  16313. */
  16314. factor2?: number;
  16315. /**
  16316. * Will get a number picked randomly between factor1 and factor2.
  16317. * If factor2 is undefined then factor1 will be used
  16318. * @returns the picked number
  16319. */
  16320. getFactor(): number;
  16321. }
  16322. /**
  16323. * Helper used to simplify some generic gradient tasks
  16324. */
  16325. export class GradientHelper {
  16326. /**
  16327. * Gets the current gradient from an array of IValueGradient
  16328. * @param ratio defines the current ratio to get
  16329. * @param gradients defines the array of IValueGradient
  16330. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16331. */
  16332. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16333. }
  16334. }
  16335. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16336. import { Scene } from "babylonjs/scene";
  16337. import { ISceneComponent } from "babylonjs/sceneComponent";
  16338. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16339. module "babylonjs/abstractScene" {
  16340. interface AbstractScene {
  16341. /**
  16342. * The list of procedural textures added to the scene
  16343. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16344. */
  16345. proceduralTextures: Array<ProceduralTexture>;
  16346. }
  16347. }
  16348. /**
  16349. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16350. * in a given scene.
  16351. */
  16352. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16353. /**
  16354. * The component name helpfull to identify the component in the list of scene components.
  16355. */
  16356. readonly name: string;
  16357. /**
  16358. * The scene the component belongs to.
  16359. */
  16360. scene: Scene;
  16361. /**
  16362. * Creates a new instance of the component for the given scene
  16363. * @param scene Defines the scene to register the component in
  16364. */
  16365. constructor(scene: Scene);
  16366. /**
  16367. * Registers the component in a given scene
  16368. */
  16369. register(): void;
  16370. /**
  16371. * Rebuilds the elements related to this component in case of
  16372. * context lost for instance.
  16373. */
  16374. rebuild(): void;
  16375. /**
  16376. * Disposes the component and the associated ressources.
  16377. */
  16378. dispose(): void;
  16379. private _beforeClear;
  16380. }
  16381. }
  16382. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  16383. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16384. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16385. module "babylonjs/Engines/engine" {
  16386. interface Engine {
  16387. /**
  16388. * Creates a new render target cube texture
  16389. * @param size defines the size of the texture
  16390. * @param options defines the options used to create the texture
  16391. * @returns a new render target cube texture stored in an InternalTexture
  16392. */
  16393. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16394. }
  16395. }
  16396. }
  16397. declare module "babylonjs/Shaders/procedural.vertex" {
  16398. /** @hidden */
  16399. export var proceduralVertexShader: {
  16400. name: string;
  16401. shader: string;
  16402. };
  16403. }
  16404. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16405. import { Observable } from "babylonjs/Misc/observable";
  16406. import { Nullable } from "babylonjs/types";
  16407. import { Scene } from "babylonjs/scene";
  16408. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16409. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16410. import { Effect } from "babylonjs/Materials/effect";
  16411. import { Texture } from "babylonjs/Materials/Textures/texture";
  16412. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16413. import "babylonjs/Shaders/procedural.vertex";
  16414. /**
  16415. * 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.
  16416. * This is the base class of any Procedural texture and contains most of the shareable code.
  16417. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16418. */
  16419. export class ProceduralTexture extends Texture {
  16420. isCube: boolean;
  16421. /**
  16422. * Define if the texture is enabled or not (disabled texture will not render)
  16423. */
  16424. isEnabled: boolean;
  16425. /**
  16426. * Define if the texture must be cleared before rendering (default is true)
  16427. */
  16428. autoClear: boolean;
  16429. /**
  16430. * Callback called when the texture is generated
  16431. */
  16432. onGenerated: () => void;
  16433. /**
  16434. * Event raised when the texture is generated
  16435. */
  16436. onGeneratedObservable: Observable<ProceduralTexture>;
  16437. /** @hidden */
  16438. _generateMipMaps: boolean;
  16439. /** @hidden **/
  16440. _effect: Effect;
  16441. /** @hidden */
  16442. _textures: {
  16443. [key: string]: Texture;
  16444. };
  16445. private _size;
  16446. private _currentRefreshId;
  16447. private _refreshRate;
  16448. private _vertexBuffers;
  16449. private _indexBuffer;
  16450. private _uniforms;
  16451. private _samplers;
  16452. private _fragment;
  16453. private _floats;
  16454. private _ints;
  16455. private _floatsArrays;
  16456. private _colors3;
  16457. private _colors4;
  16458. private _vectors2;
  16459. private _vectors3;
  16460. private _matrices;
  16461. private _fallbackTexture;
  16462. private _fallbackTextureUsed;
  16463. private _engine;
  16464. private _cachedDefines;
  16465. private _contentUpdateId;
  16466. private _contentData;
  16467. /**
  16468. * Instantiates a new procedural texture.
  16469. * 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.
  16470. * This is the base class of any Procedural texture and contains most of the shareable code.
  16471. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16472. * @param name Define the name of the texture
  16473. * @param size Define the size of the texture to create
  16474. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16475. * @param scene Define the scene the texture belongs to
  16476. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16477. * @param generateMipMaps Define if the texture should creates mip maps or not
  16478. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16479. */
  16480. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16481. /**
  16482. * The effect that is created when initializing the post process.
  16483. * @returns The created effect corresponding the the postprocess.
  16484. */
  16485. getEffect(): Effect;
  16486. /**
  16487. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16488. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16489. */
  16490. getContent(): Nullable<ArrayBufferView>;
  16491. private _createIndexBuffer;
  16492. /** @hidden */
  16493. _rebuild(): void;
  16494. /**
  16495. * Resets the texture in order to recreate its associated resources.
  16496. * This can be called in case of context loss
  16497. */
  16498. reset(): void;
  16499. protected _getDefines(): string;
  16500. /**
  16501. * Is the texture ready to be used ? (rendered at least once)
  16502. * @returns true if ready, otherwise, false.
  16503. */
  16504. isReady(): boolean;
  16505. /**
  16506. * Resets the refresh counter of the texture and start bak from scratch.
  16507. * Could be useful to regenerate the texture if it is setup to render only once.
  16508. */
  16509. resetRefreshCounter(): void;
  16510. /**
  16511. * Set the fragment shader to use in order to render the texture.
  16512. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16513. */
  16514. setFragment(fragment: any): void;
  16515. /**
  16516. * Define the refresh rate of the texture or the rendering frequency.
  16517. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16518. */
  16519. refreshRate: number;
  16520. /** @hidden */
  16521. _shouldRender(): boolean;
  16522. /**
  16523. * Get the size the texture is rendering at.
  16524. * @returns the size (texture is always squared)
  16525. */
  16526. getRenderSize(): number;
  16527. /**
  16528. * Resize the texture to new value.
  16529. * @param size Define the new size the texture should have
  16530. * @param generateMipMaps Define whether the new texture should create mip maps
  16531. */
  16532. resize(size: number, generateMipMaps: boolean): void;
  16533. private _checkUniform;
  16534. /**
  16535. * Set a texture in the shader program used to render.
  16536. * @param name Define the name of the uniform samplers as defined in the shader
  16537. * @param texture Define the texture to bind to this sampler
  16538. * @return the texture itself allowing "fluent" like uniform updates
  16539. */
  16540. setTexture(name: string, texture: Texture): ProceduralTexture;
  16541. /**
  16542. * Set a float in the shader.
  16543. * @param name Define the name of the uniform as defined in the shader
  16544. * @param value Define the value to give to the uniform
  16545. * @return the texture itself allowing "fluent" like uniform updates
  16546. */
  16547. setFloat(name: string, value: number): ProceduralTexture;
  16548. /**
  16549. * Set a int in the shader.
  16550. * @param name Define the name of the uniform as defined in the shader
  16551. * @param value Define the value to give to the uniform
  16552. * @return the texture itself allowing "fluent" like uniform updates
  16553. */
  16554. setInt(name: string, value: number): ProceduralTexture;
  16555. /**
  16556. * Set an array of floats in the shader.
  16557. * @param name Define the name of the uniform as defined in the shader
  16558. * @param value Define the value to give to the uniform
  16559. * @return the texture itself allowing "fluent" like uniform updates
  16560. */
  16561. setFloats(name: string, value: number[]): ProceduralTexture;
  16562. /**
  16563. * Set a vec3 in the shader from a Color3.
  16564. * @param name Define the name of the uniform as defined in the shader
  16565. * @param value Define the value to give to the uniform
  16566. * @return the texture itself allowing "fluent" like uniform updates
  16567. */
  16568. setColor3(name: string, value: Color3): ProceduralTexture;
  16569. /**
  16570. * Set a vec4 in the shader from a Color4.
  16571. * @param name Define the name of the uniform as defined in the shader
  16572. * @param value Define the value to give to the uniform
  16573. * @return the texture itself allowing "fluent" like uniform updates
  16574. */
  16575. setColor4(name: string, value: Color4): ProceduralTexture;
  16576. /**
  16577. * Set a vec2 in the shader from a Vector2.
  16578. * @param name Define the name of the uniform as defined in the shader
  16579. * @param value Define the value to give to the uniform
  16580. * @return the texture itself allowing "fluent" like uniform updates
  16581. */
  16582. setVector2(name: string, value: Vector2): ProceduralTexture;
  16583. /**
  16584. * Set a vec3 in the shader from a Vector3.
  16585. * @param name Define the name of the uniform as defined in the shader
  16586. * @param value Define the value to give to the uniform
  16587. * @return the texture itself allowing "fluent" like uniform updates
  16588. */
  16589. setVector3(name: string, value: Vector3): ProceduralTexture;
  16590. /**
  16591. * Set a mat4 in the shader from a MAtrix.
  16592. * @param name Define the name of the uniform as defined in the shader
  16593. * @param value Define the value to give to the uniform
  16594. * @return the texture itself allowing "fluent" like uniform updates
  16595. */
  16596. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16597. /**
  16598. * Render the texture to its associated render target.
  16599. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16600. */
  16601. render(useCameraPostProcess?: boolean): void;
  16602. /**
  16603. * Clone the texture.
  16604. * @returns the cloned texture
  16605. */
  16606. clone(): ProceduralTexture;
  16607. /**
  16608. * Dispose the texture and release its asoociated resources.
  16609. */
  16610. dispose(): void;
  16611. }
  16612. }
  16613. declare module "babylonjs/Particles/baseParticleSystem" {
  16614. import { Nullable } from "babylonjs/types";
  16615. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  16616. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  16617. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  16618. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16619. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  16620. import { Scene } from "babylonjs/scene";
  16621. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  16622. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  16623. import { Texture } from "babylonjs/Materials/Textures/texture";
  16624. import { Color4 } from "babylonjs/Maths/math.color";
  16625. import { Animation } from "babylonjs/Animations/animation";
  16626. /**
  16627. * This represents the base class for particle system in Babylon.
  16628. * 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.
  16629. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16630. * @example https://doc.babylonjs.com/babylon101/particles
  16631. */
  16632. export class BaseParticleSystem {
  16633. /**
  16634. * Source color is added to the destination color without alpha affecting the result
  16635. */
  16636. static BLENDMODE_ONEONE: number;
  16637. /**
  16638. * Blend current color and particle color using particle’s alpha
  16639. */
  16640. static BLENDMODE_STANDARD: number;
  16641. /**
  16642. * Add current color and particle color multiplied by particle’s alpha
  16643. */
  16644. static BLENDMODE_ADD: number;
  16645. /**
  16646. * Multiply current color with particle color
  16647. */
  16648. static BLENDMODE_MULTIPLY: number;
  16649. /**
  16650. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  16651. */
  16652. static BLENDMODE_MULTIPLYADD: number;
  16653. /**
  16654. * List of animations used by the particle system.
  16655. */
  16656. animations: Animation[];
  16657. /**
  16658. * The id of the Particle system.
  16659. */
  16660. id: string;
  16661. /**
  16662. * The friendly name of the Particle system.
  16663. */
  16664. name: string;
  16665. /**
  16666. * The rendering group used by the Particle system to chose when to render.
  16667. */
  16668. renderingGroupId: number;
  16669. /**
  16670. * The emitter represents the Mesh or position we are attaching the particle system to.
  16671. */
  16672. emitter: Nullable<AbstractMesh | Vector3>;
  16673. /**
  16674. * The maximum number of particles to emit per frame
  16675. */
  16676. emitRate: number;
  16677. /**
  16678. * If you want to launch only a few particles at once, that can be done, as well.
  16679. */
  16680. manualEmitCount: number;
  16681. /**
  16682. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  16683. */
  16684. updateSpeed: number;
  16685. /**
  16686. * The amount of time the particle system is running (depends of the overall update speed).
  16687. */
  16688. targetStopDuration: number;
  16689. /**
  16690. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  16691. */
  16692. disposeOnStop: boolean;
  16693. /**
  16694. * Minimum power of emitting particles.
  16695. */
  16696. minEmitPower: number;
  16697. /**
  16698. * Maximum power of emitting particles.
  16699. */
  16700. maxEmitPower: number;
  16701. /**
  16702. * Minimum life time of emitting particles.
  16703. */
  16704. minLifeTime: number;
  16705. /**
  16706. * Maximum life time of emitting particles.
  16707. */
  16708. maxLifeTime: number;
  16709. /**
  16710. * Minimum Size of emitting particles.
  16711. */
  16712. minSize: number;
  16713. /**
  16714. * Maximum Size of emitting particles.
  16715. */
  16716. maxSize: number;
  16717. /**
  16718. * Minimum scale of emitting particles on X axis.
  16719. */
  16720. minScaleX: number;
  16721. /**
  16722. * Maximum scale of emitting particles on X axis.
  16723. */
  16724. maxScaleX: number;
  16725. /**
  16726. * Minimum scale of emitting particles on Y axis.
  16727. */
  16728. minScaleY: number;
  16729. /**
  16730. * Maximum scale of emitting particles on Y axis.
  16731. */
  16732. maxScaleY: number;
  16733. /**
  16734. * Gets or sets the minimal initial rotation in radians.
  16735. */
  16736. minInitialRotation: number;
  16737. /**
  16738. * Gets or sets the maximal initial rotation in radians.
  16739. */
  16740. maxInitialRotation: number;
  16741. /**
  16742. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  16743. */
  16744. minAngularSpeed: number;
  16745. /**
  16746. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  16747. */
  16748. maxAngularSpeed: number;
  16749. /**
  16750. * The texture used to render each particle. (this can be a spritesheet)
  16751. */
  16752. particleTexture: Nullable<Texture>;
  16753. /**
  16754. * The layer mask we are rendering the particles through.
  16755. */
  16756. layerMask: number;
  16757. /**
  16758. * This can help using your own shader to render the particle system.
  16759. * The according effect will be created
  16760. */
  16761. customShader: any;
  16762. /**
  16763. * By default particle system starts as soon as they are created. This prevents the
  16764. * automatic start to happen and let you decide when to start emitting particles.
  16765. */
  16766. preventAutoStart: boolean;
  16767. private _noiseTexture;
  16768. /**
  16769. * Gets or sets a texture used to add random noise to particle positions
  16770. */
  16771. noiseTexture: Nullable<ProceduralTexture>;
  16772. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  16773. noiseStrength: Vector3;
  16774. /**
  16775. * Callback triggered when the particle animation is ending.
  16776. */
  16777. onAnimationEnd: Nullable<() => void>;
  16778. /**
  16779. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  16780. */
  16781. blendMode: number;
  16782. /**
  16783. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  16784. * to override the particles.
  16785. */
  16786. forceDepthWrite: boolean;
  16787. /** 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 */
  16788. preWarmCycles: number;
  16789. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  16790. preWarmStepOffset: number;
  16791. /**
  16792. * 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)
  16793. */
  16794. spriteCellChangeSpeed: number;
  16795. /**
  16796. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  16797. */
  16798. startSpriteCellID: number;
  16799. /**
  16800. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  16801. */
  16802. endSpriteCellID: number;
  16803. /**
  16804. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  16805. */
  16806. spriteCellWidth: number;
  16807. /**
  16808. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  16809. */
  16810. spriteCellHeight: number;
  16811. /**
  16812. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  16813. */
  16814. spriteRandomStartCell: boolean;
  16815. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  16816. translationPivot: Vector2;
  16817. /** @hidden */
  16818. protected _isAnimationSheetEnabled: boolean;
  16819. /**
  16820. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  16821. */
  16822. beginAnimationOnStart: boolean;
  16823. /**
  16824. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  16825. */
  16826. beginAnimationFrom: number;
  16827. /**
  16828. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  16829. */
  16830. beginAnimationTo: number;
  16831. /**
  16832. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  16833. */
  16834. beginAnimationLoop: boolean;
  16835. /**
  16836. * Gets or sets a world offset applied to all particles
  16837. */
  16838. worldOffset: Vector3;
  16839. /**
  16840. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  16841. */
  16842. isAnimationSheetEnabled: boolean;
  16843. /**
  16844. * Get hosting scene
  16845. * @returns the scene
  16846. */
  16847. getScene(): Scene;
  16848. /**
  16849. * You can use gravity if you want to give an orientation to your particles.
  16850. */
  16851. gravity: Vector3;
  16852. protected _colorGradients: Nullable<Array<ColorGradient>>;
  16853. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  16854. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  16855. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  16856. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  16857. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  16858. protected _dragGradients: Nullable<Array<FactorGradient>>;
  16859. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  16860. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  16861. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  16862. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  16863. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  16864. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  16865. /**
  16866. * Defines the delay in milliseconds before starting the system (0 by default)
  16867. */
  16868. startDelay: number;
  16869. /**
  16870. * Gets the current list of drag gradients.
  16871. * You must use addDragGradient and removeDragGradient to udpate this list
  16872. * @returns the list of drag gradients
  16873. */
  16874. getDragGradients(): Nullable<Array<FactorGradient>>;
  16875. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  16876. limitVelocityDamping: number;
  16877. /**
  16878. * Gets the current list of limit velocity gradients.
  16879. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  16880. * @returns the list of limit velocity gradients
  16881. */
  16882. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  16883. /**
  16884. * Gets the current list of color gradients.
  16885. * You must use addColorGradient and removeColorGradient to udpate this list
  16886. * @returns the list of color gradients
  16887. */
  16888. getColorGradients(): Nullable<Array<ColorGradient>>;
  16889. /**
  16890. * Gets the current list of size gradients.
  16891. * You must use addSizeGradient and removeSizeGradient to udpate this list
  16892. * @returns the list of size gradients
  16893. */
  16894. getSizeGradients(): Nullable<Array<FactorGradient>>;
  16895. /**
  16896. * Gets the current list of color remap gradients.
  16897. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  16898. * @returns the list of color remap gradients
  16899. */
  16900. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  16901. /**
  16902. * Gets the current list of alpha remap gradients.
  16903. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  16904. * @returns the list of alpha remap gradients
  16905. */
  16906. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  16907. /**
  16908. * Gets the current list of life time gradients.
  16909. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  16910. * @returns the list of life time gradients
  16911. */
  16912. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  16913. /**
  16914. * Gets the current list of angular speed gradients.
  16915. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  16916. * @returns the list of angular speed gradients
  16917. */
  16918. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  16919. /**
  16920. * Gets the current list of velocity gradients.
  16921. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  16922. * @returns the list of velocity gradients
  16923. */
  16924. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  16925. /**
  16926. * Gets the current list of start size gradients.
  16927. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  16928. * @returns the list of start size gradients
  16929. */
  16930. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  16931. /**
  16932. * Gets the current list of emit rate gradients.
  16933. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  16934. * @returns the list of emit rate gradients
  16935. */
  16936. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  16937. /**
  16938. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16939. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16940. */
  16941. direction1: Vector3;
  16942. /**
  16943. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16944. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16945. */
  16946. direction2: Vector3;
  16947. /**
  16948. * 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.
  16949. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16950. */
  16951. minEmitBox: Vector3;
  16952. /**
  16953. * 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.
  16954. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16955. */
  16956. maxEmitBox: Vector3;
  16957. /**
  16958. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16959. */
  16960. color1: Color4;
  16961. /**
  16962. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16963. */
  16964. color2: Color4;
  16965. /**
  16966. * Color the particle will have at the end of its lifetime
  16967. */
  16968. colorDead: Color4;
  16969. /**
  16970. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  16971. */
  16972. textureMask: Color4;
  16973. /**
  16974. * The particle emitter type defines the emitter used by the particle system.
  16975. * It can be for example box, sphere, or cone...
  16976. */
  16977. particleEmitterType: IParticleEmitterType;
  16978. /** @hidden */
  16979. _isSubEmitter: boolean;
  16980. /**
  16981. * Gets or sets the billboard mode to use when isBillboardBased = true.
  16982. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  16983. */
  16984. billboardMode: number;
  16985. protected _isBillboardBased: boolean;
  16986. /**
  16987. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  16988. */
  16989. isBillboardBased: boolean;
  16990. /**
  16991. * The scene the particle system belongs to.
  16992. */
  16993. protected _scene: Scene;
  16994. /**
  16995. * Local cache of defines for image processing.
  16996. */
  16997. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  16998. /**
  16999. * Default configuration related to image processing available in the standard Material.
  17000. */
  17001. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  17002. /**
  17003. * Gets the image processing configuration used either in this material.
  17004. */
  17005. /**
  17006. * Sets the Default image processing configuration used either in the this material.
  17007. *
  17008. * If sets to null, the scene one is in use.
  17009. */
  17010. imageProcessingConfiguration: ImageProcessingConfiguration;
  17011. /**
  17012. * Attaches a new image processing configuration to the Standard Material.
  17013. * @param configuration
  17014. */
  17015. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  17016. /** @hidden */
  17017. protected _reset(): void;
  17018. /** @hidden */
  17019. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  17020. /**
  17021. * Instantiates a particle system.
  17022. * 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.
  17023. * @param name The name of the particle system
  17024. */
  17025. constructor(name: string);
  17026. /**
  17027. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  17028. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17029. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17030. * @returns the emitter
  17031. */
  17032. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  17033. /**
  17034. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  17035. * @param radius The radius of the hemisphere to emit from
  17036. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17037. * @returns the emitter
  17038. */
  17039. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  17040. /**
  17041. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  17042. * @param radius The radius of the sphere to emit from
  17043. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17044. * @returns the emitter
  17045. */
  17046. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  17047. /**
  17048. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  17049. * @param radius The radius of the sphere to emit from
  17050. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  17051. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  17052. * @returns the emitter
  17053. */
  17054. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  17055. /**
  17056. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  17057. * @param radius The radius of the emission cylinder
  17058. * @param height The height of the emission cylinder
  17059. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  17060. * @param directionRandomizer How much to randomize the particle direction [0-1]
  17061. * @returns the emitter
  17062. */
  17063. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  17064. /**
  17065. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  17066. * @param radius The radius of the cylinder to emit from
  17067. * @param height The height of the emission cylinder
  17068. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17069. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  17070. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  17071. * @returns the emitter
  17072. */
  17073. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  17074. /**
  17075. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  17076. * @param radius The radius of the cone to emit from
  17077. * @param angle The base angle of the cone
  17078. * @returns the emitter
  17079. */
  17080. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  17081. /**
  17082. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17083. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17084. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17085. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17086. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17087. * @returns the emitter
  17088. */
  17089. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17090. }
  17091. }
  17092. declare module "babylonjs/Particles/subEmitter" {
  17093. import { Scene } from "babylonjs/scene";
  17094. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17095. /**
  17096. * Type of sub emitter
  17097. */
  17098. export enum SubEmitterType {
  17099. /**
  17100. * Attached to the particle over it's lifetime
  17101. */
  17102. ATTACHED = 0,
  17103. /**
  17104. * Created when the particle dies
  17105. */
  17106. END = 1
  17107. }
  17108. /**
  17109. * Sub emitter class used to emit particles from an existing particle
  17110. */
  17111. export class SubEmitter {
  17112. /**
  17113. * the particle system to be used by the sub emitter
  17114. */
  17115. particleSystem: ParticleSystem;
  17116. /**
  17117. * Type of the submitter (Default: END)
  17118. */
  17119. type: SubEmitterType;
  17120. /**
  17121. * 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)
  17122. * Note: This only is supported when using an emitter of type Mesh
  17123. */
  17124. inheritDirection: boolean;
  17125. /**
  17126. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17127. */
  17128. inheritedVelocityAmount: number;
  17129. /**
  17130. * Creates a sub emitter
  17131. * @param particleSystem the particle system to be used by the sub emitter
  17132. */
  17133. constructor(
  17134. /**
  17135. * the particle system to be used by the sub emitter
  17136. */
  17137. particleSystem: ParticleSystem);
  17138. /**
  17139. * Clones the sub emitter
  17140. * @returns the cloned sub emitter
  17141. */
  17142. clone(): SubEmitter;
  17143. /**
  17144. * Serialize current object to a JSON object
  17145. * @returns the serialized object
  17146. */
  17147. serialize(): any;
  17148. /** @hidden */
  17149. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17150. /**
  17151. * Creates a new SubEmitter from a serialized JSON version
  17152. * @param serializationObject defines the JSON object to read from
  17153. * @param scene defines the hosting scene
  17154. * @param rootUrl defines the rootUrl for data loading
  17155. * @returns a new SubEmitter
  17156. */
  17157. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17158. /** Release associated resources */
  17159. dispose(): void;
  17160. }
  17161. }
  17162. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17163. /** @hidden */
  17164. export var clipPlaneFragmentDeclaration: {
  17165. name: string;
  17166. shader: string;
  17167. };
  17168. }
  17169. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17170. /** @hidden */
  17171. export var imageProcessingDeclaration: {
  17172. name: string;
  17173. shader: string;
  17174. };
  17175. }
  17176. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17177. /** @hidden */
  17178. export var imageProcessingFunctions: {
  17179. name: string;
  17180. shader: string;
  17181. };
  17182. }
  17183. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17184. /** @hidden */
  17185. export var clipPlaneFragment: {
  17186. name: string;
  17187. shader: string;
  17188. };
  17189. }
  17190. declare module "babylonjs/Shaders/particles.fragment" {
  17191. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17192. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17193. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17194. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17195. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17196. /** @hidden */
  17197. export var particlesPixelShader: {
  17198. name: string;
  17199. shader: string;
  17200. };
  17201. }
  17202. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17203. /** @hidden */
  17204. export var clipPlaneVertexDeclaration: {
  17205. name: string;
  17206. shader: string;
  17207. };
  17208. }
  17209. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17210. /** @hidden */
  17211. export var clipPlaneVertex: {
  17212. name: string;
  17213. shader: string;
  17214. };
  17215. }
  17216. declare module "babylonjs/Shaders/particles.vertex" {
  17217. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17218. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17219. /** @hidden */
  17220. export var particlesVertexShader: {
  17221. name: string;
  17222. shader: string;
  17223. };
  17224. }
  17225. declare module "babylonjs/Particles/particleSystem" {
  17226. import { Nullable } from "babylonjs/types";
  17227. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17228. import { Observable } from "babylonjs/Misc/observable";
  17229. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17230. import { Effect } from "babylonjs/Materials/effect";
  17231. import { Scene, IDisposable } from "babylonjs/scene";
  17232. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17233. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17234. import { Particle } from "babylonjs/Particles/particle";
  17235. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17236. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17237. import "babylonjs/Shaders/particles.fragment";
  17238. import "babylonjs/Shaders/particles.vertex";
  17239. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17240. /**
  17241. * This represents a particle system in Babylon.
  17242. * 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.
  17243. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17244. * @example https://doc.babylonjs.com/babylon101/particles
  17245. */
  17246. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17247. /**
  17248. * Billboard mode will only apply to Y axis
  17249. */
  17250. static readonly BILLBOARDMODE_Y: number;
  17251. /**
  17252. * Billboard mode will apply to all axes
  17253. */
  17254. static readonly BILLBOARDMODE_ALL: number;
  17255. /**
  17256. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17257. */
  17258. static readonly BILLBOARDMODE_STRETCHED: number;
  17259. /**
  17260. * This function can be defined to provide custom update for active particles.
  17261. * This function will be called instead of regular update (age, position, color, etc.).
  17262. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17263. */
  17264. updateFunction: (particles: Particle[]) => void;
  17265. private _emitterWorldMatrix;
  17266. /**
  17267. * This function can be defined to specify initial direction for every new particle.
  17268. * It by default use the emitterType defined function
  17269. */
  17270. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17271. /**
  17272. * This function can be defined to specify initial position for every new particle.
  17273. * It by default use the emitterType defined function
  17274. */
  17275. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17276. /**
  17277. * @hidden
  17278. */
  17279. _inheritedVelocityOffset: Vector3;
  17280. /**
  17281. * An event triggered when the system is disposed
  17282. */
  17283. onDisposeObservable: Observable<ParticleSystem>;
  17284. private _onDisposeObserver;
  17285. /**
  17286. * Sets a callback that will be triggered when the system is disposed
  17287. */
  17288. onDispose: () => void;
  17289. private _particles;
  17290. private _epsilon;
  17291. private _capacity;
  17292. private _stockParticles;
  17293. private _newPartsExcess;
  17294. private _vertexData;
  17295. private _vertexBuffer;
  17296. private _vertexBuffers;
  17297. private _spriteBuffer;
  17298. private _indexBuffer;
  17299. private _effect;
  17300. private _customEffect;
  17301. private _cachedDefines;
  17302. private _scaledColorStep;
  17303. private _colorDiff;
  17304. private _scaledDirection;
  17305. private _scaledGravity;
  17306. private _currentRenderId;
  17307. private _alive;
  17308. private _useInstancing;
  17309. private _started;
  17310. private _stopped;
  17311. private _actualFrame;
  17312. private _scaledUpdateSpeed;
  17313. private _vertexBufferSize;
  17314. /** @hidden */
  17315. _currentEmitRateGradient: Nullable<FactorGradient>;
  17316. /** @hidden */
  17317. _currentEmitRate1: number;
  17318. /** @hidden */
  17319. _currentEmitRate2: number;
  17320. /** @hidden */
  17321. _currentStartSizeGradient: Nullable<FactorGradient>;
  17322. /** @hidden */
  17323. _currentStartSize1: number;
  17324. /** @hidden */
  17325. _currentStartSize2: number;
  17326. private readonly _rawTextureWidth;
  17327. private _rampGradientsTexture;
  17328. private _useRampGradients;
  17329. /** Gets or sets a boolean indicating that ramp gradients must be used
  17330. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17331. */
  17332. useRampGradients: boolean;
  17333. /**
  17334. * 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.
  17335. * 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: [])
  17336. */
  17337. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17338. private _subEmitters;
  17339. /**
  17340. * @hidden
  17341. * If the particle systems emitter should be disposed when the particle system is disposed
  17342. */
  17343. _disposeEmitterOnDispose: boolean;
  17344. /**
  17345. * The current active Sub-systems, this property is used by the root particle system only.
  17346. */
  17347. activeSubSystems: Array<ParticleSystem>;
  17348. private _rootParticleSystem;
  17349. /**
  17350. * Gets the current list of active particles
  17351. */
  17352. readonly particles: Particle[];
  17353. /**
  17354. * Returns the string "ParticleSystem"
  17355. * @returns a string containing the class name
  17356. */
  17357. getClassName(): string;
  17358. /**
  17359. * Instantiates a particle system.
  17360. * 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.
  17361. * @param name The name of the particle system
  17362. * @param capacity The max number of particles alive at the same time
  17363. * @param scene The scene the particle system belongs to
  17364. * @param customEffect a custom effect used to change the way particles are rendered by default
  17365. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17366. * @param epsilon Offset used to render the particles
  17367. */
  17368. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17369. private _addFactorGradient;
  17370. private _removeFactorGradient;
  17371. /**
  17372. * Adds a new life time gradient
  17373. * @param gradient defines the gradient to use (between 0 and 1)
  17374. * @param factor defines the life time factor to affect to the specified gradient
  17375. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17376. * @returns the current particle system
  17377. */
  17378. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17379. /**
  17380. * Remove a specific life time gradient
  17381. * @param gradient defines the gradient to remove
  17382. * @returns the current particle system
  17383. */
  17384. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17385. /**
  17386. * Adds a new size gradient
  17387. * @param gradient defines the gradient to use (between 0 and 1)
  17388. * @param factor defines the size factor to affect to the specified gradient
  17389. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17390. * @returns the current particle system
  17391. */
  17392. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17393. /**
  17394. * Remove a specific size gradient
  17395. * @param gradient defines the gradient to remove
  17396. * @returns the current particle system
  17397. */
  17398. removeSizeGradient(gradient: number): IParticleSystem;
  17399. /**
  17400. * Adds a new color remap gradient
  17401. * @param gradient defines the gradient to use (between 0 and 1)
  17402. * @param min defines the color remap minimal range
  17403. * @param max defines the color remap maximal range
  17404. * @returns the current particle system
  17405. */
  17406. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17407. /**
  17408. * Remove a specific color remap gradient
  17409. * @param gradient defines the gradient to remove
  17410. * @returns the current particle system
  17411. */
  17412. removeColorRemapGradient(gradient: number): IParticleSystem;
  17413. /**
  17414. * Adds a new alpha remap gradient
  17415. * @param gradient defines the gradient to use (between 0 and 1)
  17416. * @param min defines the alpha remap minimal range
  17417. * @param max defines the alpha remap maximal range
  17418. * @returns the current particle system
  17419. */
  17420. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17421. /**
  17422. * Remove a specific alpha remap gradient
  17423. * @param gradient defines the gradient to remove
  17424. * @returns the current particle system
  17425. */
  17426. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17427. /**
  17428. * Adds a new angular speed gradient
  17429. * @param gradient defines the gradient to use (between 0 and 1)
  17430. * @param factor defines the angular speed to affect to the specified gradient
  17431. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17432. * @returns the current particle system
  17433. */
  17434. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17435. /**
  17436. * Remove a specific angular speed gradient
  17437. * @param gradient defines the gradient to remove
  17438. * @returns the current particle system
  17439. */
  17440. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17441. /**
  17442. * Adds a new velocity gradient
  17443. * @param gradient defines the gradient to use (between 0 and 1)
  17444. * @param factor defines the velocity to affect to the specified gradient
  17445. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17446. * @returns the current particle system
  17447. */
  17448. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17449. /**
  17450. * Remove a specific velocity gradient
  17451. * @param gradient defines the gradient to remove
  17452. * @returns the current particle system
  17453. */
  17454. removeVelocityGradient(gradient: number): IParticleSystem;
  17455. /**
  17456. * Adds a new limit velocity gradient
  17457. * @param gradient defines the gradient to use (between 0 and 1)
  17458. * @param factor defines the limit velocity value to affect to the specified gradient
  17459. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17460. * @returns the current particle system
  17461. */
  17462. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17463. /**
  17464. * Remove a specific limit velocity gradient
  17465. * @param gradient defines the gradient to remove
  17466. * @returns the current particle system
  17467. */
  17468. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17469. /**
  17470. * Adds a new drag gradient
  17471. * @param gradient defines the gradient to use (between 0 and 1)
  17472. * @param factor defines the drag value to affect to the specified gradient
  17473. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17474. * @returns the current particle system
  17475. */
  17476. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17477. /**
  17478. * Remove a specific drag gradient
  17479. * @param gradient defines the gradient to remove
  17480. * @returns the current particle system
  17481. */
  17482. removeDragGradient(gradient: number): IParticleSystem;
  17483. /**
  17484. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17485. * @param gradient defines the gradient to use (between 0 and 1)
  17486. * @param factor defines the emit rate value to affect to the specified gradient
  17487. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17488. * @returns the current particle system
  17489. */
  17490. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17491. /**
  17492. * Remove a specific emit rate gradient
  17493. * @param gradient defines the gradient to remove
  17494. * @returns the current particle system
  17495. */
  17496. removeEmitRateGradient(gradient: number): IParticleSystem;
  17497. /**
  17498. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17499. * @param gradient defines the gradient to use (between 0 and 1)
  17500. * @param factor defines the start size value to affect to the specified gradient
  17501. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17502. * @returns the current particle system
  17503. */
  17504. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17505. /**
  17506. * Remove a specific start size gradient
  17507. * @param gradient defines the gradient to remove
  17508. * @returns the current particle system
  17509. */
  17510. removeStartSizeGradient(gradient: number): IParticleSystem;
  17511. private _createRampGradientTexture;
  17512. /**
  17513. * Gets the current list of ramp gradients.
  17514. * You must use addRampGradient and removeRampGradient to udpate this list
  17515. * @returns the list of ramp gradients
  17516. */
  17517. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17518. /**
  17519. * Adds a new ramp gradient used to remap particle colors
  17520. * @param gradient defines the gradient to use (between 0 and 1)
  17521. * @param color defines the color to affect to the specified gradient
  17522. * @returns the current particle system
  17523. */
  17524. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17525. /**
  17526. * Remove a specific ramp gradient
  17527. * @param gradient defines the gradient to remove
  17528. * @returns the current particle system
  17529. */
  17530. removeRampGradient(gradient: number): ParticleSystem;
  17531. /**
  17532. * Adds a new color gradient
  17533. * @param gradient defines the gradient to use (between 0 and 1)
  17534. * @param color1 defines the color to affect to the specified gradient
  17535. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17536. * @returns this particle system
  17537. */
  17538. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17539. /**
  17540. * Remove a specific color gradient
  17541. * @param gradient defines the gradient to remove
  17542. * @returns this particle system
  17543. */
  17544. removeColorGradient(gradient: number): IParticleSystem;
  17545. private _fetchR;
  17546. protected _reset(): void;
  17547. private _resetEffect;
  17548. private _createVertexBuffers;
  17549. private _createIndexBuffer;
  17550. /**
  17551. * Gets the maximum number of particles active at the same time.
  17552. * @returns The max number of active particles.
  17553. */
  17554. getCapacity(): number;
  17555. /**
  17556. * Gets whether there are still active particles in the system.
  17557. * @returns True if it is alive, otherwise false.
  17558. */
  17559. isAlive(): boolean;
  17560. /**
  17561. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17562. * @returns True if it has been started, otherwise false.
  17563. */
  17564. isStarted(): boolean;
  17565. private _prepareSubEmitterInternalArray;
  17566. /**
  17567. * Starts the particle system and begins to emit
  17568. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17569. */
  17570. start(delay?: number): void;
  17571. /**
  17572. * Stops the particle system.
  17573. * @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.
  17574. */
  17575. stop(stopSubEmitters?: boolean): void;
  17576. /**
  17577. * Remove all active particles
  17578. */
  17579. reset(): void;
  17580. /**
  17581. * @hidden (for internal use only)
  17582. */
  17583. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17584. /**
  17585. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17586. * Its lifetime will start back at 0.
  17587. */
  17588. recycleParticle: (particle: Particle) => void;
  17589. private _stopSubEmitters;
  17590. private _createParticle;
  17591. private _removeFromRoot;
  17592. private _emitFromParticle;
  17593. private _update;
  17594. /** @hidden */
  17595. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17596. /** @hidden */
  17597. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17598. /** @hidden */
  17599. private _getEffect;
  17600. /**
  17601. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  17602. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  17603. */
  17604. animate(preWarmOnly?: boolean): void;
  17605. private _appendParticleVertices;
  17606. /**
  17607. * Rebuilds the particle system.
  17608. */
  17609. rebuild(): void;
  17610. /**
  17611. * Is this system ready to be used/rendered
  17612. * @return true if the system is ready
  17613. */
  17614. isReady(): boolean;
  17615. private _render;
  17616. /**
  17617. * Renders the particle system in its current state.
  17618. * @returns the current number of particles
  17619. */
  17620. render(): number;
  17621. /**
  17622. * Disposes the particle system and free the associated resources
  17623. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  17624. */
  17625. dispose(disposeTexture?: boolean): void;
  17626. /**
  17627. * Clones the particle system.
  17628. * @param name The name of the cloned object
  17629. * @param newEmitter The new emitter to use
  17630. * @returns the cloned particle system
  17631. */
  17632. clone(name: string, newEmitter: any): ParticleSystem;
  17633. /**
  17634. * Serializes the particle system to a JSON object.
  17635. * @returns the JSON object
  17636. */
  17637. serialize(): any;
  17638. /** @hidden */
  17639. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  17640. /** @hidden */
  17641. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  17642. /**
  17643. * Parses a JSON object to create a particle system.
  17644. * @param parsedParticleSystem The JSON object to parse
  17645. * @param scene The scene to create the particle system in
  17646. * @param rootUrl The root url to use to load external dependencies like texture
  17647. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  17648. * @returns the Parsed particle system
  17649. */
  17650. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  17651. }
  17652. }
  17653. declare module "babylonjs/Particles/particle" {
  17654. import { Nullable } from "babylonjs/types";
  17655. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  17656. import { Color4 } from "babylonjs/Maths/math.color";
  17657. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17658. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17659. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  17660. /**
  17661. * A particle represents one of the element emitted by a particle system.
  17662. * This is mainly define by its coordinates, direction, velocity and age.
  17663. */
  17664. export class Particle {
  17665. /**
  17666. * The particle system the particle belongs to.
  17667. */
  17668. particleSystem: ParticleSystem;
  17669. private static _Count;
  17670. /**
  17671. * Unique ID of the particle
  17672. */
  17673. id: number;
  17674. /**
  17675. * The world position of the particle in the scene.
  17676. */
  17677. position: Vector3;
  17678. /**
  17679. * The world direction of the particle in the scene.
  17680. */
  17681. direction: Vector3;
  17682. /**
  17683. * The color of the particle.
  17684. */
  17685. color: Color4;
  17686. /**
  17687. * The color change of the particle per step.
  17688. */
  17689. colorStep: Color4;
  17690. /**
  17691. * Defines how long will the life of the particle be.
  17692. */
  17693. lifeTime: number;
  17694. /**
  17695. * The current age of the particle.
  17696. */
  17697. age: number;
  17698. /**
  17699. * The current size of the particle.
  17700. */
  17701. size: number;
  17702. /**
  17703. * The current scale of the particle.
  17704. */
  17705. scale: Vector2;
  17706. /**
  17707. * The current angle of the particle.
  17708. */
  17709. angle: number;
  17710. /**
  17711. * Defines how fast is the angle changing.
  17712. */
  17713. angularSpeed: number;
  17714. /**
  17715. * Defines the cell index used by the particle to be rendered from a sprite.
  17716. */
  17717. cellIndex: number;
  17718. /**
  17719. * The information required to support color remapping
  17720. */
  17721. remapData: Vector4;
  17722. /** @hidden */
  17723. _randomCellOffset?: number;
  17724. /** @hidden */
  17725. _initialDirection: Nullable<Vector3>;
  17726. /** @hidden */
  17727. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  17728. /** @hidden */
  17729. _initialStartSpriteCellID: number;
  17730. /** @hidden */
  17731. _initialEndSpriteCellID: number;
  17732. /** @hidden */
  17733. _currentColorGradient: Nullable<ColorGradient>;
  17734. /** @hidden */
  17735. _currentColor1: Color4;
  17736. /** @hidden */
  17737. _currentColor2: Color4;
  17738. /** @hidden */
  17739. _currentSizeGradient: Nullable<FactorGradient>;
  17740. /** @hidden */
  17741. _currentSize1: number;
  17742. /** @hidden */
  17743. _currentSize2: number;
  17744. /** @hidden */
  17745. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  17746. /** @hidden */
  17747. _currentAngularSpeed1: number;
  17748. /** @hidden */
  17749. _currentAngularSpeed2: number;
  17750. /** @hidden */
  17751. _currentVelocityGradient: Nullable<FactorGradient>;
  17752. /** @hidden */
  17753. _currentVelocity1: number;
  17754. /** @hidden */
  17755. _currentVelocity2: number;
  17756. /** @hidden */
  17757. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  17758. /** @hidden */
  17759. _currentLimitVelocity1: number;
  17760. /** @hidden */
  17761. _currentLimitVelocity2: number;
  17762. /** @hidden */
  17763. _currentDragGradient: Nullable<FactorGradient>;
  17764. /** @hidden */
  17765. _currentDrag1: number;
  17766. /** @hidden */
  17767. _currentDrag2: number;
  17768. /** @hidden */
  17769. _randomNoiseCoordinates1: Vector3;
  17770. /** @hidden */
  17771. _randomNoiseCoordinates2: Vector3;
  17772. /**
  17773. * Creates a new instance Particle
  17774. * @param particleSystem the particle system the particle belongs to
  17775. */
  17776. constructor(
  17777. /**
  17778. * The particle system the particle belongs to.
  17779. */
  17780. particleSystem: ParticleSystem);
  17781. private updateCellInfoFromSystem;
  17782. /**
  17783. * Defines how the sprite cell index is updated for the particle
  17784. */
  17785. updateCellIndex(): void;
  17786. /** @hidden */
  17787. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  17788. /** @hidden */
  17789. _inheritParticleInfoToSubEmitters(): void;
  17790. /** @hidden */
  17791. _reset(): void;
  17792. /**
  17793. * Copy the properties of particle to another one.
  17794. * @param other the particle to copy the information to.
  17795. */
  17796. copyTo(other: Particle): void;
  17797. }
  17798. }
  17799. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  17800. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17801. import { Effect } from "babylonjs/Materials/effect";
  17802. import { Particle } from "babylonjs/Particles/particle";
  17803. /**
  17804. * Particle emitter represents a volume emitting particles.
  17805. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  17806. */
  17807. export interface IParticleEmitterType {
  17808. /**
  17809. * Called by the particle System when the direction is computed for the created particle.
  17810. * @param worldMatrix is the world matrix of the particle system
  17811. * @param directionToUpdate is the direction vector to update with the result
  17812. * @param particle is the particle we are computed the direction for
  17813. */
  17814. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17815. /**
  17816. * Called by the particle System when the position is computed for the created particle.
  17817. * @param worldMatrix is the world matrix of the particle system
  17818. * @param positionToUpdate is the position vector to update with the result
  17819. * @param particle is the particle we are computed the position for
  17820. */
  17821. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17822. /**
  17823. * Clones the current emitter and returns a copy of it
  17824. * @returns the new emitter
  17825. */
  17826. clone(): IParticleEmitterType;
  17827. /**
  17828. * Called by the GPUParticleSystem to setup the update shader
  17829. * @param effect defines the update shader
  17830. */
  17831. applyToShader(effect: Effect): void;
  17832. /**
  17833. * Returns a string to use to update the GPU particles update shader
  17834. * @returns the effect defines string
  17835. */
  17836. getEffectDefines(): string;
  17837. /**
  17838. * Returns a string representing the class name
  17839. * @returns a string containing the class name
  17840. */
  17841. getClassName(): string;
  17842. /**
  17843. * Serializes the particle system to a JSON object.
  17844. * @returns the JSON object
  17845. */
  17846. serialize(): any;
  17847. /**
  17848. * Parse properties from a JSON object
  17849. * @param serializationObject defines the JSON object
  17850. */
  17851. parse(serializationObject: any): void;
  17852. }
  17853. }
  17854. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  17855. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17856. import { Effect } from "babylonjs/Materials/effect";
  17857. import { Particle } from "babylonjs/Particles/particle";
  17858. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17859. /**
  17860. * Particle emitter emitting particles from the inside of a box.
  17861. * It emits the particles randomly between 2 given directions.
  17862. */
  17863. export class BoxParticleEmitter implements IParticleEmitterType {
  17864. /**
  17865. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17866. */
  17867. direction1: Vector3;
  17868. /**
  17869. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17870. */
  17871. direction2: Vector3;
  17872. /**
  17873. * 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.
  17874. */
  17875. minEmitBox: Vector3;
  17876. /**
  17877. * 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.
  17878. */
  17879. maxEmitBox: Vector3;
  17880. /**
  17881. * Creates a new instance BoxParticleEmitter
  17882. */
  17883. constructor();
  17884. /**
  17885. * Called by the particle System when the direction is computed for the created particle.
  17886. * @param worldMatrix is the world matrix of the particle system
  17887. * @param directionToUpdate is the direction vector to update with the result
  17888. * @param particle is the particle we are computed the direction for
  17889. */
  17890. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17891. /**
  17892. * Called by the particle System when the position is computed for the created particle.
  17893. * @param worldMatrix is the world matrix of the particle system
  17894. * @param positionToUpdate is the position vector to update with the result
  17895. * @param particle is the particle we are computed the position for
  17896. */
  17897. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17898. /**
  17899. * Clones the current emitter and returns a copy of it
  17900. * @returns the new emitter
  17901. */
  17902. clone(): BoxParticleEmitter;
  17903. /**
  17904. * Called by the GPUParticleSystem to setup the update shader
  17905. * @param effect defines the update shader
  17906. */
  17907. applyToShader(effect: Effect): void;
  17908. /**
  17909. * Returns a string to use to update the GPU particles update shader
  17910. * @returns a string containng the defines string
  17911. */
  17912. getEffectDefines(): string;
  17913. /**
  17914. * Returns the string "BoxParticleEmitter"
  17915. * @returns a string containing the class name
  17916. */
  17917. getClassName(): string;
  17918. /**
  17919. * Serializes the particle system to a JSON object.
  17920. * @returns the JSON object
  17921. */
  17922. serialize(): any;
  17923. /**
  17924. * Parse properties from a JSON object
  17925. * @param serializationObject defines the JSON object
  17926. */
  17927. parse(serializationObject: any): void;
  17928. }
  17929. }
  17930. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  17931. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17932. import { Effect } from "babylonjs/Materials/effect";
  17933. import { Particle } from "babylonjs/Particles/particle";
  17934. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17935. /**
  17936. * Particle emitter emitting particles from the inside of a cone.
  17937. * It emits the particles alongside the cone volume from the base to the particle.
  17938. * The emission direction might be randomized.
  17939. */
  17940. export class ConeParticleEmitter implements IParticleEmitterType {
  17941. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17942. directionRandomizer: number;
  17943. private _radius;
  17944. private _angle;
  17945. private _height;
  17946. /**
  17947. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  17948. */
  17949. radiusRange: number;
  17950. /**
  17951. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  17952. */
  17953. heightRange: number;
  17954. /**
  17955. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  17956. */
  17957. emitFromSpawnPointOnly: boolean;
  17958. /**
  17959. * Gets or sets the radius of the emission cone
  17960. */
  17961. radius: number;
  17962. /**
  17963. * Gets or sets the angle of the emission cone
  17964. */
  17965. angle: number;
  17966. private _buildHeight;
  17967. /**
  17968. * Creates a new instance ConeParticleEmitter
  17969. * @param radius the radius of the emission cone (1 by default)
  17970. * @param angle the cone base angle (PI by default)
  17971. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  17972. */
  17973. constructor(radius?: number, angle?: number,
  17974. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17975. directionRandomizer?: number);
  17976. /**
  17977. * Called by the particle System when the direction is computed for the created particle.
  17978. * @param worldMatrix is the world matrix of the particle system
  17979. * @param directionToUpdate is the direction vector to update with the result
  17980. * @param particle is the particle we are computed the direction for
  17981. */
  17982. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17983. /**
  17984. * Called by the particle System when the position is computed for the created particle.
  17985. * @param worldMatrix is the world matrix of the particle system
  17986. * @param positionToUpdate is the position vector to update with the result
  17987. * @param particle is the particle we are computed the position for
  17988. */
  17989. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17990. /**
  17991. * Clones the current emitter and returns a copy of it
  17992. * @returns the new emitter
  17993. */
  17994. clone(): ConeParticleEmitter;
  17995. /**
  17996. * Called by the GPUParticleSystem to setup the update shader
  17997. * @param effect defines the update shader
  17998. */
  17999. applyToShader(effect: Effect): void;
  18000. /**
  18001. * Returns a string to use to update the GPU particles update shader
  18002. * @returns a string containng the defines string
  18003. */
  18004. getEffectDefines(): string;
  18005. /**
  18006. * Returns the string "ConeParticleEmitter"
  18007. * @returns a string containing the class name
  18008. */
  18009. getClassName(): string;
  18010. /**
  18011. * Serializes the particle system to a JSON object.
  18012. * @returns the JSON object
  18013. */
  18014. serialize(): any;
  18015. /**
  18016. * Parse properties from a JSON object
  18017. * @param serializationObject defines the JSON object
  18018. */
  18019. parse(serializationObject: any): void;
  18020. }
  18021. }
  18022. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  18023. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18024. import { Effect } from "babylonjs/Materials/effect";
  18025. import { Particle } from "babylonjs/Particles/particle";
  18026. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18027. /**
  18028. * Particle emitter emitting particles from the inside of a cylinder.
  18029. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  18030. */
  18031. export class CylinderParticleEmitter implements IParticleEmitterType {
  18032. /**
  18033. * The radius of the emission cylinder.
  18034. */
  18035. radius: number;
  18036. /**
  18037. * The height of the emission cylinder.
  18038. */
  18039. height: number;
  18040. /**
  18041. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18042. */
  18043. radiusRange: number;
  18044. /**
  18045. * How much to randomize the particle direction [0-1].
  18046. */
  18047. directionRandomizer: number;
  18048. /**
  18049. * Creates a new instance CylinderParticleEmitter
  18050. * @param radius the radius of the emission cylinder (1 by default)
  18051. * @param height the height of the emission cylinder (1 by default)
  18052. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18053. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18054. */
  18055. constructor(
  18056. /**
  18057. * The radius of the emission cylinder.
  18058. */
  18059. radius?: number,
  18060. /**
  18061. * The height of the emission cylinder.
  18062. */
  18063. height?: number,
  18064. /**
  18065. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18066. */
  18067. radiusRange?: number,
  18068. /**
  18069. * How much to randomize the particle direction [0-1].
  18070. */
  18071. directionRandomizer?: number);
  18072. /**
  18073. * Called by the particle System when the direction is computed for the created particle.
  18074. * @param worldMatrix is the world matrix of the particle system
  18075. * @param directionToUpdate is the direction vector to update with the result
  18076. * @param particle is the particle we are computed the direction for
  18077. */
  18078. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18079. /**
  18080. * Called by the particle System when the position is computed for the created particle.
  18081. * @param worldMatrix is the world matrix of the particle system
  18082. * @param positionToUpdate is the position vector to update with the result
  18083. * @param particle is the particle we are computed the position for
  18084. */
  18085. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18086. /**
  18087. * Clones the current emitter and returns a copy of it
  18088. * @returns the new emitter
  18089. */
  18090. clone(): CylinderParticleEmitter;
  18091. /**
  18092. * Called by the GPUParticleSystem to setup the update shader
  18093. * @param effect defines the update shader
  18094. */
  18095. applyToShader(effect: Effect): void;
  18096. /**
  18097. * Returns a string to use to update the GPU particles update shader
  18098. * @returns a string containng the defines string
  18099. */
  18100. getEffectDefines(): string;
  18101. /**
  18102. * Returns the string "CylinderParticleEmitter"
  18103. * @returns a string containing the class name
  18104. */
  18105. getClassName(): string;
  18106. /**
  18107. * Serializes the particle system to a JSON object.
  18108. * @returns the JSON object
  18109. */
  18110. serialize(): any;
  18111. /**
  18112. * Parse properties from a JSON object
  18113. * @param serializationObject defines the JSON object
  18114. */
  18115. parse(serializationObject: any): void;
  18116. }
  18117. /**
  18118. * Particle emitter emitting particles from the inside of a cylinder.
  18119. * It emits the particles randomly between two vectors.
  18120. */
  18121. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18122. /**
  18123. * The min limit of the emission direction.
  18124. */
  18125. direction1: Vector3;
  18126. /**
  18127. * The max limit of the emission direction.
  18128. */
  18129. direction2: Vector3;
  18130. /**
  18131. * Creates a new instance CylinderDirectedParticleEmitter
  18132. * @param radius the radius of the emission cylinder (1 by default)
  18133. * @param height the height of the emission cylinder (1 by default)
  18134. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18135. * @param direction1 the min limit of the emission direction (up vector by default)
  18136. * @param direction2 the max limit of the emission direction (up vector by default)
  18137. */
  18138. constructor(radius?: number, height?: number, radiusRange?: number,
  18139. /**
  18140. * The min limit of the emission direction.
  18141. */
  18142. direction1?: Vector3,
  18143. /**
  18144. * The max limit of the emission direction.
  18145. */
  18146. direction2?: Vector3);
  18147. /**
  18148. * Called by the particle System when the direction is computed for the created particle.
  18149. * @param worldMatrix is the world matrix of the particle system
  18150. * @param directionToUpdate is the direction vector to update with the result
  18151. * @param particle is the particle we are computed the direction for
  18152. */
  18153. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18154. /**
  18155. * Clones the current emitter and returns a copy of it
  18156. * @returns the new emitter
  18157. */
  18158. clone(): CylinderDirectedParticleEmitter;
  18159. /**
  18160. * Called by the GPUParticleSystem to setup the update shader
  18161. * @param effect defines the update shader
  18162. */
  18163. applyToShader(effect: Effect): void;
  18164. /**
  18165. * Returns a string to use to update the GPU particles update shader
  18166. * @returns a string containng the defines string
  18167. */
  18168. getEffectDefines(): string;
  18169. /**
  18170. * Returns the string "CylinderDirectedParticleEmitter"
  18171. * @returns a string containing the class name
  18172. */
  18173. getClassName(): string;
  18174. /**
  18175. * Serializes the particle system to a JSON object.
  18176. * @returns the JSON object
  18177. */
  18178. serialize(): any;
  18179. /**
  18180. * Parse properties from a JSON object
  18181. * @param serializationObject defines the JSON object
  18182. */
  18183. parse(serializationObject: any): void;
  18184. }
  18185. }
  18186. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18187. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18188. import { Effect } from "babylonjs/Materials/effect";
  18189. import { Particle } from "babylonjs/Particles/particle";
  18190. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18191. /**
  18192. * Particle emitter emitting particles from the inside of a hemisphere.
  18193. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18194. */
  18195. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18196. /**
  18197. * The radius of the emission hemisphere.
  18198. */
  18199. radius: number;
  18200. /**
  18201. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18202. */
  18203. radiusRange: number;
  18204. /**
  18205. * How much to randomize the particle direction [0-1].
  18206. */
  18207. directionRandomizer: number;
  18208. /**
  18209. * Creates a new instance HemisphericParticleEmitter
  18210. * @param radius the radius of the emission hemisphere (1 by default)
  18211. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18212. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18213. */
  18214. constructor(
  18215. /**
  18216. * The radius of the emission hemisphere.
  18217. */
  18218. radius?: number,
  18219. /**
  18220. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18221. */
  18222. radiusRange?: number,
  18223. /**
  18224. * How much to randomize the particle direction [0-1].
  18225. */
  18226. directionRandomizer?: number);
  18227. /**
  18228. * Called by the particle System when the direction is computed for the created particle.
  18229. * @param worldMatrix is the world matrix of the particle system
  18230. * @param directionToUpdate is the direction vector to update with the result
  18231. * @param particle is the particle we are computed the direction for
  18232. */
  18233. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18234. /**
  18235. * Called by the particle System when the position is computed for the created particle.
  18236. * @param worldMatrix is the world matrix of the particle system
  18237. * @param positionToUpdate is the position vector to update with the result
  18238. * @param particle is the particle we are computed the position for
  18239. */
  18240. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18241. /**
  18242. * Clones the current emitter and returns a copy of it
  18243. * @returns the new emitter
  18244. */
  18245. clone(): HemisphericParticleEmitter;
  18246. /**
  18247. * Called by the GPUParticleSystem to setup the update shader
  18248. * @param effect defines the update shader
  18249. */
  18250. applyToShader(effect: Effect): void;
  18251. /**
  18252. * Returns a string to use to update the GPU particles update shader
  18253. * @returns a string containng the defines string
  18254. */
  18255. getEffectDefines(): string;
  18256. /**
  18257. * Returns the string "HemisphericParticleEmitter"
  18258. * @returns a string containing the class name
  18259. */
  18260. getClassName(): string;
  18261. /**
  18262. * Serializes the particle system to a JSON object.
  18263. * @returns the JSON object
  18264. */
  18265. serialize(): any;
  18266. /**
  18267. * Parse properties from a JSON object
  18268. * @param serializationObject defines the JSON object
  18269. */
  18270. parse(serializationObject: any): void;
  18271. }
  18272. }
  18273. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18274. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18275. import { Effect } from "babylonjs/Materials/effect";
  18276. import { Particle } from "babylonjs/Particles/particle";
  18277. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18278. /**
  18279. * Particle emitter emitting particles from a point.
  18280. * It emits the particles randomly between 2 given directions.
  18281. */
  18282. export class PointParticleEmitter implements IParticleEmitterType {
  18283. /**
  18284. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18285. */
  18286. direction1: Vector3;
  18287. /**
  18288. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18289. */
  18290. direction2: Vector3;
  18291. /**
  18292. * Creates a new instance PointParticleEmitter
  18293. */
  18294. constructor();
  18295. /**
  18296. * Called by the particle System when the direction is computed for the created particle.
  18297. * @param worldMatrix is the world matrix of the particle system
  18298. * @param directionToUpdate is the direction vector to update with the result
  18299. * @param particle is the particle we are computed the direction for
  18300. */
  18301. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18302. /**
  18303. * Called by the particle System when the position is computed for the created particle.
  18304. * @param worldMatrix is the world matrix of the particle system
  18305. * @param positionToUpdate is the position vector to update with the result
  18306. * @param particle is the particle we are computed the position for
  18307. */
  18308. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18309. /**
  18310. * Clones the current emitter and returns a copy of it
  18311. * @returns the new emitter
  18312. */
  18313. clone(): PointParticleEmitter;
  18314. /**
  18315. * Called by the GPUParticleSystem to setup the update shader
  18316. * @param effect defines the update shader
  18317. */
  18318. applyToShader(effect: Effect): void;
  18319. /**
  18320. * Returns a string to use to update the GPU particles update shader
  18321. * @returns a string containng the defines string
  18322. */
  18323. getEffectDefines(): string;
  18324. /**
  18325. * Returns the string "PointParticleEmitter"
  18326. * @returns a string containing the class name
  18327. */
  18328. getClassName(): string;
  18329. /**
  18330. * Serializes the particle system to a JSON object.
  18331. * @returns the JSON object
  18332. */
  18333. serialize(): any;
  18334. /**
  18335. * Parse properties from a JSON object
  18336. * @param serializationObject defines the JSON object
  18337. */
  18338. parse(serializationObject: any): void;
  18339. }
  18340. }
  18341. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18342. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18343. import { Effect } from "babylonjs/Materials/effect";
  18344. import { Particle } from "babylonjs/Particles/particle";
  18345. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18346. /**
  18347. * Particle emitter emitting particles from the inside of a sphere.
  18348. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18349. */
  18350. export class SphereParticleEmitter implements IParticleEmitterType {
  18351. /**
  18352. * The radius of the emission sphere.
  18353. */
  18354. radius: number;
  18355. /**
  18356. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18357. */
  18358. radiusRange: number;
  18359. /**
  18360. * How much to randomize the particle direction [0-1].
  18361. */
  18362. directionRandomizer: number;
  18363. /**
  18364. * Creates a new instance SphereParticleEmitter
  18365. * @param radius the radius of the emission sphere (1 by default)
  18366. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18367. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18368. */
  18369. constructor(
  18370. /**
  18371. * The radius of the emission sphere.
  18372. */
  18373. radius?: number,
  18374. /**
  18375. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18376. */
  18377. radiusRange?: number,
  18378. /**
  18379. * How much to randomize the particle direction [0-1].
  18380. */
  18381. directionRandomizer?: number);
  18382. /**
  18383. * Called by the particle System when the direction is computed for the created particle.
  18384. * @param worldMatrix is the world matrix of the particle system
  18385. * @param directionToUpdate is the direction vector to update with the result
  18386. * @param particle is the particle we are computed the direction for
  18387. */
  18388. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18389. /**
  18390. * Called by the particle System when the position is computed for the created particle.
  18391. * @param worldMatrix is the world matrix of the particle system
  18392. * @param positionToUpdate is the position vector to update with the result
  18393. * @param particle is the particle we are computed the position for
  18394. */
  18395. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18396. /**
  18397. * Clones the current emitter and returns a copy of it
  18398. * @returns the new emitter
  18399. */
  18400. clone(): SphereParticleEmitter;
  18401. /**
  18402. * Called by the GPUParticleSystem to setup the update shader
  18403. * @param effect defines the update shader
  18404. */
  18405. applyToShader(effect: Effect): void;
  18406. /**
  18407. * Returns a string to use to update the GPU particles update shader
  18408. * @returns a string containng the defines string
  18409. */
  18410. getEffectDefines(): string;
  18411. /**
  18412. * Returns the string "SphereParticleEmitter"
  18413. * @returns a string containing the class name
  18414. */
  18415. getClassName(): string;
  18416. /**
  18417. * Serializes the particle system to a JSON object.
  18418. * @returns the JSON object
  18419. */
  18420. serialize(): any;
  18421. /**
  18422. * Parse properties from a JSON object
  18423. * @param serializationObject defines the JSON object
  18424. */
  18425. parse(serializationObject: any): void;
  18426. }
  18427. /**
  18428. * Particle emitter emitting particles from the inside of a sphere.
  18429. * It emits the particles randomly between two vectors.
  18430. */
  18431. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18432. /**
  18433. * The min limit of the emission direction.
  18434. */
  18435. direction1: Vector3;
  18436. /**
  18437. * The max limit of the emission direction.
  18438. */
  18439. direction2: Vector3;
  18440. /**
  18441. * Creates a new instance SphereDirectedParticleEmitter
  18442. * @param radius the radius of the emission sphere (1 by default)
  18443. * @param direction1 the min limit of the emission direction (up vector by default)
  18444. * @param direction2 the max limit of the emission direction (up vector by default)
  18445. */
  18446. constructor(radius?: number,
  18447. /**
  18448. * The min limit of the emission direction.
  18449. */
  18450. direction1?: Vector3,
  18451. /**
  18452. * The max limit of the emission direction.
  18453. */
  18454. direction2?: Vector3);
  18455. /**
  18456. * Called by the particle System when the direction is computed for the created particle.
  18457. * @param worldMatrix is the world matrix of the particle system
  18458. * @param directionToUpdate is the direction vector to update with the result
  18459. * @param particle is the particle we are computed the direction for
  18460. */
  18461. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18462. /**
  18463. * Clones the current emitter and returns a copy of it
  18464. * @returns the new emitter
  18465. */
  18466. clone(): SphereDirectedParticleEmitter;
  18467. /**
  18468. * Called by the GPUParticleSystem to setup the update shader
  18469. * @param effect defines the update shader
  18470. */
  18471. applyToShader(effect: Effect): void;
  18472. /**
  18473. * Returns a string to use to update the GPU particles update shader
  18474. * @returns a string containng the defines string
  18475. */
  18476. getEffectDefines(): string;
  18477. /**
  18478. * Returns the string "SphereDirectedParticleEmitter"
  18479. * @returns a string containing the class name
  18480. */
  18481. getClassName(): string;
  18482. /**
  18483. * Serializes the particle system to a JSON object.
  18484. * @returns the JSON object
  18485. */
  18486. serialize(): any;
  18487. /**
  18488. * Parse properties from a JSON object
  18489. * @param serializationObject defines the JSON object
  18490. */
  18491. parse(serializationObject: any): void;
  18492. }
  18493. }
  18494. declare module "babylonjs/Particles/EmitterTypes/index" {
  18495. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18496. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18497. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18498. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18499. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18500. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18501. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18502. }
  18503. declare module "babylonjs/Particles/IParticleSystem" {
  18504. import { Nullable } from "babylonjs/types";
  18505. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18506. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18507. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18508. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18509. import { Texture } from "babylonjs/Materials/Textures/texture";
  18510. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18511. import { Scene } from "babylonjs/scene";
  18512. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18513. import { Animation } from "babylonjs/Animations/animation";
  18514. /**
  18515. * Interface representing a particle system in Babylon.js.
  18516. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18517. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18518. */
  18519. export interface IParticleSystem {
  18520. /**
  18521. * List of animations used by the particle system.
  18522. */
  18523. animations: Animation[];
  18524. /**
  18525. * The id of the Particle system.
  18526. */
  18527. id: string;
  18528. /**
  18529. * The name of the Particle system.
  18530. */
  18531. name: string;
  18532. /**
  18533. * The emitter represents the Mesh or position we are attaching the particle system to.
  18534. */
  18535. emitter: Nullable<AbstractMesh | Vector3>;
  18536. /**
  18537. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18538. */
  18539. isBillboardBased: boolean;
  18540. /**
  18541. * The rendering group used by the Particle system to chose when to render.
  18542. */
  18543. renderingGroupId: number;
  18544. /**
  18545. * The layer mask we are rendering the particles through.
  18546. */
  18547. layerMask: number;
  18548. /**
  18549. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18550. */
  18551. updateSpeed: number;
  18552. /**
  18553. * The amount of time the particle system is running (depends of the overall update speed).
  18554. */
  18555. targetStopDuration: number;
  18556. /**
  18557. * The texture used to render each particle. (this can be a spritesheet)
  18558. */
  18559. particleTexture: Nullable<Texture>;
  18560. /**
  18561. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18562. */
  18563. blendMode: number;
  18564. /**
  18565. * Minimum life time of emitting particles.
  18566. */
  18567. minLifeTime: number;
  18568. /**
  18569. * Maximum life time of emitting particles.
  18570. */
  18571. maxLifeTime: number;
  18572. /**
  18573. * Minimum Size of emitting particles.
  18574. */
  18575. minSize: number;
  18576. /**
  18577. * Maximum Size of emitting particles.
  18578. */
  18579. maxSize: number;
  18580. /**
  18581. * Minimum scale of emitting particles on X axis.
  18582. */
  18583. minScaleX: number;
  18584. /**
  18585. * Maximum scale of emitting particles on X axis.
  18586. */
  18587. maxScaleX: number;
  18588. /**
  18589. * Minimum scale of emitting particles on Y axis.
  18590. */
  18591. minScaleY: number;
  18592. /**
  18593. * Maximum scale of emitting particles on Y axis.
  18594. */
  18595. maxScaleY: number;
  18596. /**
  18597. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18598. */
  18599. color1: Color4;
  18600. /**
  18601. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18602. */
  18603. color2: Color4;
  18604. /**
  18605. * Color the particle will have at the end of its lifetime.
  18606. */
  18607. colorDead: Color4;
  18608. /**
  18609. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  18610. */
  18611. emitRate: number;
  18612. /**
  18613. * You can use gravity if you want to give an orientation to your particles.
  18614. */
  18615. gravity: Vector3;
  18616. /**
  18617. * Minimum power of emitting particles.
  18618. */
  18619. minEmitPower: number;
  18620. /**
  18621. * Maximum power of emitting particles.
  18622. */
  18623. maxEmitPower: number;
  18624. /**
  18625. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  18626. */
  18627. minAngularSpeed: number;
  18628. /**
  18629. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  18630. */
  18631. maxAngularSpeed: number;
  18632. /**
  18633. * Gets or sets the minimal initial rotation in radians.
  18634. */
  18635. minInitialRotation: number;
  18636. /**
  18637. * Gets or sets the maximal initial rotation in radians.
  18638. */
  18639. maxInitialRotation: number;
  18640. /**
  18641. * The particle emitter type defines the emitter used by the particle system.
  18642. * It can be for example box, sphere, or cone...
  18643. */
  18644. particleEmitterType: Nullable<IParticleEmitterType>;
  18645. /**
  18646. * Defines the delay in milliseconds before starting the system (0 by default)
  18647. */
  18648. startDelay: number;
  18649. /**
  18650. * 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
  18651. */
  18652. preWarmCycles: number;
  18653. /**
  18654. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  18655. */
  18656. preWarmStepOffset: number;
  18657. /**
  18658. * 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)
  18659. */
  18660. spriteCellChangeSpeed: number;
  18661. /**
  18662. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  18663. */
  18664. startSpriteCellID: number;
  18665. /**
  18666. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  18667. */
  18668. endSpriteCellID: number;
  18669. /**
  18670. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  18671. */
  18672. spriteCellWidth: number;
  18673. /**
  18674. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  18675. */
  18676. spriteCellHeight: number;
  18677. /**
  18678. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  18679. */
  18680. spriteRandomStartCell: boolean;
  18681. /**
  18682. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  18683. */
  18684. isAnimationSheetEnabled: boolean;
  18685. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  18686. translationPivot: Vector2;
  18687. /**
  18688. * Gets or sets a texture used to add random noise to particle positions
  18689. */
  18690. noiseTexture: Nullable<BaseTexture>;
  18691. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  18692. noiseStrength: Vector3;
  18693. /**
  18694. * Gets or sets the billboard mode to use when isBillboardBased = true.
  18695. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  18696. */
  18697. billboardMode: number;
  18698. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  18699. limitVelocityDamping: number;
  18700. /**
  18701. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  18702. */
  18703. beginAnimationOnStart: boolean;
  18704. /**
  18705. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  18706. */
  18707. beginAnimationFrom: number;
  18708. /**
  18709. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  18710. */
  18711. beginAnimationTo: number;
  18712. /**
  18713. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  18714. */
  18715. beginAnimationLoop: boolean;
  18716. /**
  18717. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  18718. */
  18719. disposeOnStop: boolean;
  18720. /**
  18721. * Gets the maximum number of particles active at the same time.
  18722. * @returns The max number of active particles.
  18723. */
  18724. getCapacity(): number;
  18725. /**
  18726. * Gets if the system has been started. (Note: this will still be true after stop is called)
  18727. * @returns True if it has been started, otherwise false.
  18728. */
  18729. isStarted(): boolean;
  18730. /**
  18731. * Animates the particle system for this frame.
  18732. */
  18733. animate(): void;
  18734. /**
  18735. * Renders the particle system in its current state.
  18736. * @returns the current number of particles
  18737. */
  18738. render(): number;
  18739. /**
  18740. * Dispose the particle system and frees its associated resources.
  18741. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18742. */
  18743. dispose(disposeTexture?: boolean): void;
  18744. /**
  18745. * Clones the particle system.
  18746. * @param name The name of the cloned object
  18747. * @param newEmitter The new emitter to use
  18748. * @returns the cloned particle system
  18749. */
  18750. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  18751. /**
  18752. * Serializes the particle system to a JSON object.
  18753. * @returns the JSON object
  18754. */
  18755. serialize(): any;
  18756. /**
  18757. * Rebuild the particle system
  18758. */
  18759. rebuild(): void;
  18760. /**
  18761. * Starts the particle system and begins to emit
  18762. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  18763. */
  18764. start(delay?: number): void;
  18765. /**
  18766. * Stops the particle system.
  18767. */
  18768. stop(): void;
  18769. /**
  18770. * Remove all active particles
  18771. */
  18772. reset(): void;
  18773. /**
  18774. * Is this system ready to be used/rendered
  18775. * @return true if the system is ready
  18776. */
  18777. isReady(): boolean;
  18778. /**
  18779. * Adds a new color gradient
  18780. * @param gradient defines the gradient to use (between 0 and 1)
  18781. * @param color1 defines the color to affect to the specified gradient
  18782. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  18783. * @returns the current particle system
  18784. */
  18785. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  18786. /**
  18787. * Remove a specific color gradient
  18788. * @param gradient defines the gradient to remove
  18789. * @returns the current particle system
  18790. */
  18791. removeColorGradient(gradient: number): IParticleSystem;
  18792. /**
  18793. * Adds a new size gradient
  18794. * @param gradient defines the gradient to use (between 0 and 1)
  18795. * @param factor defines the size factor to affect to the specified gradient
  18796. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18797. * @returns the current particle system
  18798. */
  18799. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18800. /**
  18801. * Remove a specific size gradient
  18802. * @param gradient defines the gradient to remove
  18803. * @returns the current particle system
  18804. */
  18805. removeSizeGradient(gradient: number): IParticleSystem;
  18806. /**
  18807. * Gets the current list of color gradients.
  18808. * You must use addColorGradient and removeColorGradient to udpate this list
  18809. * @returns the list of color gradients
  18810. */
  18811. getColorGradients(): Nullable<Array<ColorGradient>>;
  18812. /**
  18813. * Gets the current list of size gradients.
  18814. * You must use addSizeGradient and removeSizeGradient to udpate this list
  18815. * @returns the list of size gradients
  18816. */
  18817. getSizeGradients(): Nullable<Array<FactorGradient>>;
  18818. /**
  18819. * Gets the current list of angular speed gradients.
  18820. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  18821. * @returns the list of angular speed gradients
  18822. */
  18823. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  18824. /**
  18825. * Adds a new angular speed gradient
  18826. * @param gradient defines the gradient to use (between 0 and 1)
  18827. * @param factor defines the angular speed to affect to the specified gradient
  18828. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18829. * @returns the current particle system
  18830. */
  18831. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18832. /**
  18833. * Remove a specific angular speed gradient
  18834. * @param gradient defines the gradient to remove
  18835. * @returns the current particle system
  18836. */
  18837. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  18838. /**
  18839. * Gets the current list of velocity gradients.
  18840. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  18841. * @returns the list of velocity gradients
  18842. */
  18843. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  18844. /**
  18845. * Adds a new velocity gradient
  18846. * @param gradient defines the gradient to use (between 0 and 1)
  18847. * @param factor defines the velocity to affect to the specified gradient
  18848. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18849. * @returns the current particle system
  18850. */
  18851. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18852. /**
  18853. * Remove a specific velocity gradient
  18854. * @param gradient defines the gradient to remove
  18855. * @returns the current particle system
  18856. */
  18857. removeVelocityGradient(gradient: number): IParticleSystem;
  18858. /**
  18859. * Gets the current list of limit velocity gradients.
  18860. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  18861. * @returns the list of limit velocity gradients
  18862. */
  18863. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  18864. /**
  18865. * Adds a new limit velocity gradient
  18866. * @param gradient defines the gradient to use (between 0 and 1)
  18867. * @param factor defines the limit velocity to affect to the specified gradient
  18868. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18869. * @returns the current particle system
  18870. */
  18871. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18872. /**
  18873. * Remove a specific limit velocity gradient
  18874. * @param gradient defines the gradient to remove
  18875. * @returns the current particle system
  18876. */
  18877. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  18878. /**
  18879. * Adds a new drag gradient
  18880. * @param gradient defines the gradient to use (between 0 and 1)
  18881. * @param factor defines the drag to affect to the specified gradient
  18882. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18883. * @returns the current particle system
  18884. */
  18885. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18886. /**
  18887. * Remove a specific drag gradient
  18888. * @param gradient defines the gradient to remove
  18889. * @returns the current particle system
  18890. */
  18891. removeDragGradient(gradient: number): IParticleSystem;
  18892. /**
  18893. * Gets the current list of drag gradients.
  18894. * You must use addDragGradient and removeDragGradient to udpate this list
  18895. * @returns the list of drag gradients
  18896. */
  18897. getDragGradients(): Nullable<Array<FactorGradient>>;
  18898. /**
  18899. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  18900. * @param gradient defines the gradient to use (between 0 and 1)
  18901. * @param factor defines the emit rate to affect to the specified gradient
  18902. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18903. * @returns the current particle system
  18904. */
  18905. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18906. /**
  18907. * Remove a specific emit rate gradient
  18908. * @param gradient defines the gradient to remove
  18909. * @returns the current particle system
  18910. */
  18911. removeEmitRateGradient(gradient: number): IParticleSystem;
  18912. /**
  18913. * Gets the current list of emit rate gradients.
  18914. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  18915. * @returns the list of emit rate gradients
  18916. */
  18917. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  18918. /**
  18919. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  18920. * @param gradient defines the gradient to use (between 0 and 1)
  18921. * @param factor defines the start size to affect to the specified gradient
  18922. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18923. * @returns the current particle system
  18924. */
  18925. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18926. /**
  18927. * Remove a specific start size gradient
  18928. * @param gradient defines the gradient to remove
  18929. * @returns the current particle system
  18930. */
  18931. removeStartSizeGradient(gradient: number): IParticleSystem;
  18932. /**
  18933. * Gets the current list of start size gradients.
  18934. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  18935. * @returns the list of start size gradients
  18936. */
  18937. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  18938. /**
  18939. * Adds a new life time gradient
  18940. * @param gradient defines the gradient to use (between 0 and 1)
  18941. * @param factor defines the life time factor to affect to the specified gradient
  18942. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18943. * @returns the current particle system
  18944. */
  18945. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18946. /**
  18947. * Remove a specific life time gradient
  18948. * @param gradient defines the gradient to remove
  18949. * @returns the current particle system
  18950. */
  18951. removeLifeTimeGradient(gradient: number): IParticleSystem;
  18952. /**
  18953. * Gets the current list of life time gradients.
  18954. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  18955. * @returns the list of life time gradients
  18956. */
  18957. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  18958. /**
  18959. * Gets the current list of color gradients.
  18960. * You must use addColorGradient and removeColorGradient to udpate this list
  18961. * @returns the list of color gradients
  18962. */
  18963. getColorGradients(): Nullable<Array<ColorGradient>>;
  18964. /**
  18965. * Adds a new ramp gradient used to remap particle colors
  18966. * @param gradient defines the gradient to use (between 0 and 1)
  18967. * @param color defines the color to affect to the specified gradient
  18968. * @returns the current particle system
  18969. */
  18970. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  18971. /**
  18972. * Gets the current list of ramp gradients.
  18973. * You must use addRampGradient and removeRampGradient to udpate this list
  18974. * @returns the list of ramp gradients
  18975. */
  18976. getRampGradients(): Nullable<Array<Color3Gradient>>;
  18977. /** Gets or sets a boolean indicating that ramp gradients must be used
  18978. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  18979. */
  18980. useRampGradients: boolean;
  18981. /**
  18982. * Adds a new color remap gradient
  18983. * @param gradient defines the gradient to use (between 0 and 1)
  18984. * @param min defines the color remap minimal range
  18985. * @param max defines the color remap maximal range
  18986. * @returns the current particle system
  18987. */
  18988. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18989. /**
  18990. * Gets the current list of color remap gradients.
  18991. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  18992. * @returns the list of color remap gradients
  18993. */
  18994. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  18995. /**
  18996. * Adds a new alpha remap gradient
  18997. * @param gradient defines the gradient to use (between 0 and 1)
  18998. * @param min defines the alpha remap minimal range
  18999. * @param max defines the alpha remap maximal range
  19000. * @returns the current particle system
  19001. */
  19002. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19003. /**
  19004. * Gets the current list of alpha remap gradients.
  19005. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  19006. * @returns the list of alpha remap gradients
  19007. */
  19008. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  19009. /**
  19010. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  19011. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19012. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19013. * @returns the emitter
  19014. */
  19015. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  19016. /**
  19017. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  19018. * @param radius The radius of the hemisphere to emit from
  19019. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19020. * @returns the emitter
  19021. */
  19022. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  19023. /**
  19024. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  19025. * @param radius The radius of the sphere to emit from
  19026. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19027. * @returns the emitter
  19028. */
  19029. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  19030. /**
  19031. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  19032. * @param radius The radius of the sphere to emit from
  19033. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  19034. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  19035. * @returns the emitter
  19036. */
  19037. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19038. /**
  19039. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  19040. * @param radius The radius of the emission cylinder
  19041. * @param height The height of the emission cylinder
  19042. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  19043. * @param directionRandomizer How much to randomize the particle direction [0-1]
  19044. * @returns the emitter
  19045. */
  19046. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  19047. /**
  19048. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  19049. * @param radius The radius of the cylinder to emit from
  19050. * @param height The height of the emission cylinder
  19051. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  19052. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  19053. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  19054. * @returns the emitter
  19055. */
  19056. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19057. /**
  19058. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  19059. * @param radius The radius of the cone to emit from
  19060. * @param angle The base angle of the cone
  19061. * @returns the emitter
  19062. */
  19063. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  19064. /**
  19065. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  19066. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19067. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19068. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19069. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19070. * @returns the emitter
  19071. */
  19072. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  19073. /**
  19074. * Get hosting scene
  19075. * @returns the scene
  19076. */
  19077. getScene(): Scene;
  19078. }
  19079. }
  19080. declare module "babylonjs/Meshes/instancedMesh" {
  19081. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19082. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19083. import { Camera } from "babylonjs/Cameras/camera";
  19084. import { Node } from "babylonjs/node";
  19085. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19086. import { Mesh } from "babylonjs/Meshes/mesh";
  19087. import { Material } from "babylonjs/Materials/material";
  19088. import { Skeleton } from "babylonjs/Bones/skeleton";
  19089. import { Light } from "babylonjs/Lights/light";
  19090. /**
  19091. * Creates an instance based on a source mesh.
  19092. */
  19093. export class InstancedMesh extends AbstractMesh {
  19094. private _sourceMesh;
  19095. private _currentLOD;
  19096. /** @hidden */
  19097. _indexInSourceMeshInstanceArray: number;
  19098. constructor(name: string, source: Mesh);
  19099. /**
  19100. * Returns the string "InstancedMesh".
  19101. */
  19102. getClassName(): string;
  19103. /** Gets the list of lights affecting that mesh */
  19104. readonly lightSources: Light[];
  19105. _resyncLightSources(): void;
  19106. _resyncLighSource(light: Light): void;
  19107. _removeLightSource(light: Light, dispose: boolean): void;
  19108. /**
  19109. * If the source mesh receives shadows
  19110. */
  19111. readonly receiveShadows: boolean;
  19112. /**
  19113. * The material of the source mesh
  19114. */
  19115. readonly material: Nullable<Material>;
  19116. /**
  19117. * Visibility of the source mesh
  19118. */
  19119. readonly visibility: number;
  19120. /**
  19121. * Skeleton of the source mesh
  19122. */
  19123. readonly skeleton: Nullable<Skeleton>;
  19124. /**
  19125. * Rendering ground id of the source mesh
  19126. */
  19127. renderingGroupId: number;
  19128. /**
  19129. * Returns the total number of vertices (integer).
  19130. */
  19131. getTotalVertices(): number;
  19132. /**
  19133. * Returns a positive integer : the total number of indices in this mesh geometry.
  19134. * @returns the numner of indices or zero if the mesh has no geometry.
  19135. */
  19136. getTotalIndices(): number;
  19137. /**
  19138. * The source mesh of the instance
  19139. */
  19140. readonly sourceMesh: Mesh;
  19141. /**
  19142. * Is this node ready to be used/rendered
  19143. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19144. * @return {boolean} is it ready
  19145. */
  19146. isReady(completeCheck?: boolean): boolean;
  19147. /**
  19148. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19149. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19150. * @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.
  19151. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19152. */
  19153. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19154. /**
  19155. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19156. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19157. * The `data` are either a numeric array either a Float32Array.
  19158. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19159. * 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).
  19160. * Note that a new underlying VertexBuffer object is created each call.
  19161. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19162. *
  19163. * Possible `kind` values :
  19164. * - VertexBuffer.PositionKind
  19165. * - VertexBuffer.UVKind
  19166. * - VertexBuffer.UV2Kind
  19167. * - VertexBuffer.UV3Kind
  19168. * - VertexBuffer.UV4Kind
  19169. * - VertexBuffer.UV5Kind
  19170. * - VertexBuffer.UV6Kind
  19171. * - VertexBuffer.ColorKind
  19172. * - VertexBuffer.MatricesIndicesKind
  19173. * - VertexBuffer.MatricesIndicesExtraKind
  19174. * - VertexBuffer.MatricesWeightsKind
  19175. * - VertexBuffer.MatricesWeightsExtraKind
  19176. *
  19177. * Returns the Mesh.
  19178. */
  19179. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  19180. /**
  19181. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19182. * If the mesh has no geometry, it is simply returned as it is.
  19183. * The `data` are either a numeric array either a Float32Array.
  19184. * No new underlying VertexBuffer object is created.
  19185. * 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.
  19186. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19187. *
  19188. * Possible `kind` values :
  19189. * - VertexBuffer.PositionKind
  19190. * - VertexBuffer.UVKind
  19191. * - VertexBuffer.UV2Kind
  19192. * - VertexBuffer.UV3Kind
  19193. * - VertexBuffer.UV4Kind
  19194. * - VertexBuffer.UV5Kind
  19195. * - VertexBuffer.UV6Kind
  19196. * - VertexBuffer.ColorKind
  19197. * - VertexBuffer.MatricesIndicesKind
  19198. * - VertexBuffer.MatricesIndicesExtraKind
  19199. * - VertexBuffer.MatricesWeightsKind
  19200. * - VertexBuffer.MatricesWeightsExtraKind
  19201. *
  19202. * Returns the Mesh.
  19203. */
  19204. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19205. /**
  19206. * Sets the mesh indices.
  19207. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19208. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19209. * This method creates a new index buffer each call.
  19210. * Returns the Mesh.
  19211. */
  19212. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19213. /**
  19214. * Boolean : True if the mesh owns the requested kind of data.
  19215. */
  19216. isVerticesDataPresent(kind: string): boolean;
  19217. /**
  19218. * Returns an array of indices (IndicesArray).
  19219. */
  19220. getIndices(): Nullable<IndicesArray>;
  19221. readonly _positions: Nullable<Vector3[]>;
  19222. /**
  19223. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19224. * This means the mesh underlying bounding box and sphere are recomputed.
  19225. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19226. * @returns the current mesh
  19227. */
  19228. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19229. /** @hidden */
  19230. _preActivate(): InstancedMesh;
  19231. /** @hidden */
  19232. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19233. /** @hidden */
  19234. _postActivate(): void;
  19235. getWorldMatrix(): Matrix;
  19236. readonly isAnInstance: boolean;
  19237. /**
  19238. * Returns the current associated LOD AbstractMesh.
  19239. */
  19240. getLOD(camera: Camera): AbstractMesh;
  19241. /** @hidden */
  19242. _syncSubMeshes(): InstancedMesh;
  19243. /** @hidden */
  19244. _generatePointsArray(): boolean;
  19245. /**
  19246. * Creates a new InstancedMesh from the current mesh.
  19247. * - name (string) : the cloned mesh name
  19248. * - newParent (optional Node) : the optional Node to parent the clone to.
  19249. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19250. *
  19251. * Returns the clone.
  19252. */
  19253. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19254. /**
  19255. * Disposes the InstancedMesh.
  19256. * Returns nothing.
  19257. */
  19258. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19259. }
  19260. }
  19261. declare module "babylonjs/Materials/shaderMaterial" {
  19262. import { Scene } from "babylonjs/scene";
  19263. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19264. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19265. import { Mesh } from "babylonjs/Meshes/mesh";
  19266. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19267. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19268. import { Texture } from "babylonjs/Materials/Textures/texture";
  19269. import { Material } from "babylonjs/Materials/material";
  19270. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19271. /**
  19272. * Defines the options associated with the creation of a shader material.
  19273. */
  19274. export interface IShaderMaterialOptions {
  19275. /**
  19276. * Does the material work in alpha blend mode
  19277. */
  19278. needAlphaBlending: boolean;
  19279. /**
  19280. * Does the material work in alpha test mode
  19281. */
  19282. needAlphaTesting: boolean;
  19283. /**
  19284. * The list of attribute names used in the shader
  19285. */
  19286. attributes: string[];
  19287. /**
  19288. * The list of unifrom names used in the shader
  19289. */
  19290. uniforms: string[];
  19291. /**
  19292. * The list of UBO names used in the shader
  19293. */
  19294. uniformBuffers: string[];
  19295. /**
  19296. * The list of sampler names used in the shader
  19297. */
  19298. samplers: string[];
  19299. /**
  19300. * The list of defines used in the shader
  19301. */
  19302. defines: string[];
  19303. }
  19304. /**
  19305. * 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.
  19306. *
  19307. * This returned material effects how the mesh will look based on the code in the shaders.
  19308. *
  19309. * @see http://doc.babylonjs.com/how_to/shader_material
  19310. */
  19311. export class ShaderMaterial extends Material {
  19312. private _shaderPath;
  19313. private _options;
  19314. private _textures;
  19315. private _textureArrays;
  19316. private _floats;
  19317. private _ints;
  19318. private _floatsArrays;
  19319. private _colors3;
  19320. private _colors3Arrays;
  19321. private _colors4;
  19322. private _colors4Arrays;
  19323. private _vectors2;
  19324. private _vectors3;
  19325. private _vectors4;
  19326. private _matrices;
  19327. private _matrices3x3;
  19328. private _matrices2x2;
  19329. private _vectors2Arrays;
  19330. private _vectors3Arrays;
  19331. private _vectors4Arrays;
  19332. private _cachedWorldViewMatrix;
  19333. private _cachedWorldViewProjectionMatrix;
  19334. private _renderId;
  19335. /**
  19336. * Instantiate a new shader material.
  19337. * 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.
  19338. * This returned material effects how the mesh will look based on the code in the shaders.
  19339. * @see http://doc.babylonjs.com/how_to/shader_material
  19340. * @param name Define the name of the material in the scene
  19341. * @param scene Define the scene the material belongs to
  19342. * @param shaderPath Defines the route to the shader code in one of three ways:
  19343. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19344. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  19345. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  19346. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19347. * @param options Define the options used to create the shader
  19348. */
  19349. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19350. /**
  19351. * Gets the options used to compile the shader.
  19352. * They can be modified to trigger a new compilation
  19353. */
  19354. readonly options: IShaderMaterialOptions;
  19355. /**
  19356. * Gets the current class name of the material e.g. "ShaderMaterial"
  19357. * Mainly use in serialization.
  19358. * @returns the class name
  19359. */
  19360. getClassName(): string;
  19361. /**
  19362. * Specifies if the material will require alpha blending
  19363. * @returns a boolean specifying if alpha blending is needed
  19364. */
  19365. needAlphaBlending(): boolean;
  19366. /**
  19367. * Specifies if this material should be rendered in alpha test mode
  19368. * @returns a boolean specifying if an alpha test is needed.
  19369. */
  19370. needAlphaTesting(): boolean;
  19371. private _checkUniform;
  19372. /**
  19373. * Set a texture in the shader.
  19374. * @param name Define the name of the uniform samplers as defined in the shader
  19375. * @param texture Define the texture to bind to this sampler
  19376. * @return the material itself allowing "fluent" like uniform updates
  19377. */
  19378. setTexture(name: string, texture: Texture): ShaderMaterial;
  19379. /**
  19380. * Set a texture array in the shader.
  19381. * @param name Define the name of the uniform sampler array as defined in the shader
  19382. * @param textures Define the list of textures to bind to this sampler
  19383. * @return the material itself allowing "fluent" like uniform updates
  19384. */
  19385. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19386. /**
  19387. * Set a float in the shader.
  19388. * @param name Define the name of the uniform as defined in the shader
  19389. * @param value Define the value to give to the uniform
  19390. * @return the material itself allowing "fluent" like uniform updates
  19391. */
  19392. setFloat(name: string, value: number): ShaderMaterial;
  19393. /**
  19394. * Set a int in the shader.
  19395. * @param name Define the name of the uniform as defined in the shader
  19396. * @param value Define the value to give to the uniform
  19397. * @return the material itself allowing "fluent" like uniform updates
  19398. */
  19399. setInt(name: string, value: number): ShaderMaterial;
  19400. /**
  19401. * Set an array of floats in the shader.
  19402. * @param name Define the name of the uniform as defined in the shader
  19403. * @param value Define the value to give to the uniform
  19404. * @return the material itself allowing "fluent" like uniform updates
  19405. */
  19406. setFloats(name: string, value: number[]): ShaderMaterial;
  19407. /**
  19408. * Set a vec3 in the shader from a Color3.
  19409. * @param name Define the name of the uniform as defined in the shader
  19410. * @param value Define the value to give to the uniform
  19411. * @return the material itself allowing "fluent" like uniform updates
  19412. */
  19413. setColor3(name: string, value: Color3): ShaderMaterial;
  19414. /**
  19415. * Set a vec3 array in the shader from a Color3 array.
  19416. * @param name Define the name of the uniform as defined in the shader
  19417. * @param value Define the value to give to the uniform
  19418. * @return the material itself allowing "fluent" like uniform updates
  19419. */
  19420. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19421. /**
  19422. * Set a vec4 in the shader from a Color4.
  19423. * @param name Define the name of the uniform as defined in the shader
  19424. * @param value Define the value to give to the uniform
  19425. * @return the material itself allowing "fluent" like uniform updates
  19426. */
  19427. setColor4(name: string, value: Color4): ShaderMaterial;
  19428. /**
  19429. * Set a vec4 array in the shader from a Color4 array.
  19430. * @param name Define the name of the uniform as defined in the shader
  19431. * @param value Define the value to give to the uniform
  19432. * @return the material itself allowing "fluent" like uniform updates
  19433. */
  19434. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19435. /**
  19436. * Set a vec2 in the shader from a Vector2.
  19437. * @param name Define the name of the uniform as defined in the shader
  19438. * @param value Define the value to give to the uniform
  19439. * @return the material itself allowing "fluent" like uniform updates
  19440. */
  19441. setVector2(name: string, value: Vector2): ShaderMaterial;
  19442. /**
  19443. * Set a vec3 in the shader from a Vector3.
  19444. * @param name Define the name of the uniform as defined in the shader
  19445. * @param value Define the value to give to the uniform
  19446. * @return the material itself allowing "fluent" like uniform updates
  19447. */
  19448. setVector3(name: string, value: Vector3): ShaderMaterial;
  19449. /**
  19450. * Set a vec4 in the shader from a Vector4.
  19451. * @param name Define the name of the uniform as defined in the shader
  19452. * @param value Define the value to give to the uniform
  19453. * @return the material itself allowing "fluent" like uniform updates
  19454. */
  19455. setVector4(name: string, value: Vector4): ShaderMaterial;
  19456. /**
  19457. * Set a mat4 in the shader from a Matrix.
  19458. * @param name Define the name of the uniform as defined in the shader
  19459. * @param value Define the value to give to the uniform
  19460. * @return the material itself allowing "fluent" like uniform updates
  19461. */
  19462. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19463. /**
  19464. * Set a mat3 in the shader from a Float32Array.
  19465. * @param name Define the name of the uniform as defined in the shader
  19466. * @param value Define the value to give to the uniform
  19467. * @return the material itself allowing "fluent" like uniform updates
  19468. */
  19469. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19470. /**
  19471. * Set a mat2 in the shader from a Float32Array.
  19472. * @param name Define the name of the uniform as defined in the shader
  19473. * @param value Define the value to give to the uniform
  19474. * @return the material itself allowing "fluent" like uniform updates
  19475. */
  19476. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19477. /**
  19478. * Set a vec2 array in the shader from a number array.
  19479. * @param name Define the name of the uniform as defined in the shader
  19480. * @param value Define the value to give to the uniform
  19481. * @return the material itself allowing "fluent" like uniform updates
  19482. */
  19483. setArray2(name: string, value: number[]): ShaderMaterial;
  19484. /**
  19485. * Set a vec3 array in the shader from a number array.
  19486. * @param name Define the name of the uniform as defined in the shader
  19487. * @param value Define the value to give to the uniform
  19488. * @return the material itself allowing "fluent" like uniform updates
  19489. */
  19490. setArray3(name: string, value: number[]): ShaderMaterial;
  19491. /**
  19492. * Set a vec4 array in the shader from a number array.
  19493. * @param name Define the name of the uniform as defined in the shader
  19494. * @param value Define the value to give to the uniform
  19495. * @return the material itself allowing "fluent" like uniform updates
  19496. */
  19497. setArray4(name: string, value: number[]): ShaderMaterial;
  19498. private _checkCache;
  19499. /**
  19500. * Specifies that the submesh is ready to be used
  19501. * @param mesh defines the mesh to check
  19502. * @param subMesh defines which submesh to check
  19503. * @param useInstances specifies that instances should be used
  19504. * @returns a boolean indicating that the submesh is ready or not
  19505. */
  19506. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19507. /**
  19508. * Checks if the material is ready to render the requested mesh
  19509. * @param mesh Define the mesh to render
  19510. * @param useInstances Define whether or not the material is used with instances
  19511. * @returns true if ready, otherwise false
  19512. */
  19513. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19514. /**
  19515. * Binds the world matrix to the material
  19516. * @param world defines the world transformation matrix
  19517. */
  19518. bindOnlyWorldMatrix(world: Matrix): void;
  19519. /**
  19520. * Binds the material to the mesh
  19521. * @param world defines the world transformation matrix
  19522. * @param mesh defines the mesh to bind the material to
  19523. */
  19524. bind(world: Matrix, mesh?: Mesh): void;
  19525. /**
  19526. * Gets the active textures from the material
  19527. * @returns an array of textures
  19528. */
  19529. getActiveTextures(): BaseTexture[];
  19530. /**
  19531. * Specifies if the material uses a texture
  19532. * @param texture defines the texture to check against the material
  19533. * @returns a boolean specifying if the material uses the texture
  19534. */
  19535. hasTexture(texture: BaseTexture): boolean;
  19536. /**
  19537. * Makes a duplicate of the material, and gives it a new name
  19538. * @param name defines the new name for the duplicated material
  19539. * @returns the cloned material
  19540. */
  19541. clone(name: string): ShaderMaterial;
  19542. /**
  19543. * Disposes the material
  19544. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  19545. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  19546. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  19547. */
  19548. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  19549. /**
  19550. * Serializes this material in a JSON representation
  19551. * @returns the serialized material object
  19552. */
  19553. serialize(): any;
  19554. /**
  19555. * Creates a shader material from parsed shader material data
  19556. * @param source defines the JSON represnetation of the material
  19557. * @param scene defines the hosting scene
  19558. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  19559. * @returns a new material
  19560. */
  19561. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  19562. }
  19563. }
  19564. declare module "babylonjs/Shaders/color.fragment" {
  19565. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  19566. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  19567. /** @hidden */
  19568. export var colorPixelShader: {
  19569. name: string;
  19570. shader: string;
  19571. };
  19572. }
  19573. declare module "babylonjs/Shaders/color.vertex" {
  19574. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  19575. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  19576. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  19577. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  19578. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  19579. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  19580. /** @hidden */
  19581. export var colorVertexShader: {
  19582. name: string;
  19583. shader: string;
  19584. };
  19585. }
  19586. declare module "babylonjs/Meshes/linesMesh" {
  19587. import { Nullable } from "babylonjs/types";
  19588. import { Scene } from "babylonjs/scene";
  19589. import { Color3 } from "babylonjs/Maths/math.color";
  19590. import { Node } from "babylonjs/node";
  19591. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19592. import { Mesh } from "babylonjs/Meshes/mesh";
  19593. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  19594. import { Effect } from "babylonjs/Materials/effect";
  19595. import { Material } from "babylonjs/Materials/material";
  19596. import "babylonjs/Shaders/color.fragment";
  19597. import "babylonjs/Shaders/color.vertex";
  19598. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19599. /**
  19600. * Line mesh
  19601. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  19602. */
  19603. export class LinesMesh extends Mesh {
  19604. /**
  19605. * If vertex color should be applied to the mesh
  19606. */
  19607. readonly useVertexColor?: boolean | undefined;
  19608. /**
  19609. * If vertex alpha should be applied to the mesh
  19610. */
  19611. readonly useVertexAlpha?: boolean | undefined;
  19612. /**
  19613. * Color of the line (Default: White)
  19614. */
  19615. color: Color3;
  19616. /**
  19617. * Alpha of the line (Default: 1)
  19618. */
  19619. alpha: number;
  19620. /**
  19621. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19622. * This margin is expressed in world space coordinates, so its value may vary.
  19623. * Default value is 0.1
  19624. */
  19625. intersectionThreshold: number;
  19626. private _colorShader;
  19627. private color4;
  19628. /**
  19629. * Creates a new LinesMesh
  19630. * @param name defines the name
  19631. * @param scene defines the hosting scene
  19632. * @param parent defines the parent mesh if any
  19633. * @param source defines the optional source LinesMesh used to clone data from
  19634. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  19635. * When false, achieved by calling a clone(), also passing False.
  19636. * This will make creation of children, recursive.
  19637. * @param useVertexColor defines if this LinesMesh supports vertex color
  19638. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  19639. */
  19640. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  19641. /**
  19642. * If vertex color should be applied to the mesh
  19643. */
  19644. useVertexColor?: boolean | undefined,
  19645. /**
  19646. * If vertex alpha should be applied to the mesh
  19647. */
  19648. useVertexAlpha?: boolean | undefined);
  19649. private _addClipPlaneDefine;
  19650. private _removeClipPlaneDefine;
  19651. isReady(): boolean;
  19652. /**
  19653. * Returns the string "LineMesh"
  19654. */
  19655. getClassName(): string;
  19656. /**
  19657. * @hidden
  19658. */
  19659. /**
  19660. * @hidden
  19661. */
  19662. material: Material;
  19663. /**
  19664. * @hidden
  19665. */
  19666. readonly checkCollisions: boolean;
  19667. /** @hidden */
  19668. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  19669. /** @hidden */
  19670. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  19671. /**
  19672. * Disposes of the line mesh
  19673. * @param doNotRecurse If children should be disposed
  19674. */
  19675. dispose(doNotRecurse?: boolean): void;
  19676. /**
  19677. * Returns a new LineMesh object cloned from the current one.
  19678. */
  19679. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19680. /**
  19681. * Creates a new InstancedLinesMesh object from the mesh model.
  19682. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  19683. * @param name defines the name of the new instance
  19684. * @returns a new InstancedLinesMesh
  19685. */
  19686. createInstance(name: string): InstancedLinesMesh;
  19687. }
  19688. /**
  19689. * Creates an instance based on a source LinesMesh
  19690. */
  19691. export class InstancedLinesMesh extends InstancedMesh {
  19692. /**
  19693. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19694. * This margin is expressed in world space coordinates, so its value may vary.
  19695. * Initilized with the intersectionThreshold value of the source LinesMesh
  19696. */
  19697. intersectionThreshold: number;
  19698. constructor(name: string, source: LinesMesh);
  19699. /**
  19700. * Returns the string "InstancedLinesMesh".
  19701. */
  19702. getClassName(): string;
  19703. }
  19704. }
  19705. declare module "babylonjs/Shaders/line.fragment" {
  19706. /** @hidden */
  19707. export var linePixelShader: {
  19708. name: string;
  19709. shader: string;
  19710. };
  19711. }
  19712. declare module "babylonjs/Shaders/line.vertex" {
  19713. /** @hidden */
  19714. export var lineVertexShader: {
  19715. name: string;
  19716. shader: string;
  19717. };
  19718. }
  19719. declare module "babylonjs/Rendering/edgesRenderer" {
  19720. import { Nullable } from "babylonjs/types";
  19721. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19722. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19723. import { Vector3 } from "babylonjs/Maths/math.vector";
  19724. import { IDisposable } from "babylonjs/scene";
  19725. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  19726. import "babylonjs/Shaders/line.fragment";
  19727. import "babylonjs/Shaders/line.vertex";
  19728. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  19729. module "babylonjs/Meshes/abstractMesh" {
  19730. interface AbstractMesh {
  19731. /**
  19732. * Gets the edgesRenderer associated with the mesh
  19733. */
  19734. edgesRenderer: Nullable<EdgesRenderer>;
  19735. }
  19736. }
  19737. module "babylonjs/Meshes/linesMesh" {
  19738. interface LinesMesh {
  19739. /**
  19740. * Enables the edge rendering mode on the mesh.
  19741. * This mode makes the mesh edges visible
  19742. * @param epsilon defines the maximal distance between two angles to detect a face
  19743. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19744. * @returns the currentAbstractMesh
  19745. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19746. */
  19747. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  19748. }
  19749. }
  19750. module "babylonjs/Meshes/linesMesh" {
  19751. interface InstancedLinesMesh {
  19752. /**
  19753. * Enables the edge rendering mode on the mesh.
  19754. * This mode makes the mesh edges visible
  19755. * @param epsilon defines the maximal distance between two angles to detect a face
  19756. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19757. * @returns the current InstancedLinesMesh
  19758. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19759. */
  19760. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  19761. }
  19762. }
  19763. /**
  19764. * Defines the minimum contract an Edges renderer should follow.
  19765. */
  19766. export interface IEdgesRenderer extends IDisposable {
  19767. /**
  19768. * Gets or sets a boolean indicating if the edgesRenderer is active
  19769. */
  19770. isEnabled: boolean;
  19771. /**
  19772. * Renders the edges of the attached mesh,
  19773. */
  19774. render(): void;
  19775. /**
  19776. * Checks wether or not the edges renderer is ready to render.
  19777. * @return true if ready, otherwise false.
  19778. */
  19779. isReady(): boolean;
  19780. }
  19781. /**
  19782. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  19783. */
  19784. export class EdgesRenderer implements IEdgesRenderer {
  19785. /**
  19786. * Define the size of the edges with an orthographic camera
  19787. */
  19788. edgesWidthScalerForOrthographic: number;
  19789. /**
  19790. * Define the size of the edges with a perspective camera
  19791. */
  19792. edgesWidthScalerForPerspective: number;
  19793. protected _source: AbstractMesh;
  19794. protected _linesPositions: number[];
  19795. protected _linesNormals: number[];
  19796. protected _linesIndices: number[];
  19797. protected _epsilon: number;
  19798. protected _indicesCount: number;
  19799. protected _lineShader: ShaderMaterial;
  19800. protected _ib: DataBuffer;
  19801. protected _buffers: {
  19802. [key: string]: Nullable<VertexBuffer>;
  19803. };
  19804. protected _checkVerticesInsteadOfIndices: boolean;
  19805. private _meshRebuildObserver;
  19806. private _meshDisposeObserver;
  19807. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  19808. isEnabled: boolean;
  19809. /**
  19810. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  19811. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  19812. * @param source Mesh used to create edges
  19813. * @param epsilon sum of angles in adjacency to check for edge
  19814. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  19815. * @param generateEdgesLines - should generate Lines or only prepare resources.
  19816. */
  19817. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  19818. protected _prepareRessources(): void;
  19819. /** @hidden */
  19820. _rebuild(): void;
  19821. /**
  19822. * Releases the required resources for the edges renderer
  19823. */
  19824. dispose(): void;
  19825. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  19826. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  19827. /**
  19828. * Checks if the pair of p0 and p1 is en edge
  19829. * @param faceIndex
  19830. * @param edge
  19831. * @param faceNormals
  19832. * @param p0
  19833. * @param p1
  19834. * @private
  19835. */
  19836. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  19837. /**
  19838. * push line into the position, normal and index buffer
  19839. * @protected
  19840. */
  19841. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  19842. /**
  19843. * Generates lines edges from adjacencjes
  19844. * @private
  19845. */
  19846. _generateEdgesLines(): void;
  19847. /**
  19848. * Checks wether or not the edges renderer is ready to render.
  19849. * @return true if ready, otherwise false.
  19850. */
  19851. isReady(): boolean;
  19852. /**
  19853. * Renders the edges of the attached mesh,
  19854. */
  19855. render(): void;
  19856. }
  19857. /**
  19858. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  19859. */
  19860. export class LineEdgesRenderer extends EdgesRenderer {
  19861. /**
  19862. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  19863. * @param source LineMesh used to generate edges
  19864. * @param epsilon not important (specified angle for edge detection)
  19865. * @param checkVerticesInsteadOfIndices not important for LineMesh
  19866. */
  19867. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  19868. /**
  19869. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  19870. */
  19871. _generateEdgesLines(): void;
  19872. }
  19873. }
  19874. declare module "babylonjs/Rendering/renderingGroup" {
  19875. import { SmartArray } from "babylonjs/Misc/smartArray";
  19876. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19877. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19878. import { Nullable } from "babylonjs/types";
  19879. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19880. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  19881. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19882. import { Material } from "babylonjs/Materials/material";
  19883. import { Scene } from "babylonjs/scene";
  19884. /**
  19885. * This represents the object necessary to create a rendering group.
  19886. * This is exclusively used and created by the rendering manager.
  19887. * To modify the behavior, you use the available helpers in your scene or meshes.
  19888. * @hidden
  19889. */
  19890. export class RenderingGroup {
  19891. index: number;
  19892. private static _zeroVector;
  19893. private _scene;
  19894. private _opaqueSubMeshes;
  19895. private _transparentSubMeshes;
  19896. private _alphaTestSubMeshes;
  19897. private _depthOnlySubMeshes;
  19898. private _particleSystems;
  19899. private _spriteManagers;
  19900. private _opaqueSortCompareFn;
  19901. private _alphaTestSortCompareFn;
  19902. private _transparentSortCompareFn;
  19903. private _renderOpaque;
  19904. private _renderAlphaTest;
  19905. private _renderTransparent;
  19906. /** @hidden */
  19907. _edgesRenderers: SmartArray<IEdgesRenderer>;
  19908. onBeforeTransparentRendering: () => void;
  19909. /**
  19910. * Set the opaque sort comparison function.
  19911. * If null the sub meshes will be render in the order they were created
  19912. */
  19913. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19914. /**
  19915. * Set the alpha test sort comparison function.
  19916. * If null the sub meshes will be render in the order they were created
  19917. */
  19918. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19919. /**
  19920. * Set the transparent sort comparison function.
  19921. * If null the sub meshes will be render in the order they were created
  19922. */
  19923. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19924. /**
  19925. * Creates a new rendering group.
  19926. * @param index The rendering group index
  19927. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  19928. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  19929. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  19930. */
  19931. 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>);
  19932. /**
  19933. * Render all the sub meshes contained in the group.
  19934. * @param customRenderFunction Used to override the default render behaviour of the group.
  19935. * @returns true if rendered some submeshes.
  19936. */
  19937. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  19938. /**
  19939. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  19940. * @param subMeshes The submeshes to render
  19941. */
  19942. private renderOpaqueSorted;
  19943. /**
  19944. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  19945. * @param subMeshes The submeshes to render
  19946. */
  19947. private renderAlphaTestSorted;
  19948. /**
  19949. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  19950. * @param subMeshes The submeshes to render
  19951. */
  19952. private renderTransparentSorted;
  19953. /**
  19954. * Renders the submeshes in a specified order.
  19955. * @param subMeshes The submeshes to sort before render
  19956. * @param sortCompareFn The comparison function use to sort
  19957. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  19958. * @param transparent Specifies to activate blending if true
  19959. */
  19960. private static renderSorted;
  19961. /**
  19962. * Renders the submeshes in the order they were dispatched (no sort applied).
  19963. * @param subMeshes The submeshes to render
  19964. */
  19965. private static renderUnsorted;
  19966. /**
  19967. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19968. * are rendered back to front if in the same alpha index.
  19969. *
  19970. * @param a The first submesh
  19971. * @param b The second submesh
  19972. * @returns The result of the comparison
  19973. */
  19974. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  19975. /**
  19976. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19977. * are rendered back to front.
  19978. *
  19979. * @param a The first submesh
  19980. * @param b The second submesh
  19981. * @returns The result of the comparison
  19982. */
  19983. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  19984. /**
  19985. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19986. * are rendered front to back (prevent overdraw).
  19987. *
  19988. * @param a The first submesh
  19989. * @param b The second submesh
  19990. * @returns The result of the comparison
  19991. */
  19992. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  19993. /**
  19994. * Resets the different lists of submeshes to prepare a new frame.
  19995. */
  19996. prepare(): void;
  19997. dispose(): void;
  19998. /**
  19999. * Inserts the submesh in its correct queue depending on its material.
  20000. * @param subMesh The submesh to dispatch
  20001. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20002. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20003. */
  20004. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20005. dispatchSprites(spriteManager: ISpriteManager): void;
  20006. dispatchParticles(particleSystem: IParticleSystem): void;
  20007. private _renderParticles;
  20008. private _renderSprites;
  20009. }
  20010. }
  20011. declare module "babylonjs/Rendering/renderingManager" {
  20012. import { Nullable } from "babylonjs/types";
  20013. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20014. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20015. import { SmartArray } from "babylonjs/Misc/smartArray";
  20016. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20017. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20018. import { Material } from "babylonjs/Materials/material";
  20019. import { Scene } from "babylonjs/scene";
  20020. import { Camera } from "babylonjs/Cameras/camera";
  20021. /**
  20022. * Interface describing the different options available in the rendering manager
  20023. * regarding Auto Clear between groups.
  20024. */
  20025. export interface IRenderingManagerAutoClearSetup {
  20026. /**
  20027. * Defines whether or not autoclear is enable.
  20028. */
  20029. autoClear: boolean;
  20030. /**
  20031. * Defines whether or not to autoclear the depth buffer.
  20032. */
  20033. depth: boolean;
  20034. /**
  20035. * Defines whether or not to autoclear the stencil buffer.
  20036. */
  20037. stencil: boolean;
  20038. }
  20039. /**
  20040. * This class is used by the onRenderingGroupObservable
  20041. */
  20042. export class RenderingGroupInfo {
  20043. /**
  20044. * The Scene that being rendered
  20045. */
  20046. scene: Scene;
  20047. /**
  20048. * The camera currently used for the rendering pass
  20049. */
  20050. camera: Nullable<Camera>;
  20051. /**
  20052. * The ID of the renderingGroup being processed
  20053. */
  20054. renderingGroupId: number;
  20055. }
  20056. /**
  20057. * This is the manager responsible of all the rendering for meshes sprites and particles.
  20058. * It is enable to manage the different groups as well as the different necessary sort functions.
  20059. * This should not be used directly aside of the few static configurations
  20060. */
  20061. export class RenderingManager {
  20062. /**
  20063. * The max id used for rendering groups (not included)
  20064. */
  20065. static MAX_RENDERINGGROUPS: number;
  20066. /**
  20067. * The min id used for rendering groups (included)
  20068. */
  20069. static MIN_RENDERINGGROUPS: number;
  20070. /**
  20071. * Used to globally prevent autoclearing scenes.
  20072. */
  20073. static AUTOCLEAR: boolean;
  20074. /**
  20075. * @hidden
  20076. */
  20077. _useSceneAutoClearSetup: boolean;
  20078. private _scene;
  20079. private _renderingGroups;
  20080. private _depthStencilBufferAlreadyCleaned;
  20081. private _autoClearDepthStencil;
  20082. private _customOpaqueSortCompareFn;
  20083. private _customAlphaTestSortCompareFn;
  20084. private _customTransparentSortCompareFn;
  20085. private _renderingGroupInfo;
  20086. /**
  20087. * Instantiates a new rendering group for a particular scene
  20088. * @param scene Defines the scene the groups belongs to
  20089. */
  20090. constructor(scene: Scene);
  20091. private _clearDepthStencilBuffer;
  20092. /**
  20093. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20094. * @hidden
  20095. */
  20096. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20097. /**
  20098. * Resets the different information of the group to prepare a new frame
  20099. * @hidden
  20100. */
  20101. reset(): void;
  20102. /**
  20103. * Dispose and release the group and its associated resources.
  20104. * @hidden
  20105. */
  20106. dispose(): void;
  20107. /**
  20108. * Clear the info related to rendering groups preventing retention points during dispose.
  20109. */
  20110. freeRenderingGroups(): void;
  20111. private _prepareRenderingGroup;
  20112. /**
  20113. * Add a sprite manager to the rendering manager in order to render it this frame.
  20114. * @param spriteManager Define the sprite manager to render
  20115. */
  20116. dispatchSprites(spriteManager: ISpriteManager): void;
  20117. /**
  20118. * Add a particle system to the rendering manager in order to render it this frame.
  20119. * @param particleSystem Define the particle system to render
  20120. */
  20121. dispatchParticles(particleSystem: IParticleSystem): void;
  20122. /**
  20123. * Add a submesh to the manager in order to render it this frame
  20124. * @param subMesh The submesh to dispatch
  20125. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20126. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20127. */
  20128. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20129. /**
  20130. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20131. * This allowed control for front to back rendering or reversly depending of the special needs.
  20132. *
  20133. * @param renderingGroupId The rendering group id corresponding to its index
  20134. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20135. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20136. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20137. */
  20138. 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;
  20139. /**
  20140. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20141. *
  20142. * @param renderingGroupId The rendering group id corresponding to its index
  20143. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20144. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20145. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20146. */
  20147. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20148. /**
  20149. * Gets the current auto clear configuration for one rendering group of the rendering
  20150. * manager.
  20151. * @param index the rendering group index to get the information for
  20152. * @returns The auto clear setup for the requested rendering group
  20153. */
  20154. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20155. }
  20156. }
  20157. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20158. import { Observable } from "babylonjs/Misc/observable";
  20159. import { SmartArray } from "babylonjs/Misc/smartArray";
  20160. import { Nullable } from "babylonjs/types";
  20161. import { Camera } from "babylonjs/Cameras/camera";
  20162. import { Scene } from "babylonjs/scene";
  20163. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20164. import { Color4 } from "babylonjs/Maths/math.color";
  20165. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20166. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20167. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20168. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20169. import { Texture } from "babylonjs/Materials/Textures/texture";
  20170. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20171. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20172. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20173. import { Engine } from "babylonjs/Engines/engine";
  20174. /**
  20175. * This Helps creating a texture that will be created from a camera in your scene.
  20176. * It is basically a dynamic texture that could be used to create special effects for instance.
  20177. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20178. */
  20179. export class RenderTargetTexture extends Texture {
  20180. isCube: boolean;
  20181. /**
  20182. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20183. */
  20184. static readonly REFRESHRATE_RENDER_ONCE: number;
  20185. /**
  20186. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20187. */
  20188. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20189. /**
  20190. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20191. * the central point of your effect and can save a lot of performances.
  20192. */
  20193. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20194. /**
  20195. * Use this predicate to dynamically define the list of mesh you want to render.
  20196. * If set, the renderList property will be overwritten.
  20197. */
  20198. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20199. private _renderList;
  20200. /**
  20201. * Use this list to define the list of mesh you want to render.
  20202. */
  20203. renderList: Nullable<Array<AbstractMesh>>;
  20204. private _hookArray;
  20205. /**
  20206. * Define if particles should be rendered in your texture.
  20207. */
  20208. renderParticles: boolean;
  20209. /**
  20210. * Define if sprites should be rendered in your texture.
  20211. */
  20212. renderSprites: boolean;
  20213. /**
  20214. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20215. */
  20216. coordinatesMode: number;
  20217. /**
  20218. * Define the camera used to render the texture.
  20219. */
  20220. activeCamera: Nullable<Camera>;
  20221. /**
  20222. * Override the render function of the texture with your own one.
  20223. */
  20224. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20225. /**
  20226. * Define if camera post processes should be use while rendering the texture.
  20227. */
  20228. useCameraPostProcesses: boolean;
  20229. /**
  20230. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20231. */
  20232. ignoreCameraViewport: boolean;
  20233. private _postProcessManager;
  20234. private _postProcesses;
  20235. private _resizeObserver;
  20236. /**
  20237. * An event triggered when the texture is unbind.
  20238. */
  20239. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20240. /**
  20241. * An event triggered when the texture is unbind.
  20242. */
  20243. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20244. private _onAfterUnbindObserver;
  20245. /**
  20246. * Set a after unbind callback in the texture.
  20247. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20248. */
  20249. onAfterUnbind: () => void;
  20250. /**
  20251. * An event triggered before rendering the texture
  20252. */
  20253. onBeforeRenderObservable: Observable<number>;
  20254. private _onBeforeRenderObserver;
  20255. /**
  20256. * Set a before render callback in the texture.
  20257. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20258. */
  20259. onBeforeRender: (faceIndex: number) => void;
  20260. /**
  20261. * An event triggered after rendering the texture
  20262. */
  20263. onAfterRenderObservable: Observable<number>;
  20264. private _onAfterRenderObserver;
  20265. /**
  20266. * Set a after render callback in the texture.
  20267. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20268. */
  20269. onAfterRender: (faceIndex: number) => void;
  20270. /**
  20271. * An event triggered after the texture clear
  20272. */
  20273. onClearObservable: Observable<Engine>;
  20274. private _onClearObserver;
  20275. /**
  20276. * Set a clear callback in the texture.
  20277. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20278. */
  20279. onClear: (Engine: Engine) => void;
  20280. /**
  20281. * An event triggered when the texture is resized.
  20282. */
  20283. onResizeObservable: Observable<RenderTargetTexture>;
  20284. /**
  20285. * Define the clear color of the Render Target if it should be different from the scene.
  20286. */
  20287. clearColor: Color4;
  20288. protected _size: number | {
  20289. width: number;
  20290. height: number;
  20291. };
  20292. protected _initialSizeParameter: number | {
  20293. width: number;
  20294. height: number;
  20295. } | {
  20296. ratio: number;
  20297. };
  20298. protected _sizeRatio: Nullable<number>;
  20299. /** @hidden */
  20300. _generateMipMaps: boolean;
  20301. protected _renderingManager: RenderingManager;
  20302. /** @hidden */
  20303. _waitingRenderList: string[];
  20304. protected _doNotChangeAspectRatio: boolean;
  20305. protected _currentRefreshId: number;
  20306. protected _refreshRate: number;
  20307. protected _textureMatrix: Matrix;
  20308. protected _samples: number;
  20309. protected _renderTargetOptions: RenderTargetCreationOptions;
  20310. /**
  20311. * Gets render target creation options that were used.
  20312. */
  20313. readonly renderTargetOptions: RenderTargetCreationOptions;
  20314. protected _engine: Engine;
  20315. protected _onRatioRescale(): void;
  20316. /**
  20317. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20318. * It must define where the camera used to render the texture is set
  20319. */
  20320. boundingBoxPosition: Vector3;
  20321. private _boundingBoxSize;
  20322. /**
  20323. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20324. * When defined, the cubemap will switch to local mode
  20325. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20326. * @example https://www.babylonjs-playground.com/#RNASML
  20327. */
  20328. boundingBoxSize: Vector3;
  20329. /**
  20330. * In case the RTT has been created with a depth texture, get the associated
  20331. * depth texture.
  20332. * Otherwise, return null.
  20333. */
  20334. depthStencilTexture: Nullable<InternalTexture>;
  20335. /**
  20336. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20337. * or used a shadow, depth texture...
  20338. * @param name The friendly name of the texture
  20339. * @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)
  20340. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20341. * @param generateMipMaps True if mip maps need to be generated after render.
  20342. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20343. * @param type The type of the buffer in the RTT (int, half float, float...)
  20344. * @param isCube True if a cube texture needs to be created
  20345. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20346. * @param generateDepthBuffer True to generate a depth buffer
  20347. * @param generateStencilBuffer True to generate a stencil buffer
  20348. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20349. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20350. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20351. */
  20352. constructor(name: string, size: number | {
  20353. width: number;
  20354. height: number;
  20355. } | {
  20356. ratio: number;
  20357. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20358. /**
  20359. * Creates a depth stencil texture.
  20360. * This is only available in WebGL 2 or with the depth texture extension available.
  20361. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20362. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20363. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20364. */
  20365. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20366. private _processSizeParameter;
  20367. /**
  20368. * Define the number of samples to use in case of MSAA.
  20369. * It defaults to one meaning no MSAA has been enabled.
  20370. */
  20371. samples: number;
  20372. /**
  20373. * Resets the refresh counter of the texture and start bak from scratch.
  20374. * Could be useful to regenerate the texture if it is setup to render only once.
  20375. */
  20376. resetRefreshCounter(): void;
  20377. /**
  20378. * Define the refresh rate of the texture or the rendering frequency.
  20379. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20380. */
  20381. refreshRate: number;
  20382. /**
  20383. * Adds a post process to the render target rendering passes.
  20384. * @param postProcess define the post process to add
  20385. */
  20386. addPostProcess(postProcess: PostProcess): void;
  20387. /**
  20388. * Clear all the post processes attached to the render target
  20389. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20390. */
  20391. clearPostProcesses(dispose?: boolean): void;
  20392. /**
  20393. * Remove one of the post process from the list of attached post processes to the texture
  20394. * @param postProcess define the post process to remove from the list
  20395. */
  20396. removePostProcess(postProcess: PostProcess): void;
  20397. /** @hidden */
  20398. _shouldRender(): boolean;
  20399. /**
  20400. * Gets the actual render size of the texture.
  20401. * @returns the width of the render size
  20402. */
  20403. getRenderSize(): number;
  20404. /**
  20405. * Gets the actual render width of the texture.
  20406. * @returns the width of the render size
  20407. */
  20408. getRenderWidth(): number;
  20409. /**
  20410. * Gets the actual render height of the texture.
  20411. * @returns the height of the render size
  20412. */
  20413. getRenderHeight(): number;
  20414. /**
  20415. * Get if the texture can be rescaled or not.
  20416. */
  20417. readonly canRescale: boolean;
  20418. /**
  20419. * Resize the texture using a ratio.
  20420. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20421. */
  20422. scale(ratio: number): void;
  20423. /**
  20424. * Get the texture reflection matrix used to rotate/transform the reflection.
  20425. * @returns the reflection matrix
  20426. */
  20427. getReflectionTextureMatrix(): Matrix;
  20428. /**
  20429. * Resize the texture to a new desired size.
  20430. * Be carrefull as it will recreate all the data in the new texture.
  20431. * @param size Define the new size. It can be:
  20432. * - a number for squared texture,
  20433. * - an object containing { width: number, height: number }
  20434. * - or an object containing a ratio { ratio: number }
  20435. */
  20436. resize(size: number | {
  20437. width: number;
  20438. height: number;
  20439. } | {
  20440. ratio: number;
  20441. }): void;
  20442. /**
  20443. * Renders all the objects from the render list into the texture.
  20444. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20445. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20446. */
  20447. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20448. private _bestReflectionRenderTargetDimension;
  20449. /**
  20450. * @hidden
  20451. * @param faceIndex face index to bind to if this is a cubetexture
  20452. */
  20453. _bindFrameBuffer(faceIndex?: number): void;
  20454. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20455. private renderToTarget;
  20456. /**
  20457. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20458. * This allowed control for front to back rendering or reversly depending of the special needs.
  20459. *
  20460. * @param renderingGroupId The rendering group id corresponding to its index
  20461. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20462. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20463. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20464. */
  20465. 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;
  20466. /**
  20467. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20468. *
  20469. * @param renderingGroupId The rendering group id corresponding to its index
  20470. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20471. */
  20472. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20473. /**
  20474. * Clones the texture.
  20475. * @returns the cloned texture
  20476. */
  20477. clone(): RenderTargetTexture;
  20478. /**
  20479. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20480. * @returns The JSON representation of the texture
  20481. */
  20482. serialize(): any;
  20483. /**
  20484. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20485. */
  20486. disposeFramebufferObjects(): void;
  20487. /**
  20488. * Dispose the texture and release its associated resources.
  20489. */
  20490. dispose(): void;
  20491. /** @hidden */
  20492. _rebuild(): void;
  20493. /**
  20494. * Clear the info related to rendering groups preventing retention point in material dispose.
  20495. */
  20496. freeRenderingGroups(): void;
  20497. /**
  20498. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20499. * @returns the view count
  20500. */
  20501. getViewCount(): number;
  20502. }
  20503. }
  20504. declare module "babylonjs/Materials/material" {
  20505. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20506. import { SmartArray } from "babylonjs/Misc/smartArray";
  20507. import { Observable } from "babylonjs/Misc/observable";
  20508. import { Nullable } from "babylonjs/types";
  20509. import { Scene } from "babylonjs/scene";
  20510. import { Matrix } from "babylonjs/Maths/math.vector";
  20511. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20512. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20513. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20514. import { Effect } from "babylonjs/Materials/effect";
  20515. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20516. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20517. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20518. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20519. import { Mesh } from "babylonjs/Meshes/mesh";
  20520. import { Animation } from "babylonjs/Animations/animation";
  20521. /**
  20522. * Base class for the main features of a material in Babylon.js
  20523. */
  20524. export class Material implements IAnimatable {
  20525. /**
  20526. * Returns the triangle fill mode
  20527. */
  20528. static readonly TriangleFillMode: number;
  20529. /**
  20530. * Returns the wireframe mode
  20531. */
  20532. static readonly WireFrameFillMode: number;
  20533. /**
  20534. * Returns the point fill mode
  20535. */
  20536. static readonly PointFillMode: number;
  20537. /**
  20538. * Returns the point list draw mode
  20539. */
  20540. static readonly PointListDrawMode: number;
  20541. /**
  20542. * Returns the line list draw mode
  20543. */
  20544. static readonly LineListDrawMode: number;
  20545. /**
  20546. * Returns the line loop draw mode
  20547. */
  20548. static readonly LineLoopDrawMode: number;
  20549. /**
  20550. * Returns the line strip draw mode
  20551. */
  20552. static readonly LineStripDrawMode: number;
  20553. /**
  20554. * Returns the triangle strip draw mode
  20555. */
  20556. static readonly TriangleStripDrawMode: number;
  20557. /**
  20558. * Returns the triangle fan draw mode
  20559. */
  20560. static readonly TriangleFanDrawMode: number;
  20561. /**
  20562. * Stores the clock-wise side orientation
  20563. */
  20564. static readonly ClockWiseSideOrientation: number;
  20565. /**
  20566. * Stores the counter clock-wise side orientation
  20567. */
  20568. static readonly CounterClockWiseSideOrientation: number;
  20569. /**
  20570. * The dirty texture flag value
  20571. */
  20572. static readonly TextureDirtyFlag: number;
  20573. /**
  20574. * The dirty light flag value
  20575. */
  20576. static readonly LightDirtyFlag: number;
  20577. /**
  20578. * The dirty fresnel flag value
  20579. */
  20580. static readonly FresnelDirtyFlag: number;
  20581. /**
  20582. * The dirty attribute flag value
  20583. */
  20584. static readonly AttributesDirtyFlag: number;
  20585. /**
  20586. * The dirty misc flag value
  20587. */
  20588. static readonly MiscDirtyFlag: number;
  20589. /**
  20590. * The all dirty flag value
  20591. */
  20592. static readonly AllDirtyFlag: number;
  20593. /**
  20594. * The ID of the material
  20595. */
  20596. id: string;
  20597. /**
  20598. * Gets or sets the unique id of the material
  20599. */
  20600. uniqueId: number;
  20601. /**
  20602. * The name of the material
  20603. */
  20604. name: string;
  20605. /**
  20606. * Gets or sets user defined metadata
  20607. */
  20608. metadata: any;
  20609. /**
  20610. * For internal use only. Please do not use.
  20611. */
  20612. reservedDataStore: any;
  20613. /**
  20614. * Specifies if the ready state should be checked on each call
  20615. */
  20616. checkReadyOnEveryCall: boolean;
  20617. /**
  20618. * Specifies if the ready state should be checked once
  20619. */
  20620. checkReadyOnlyOnce: boolean;
  20621. /**
  20622. * The state of the material
  20623. */
  20624. state: string;
  20625. /**
  20626. * The alpha value of the material
  20627. */
  20628. protected _alpha: number;
  20629. /**
  20630. * List of inspectable custom properties (used by the Inspector)
  20631. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  20632. */
  20633. inspectableCustomProperties: IInspectable[];
  20634. /**
  20635. * Sets the alpha value of the material
  20636. */
  20637. /**
  20638. * Gets the alpha value of the material
  20639. */
  20640. alpha: number;
  20641. /**
  20642. * Specifies if back face culling is enabled
  20643. */
  20644. protected _backFaceCulling: boolean;
  20645. /**
  20646. * Sets the back-face culling state
  20647. */
  20648. /**
  20649. * Gets the back-face culling state
  20650. */
  20651. backFaceCulling: boolean;
  20652. /**
  20653. * Stores the value for side orientation
  20654. */
  20655. sideOrientation: number;
  20656. /**
  20657. * Callback triggered when the material is compiled
  20658. */
  20659. onCompiled: Nullable<(effect: Effect) => void>;
  20660. /**
  20661. * Callback triggered when an error occurs
  20662. */
  20663. onError: Nullable<(effect: Effect, errors: string) => void>;
  20664. /**
  20665. * Callback triggered to get the render target textures
  20666. */
  20667. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  20668. /**
  20669. * Gets a boolean indicating that current material needs to register RTT
  20670. */
  20671. readonly hasRenderTargetTextures: boolean;
  20672. /**
  20673. * Specifies if the material should be serialized
  20674. */
  20675. doNotSerialize: boolean;
  20676. /**
  20677. * @hidden
  20678. */
  20679. _storeEffectOnSubMeshes: boolean;
  20680. /**
  20681. * Stores the animations for the material
  20682. */
  20683. animations: Nullable<Array<Animation>>;
  20684. /**
  20685. * An event triggered when the material is disposed
  20686. */
  20687. onDisposeObservable: Observable<Material>;
  20688. /**
  20689. * An observer which watches for dispose events
  20690. */
  20691. private _onDisposeObserver;
  20692. private _onUnBindObservable;
  20693. /**
  20694. * Called during a dispose event
  20695. */
  20696. onDispose: () => void;
  20697. private _onBindObservable;
  20698. /**
  20699. * An event triggered when the material is bound
  20700. */
  20701. readonly onBindObservable: Observable<AbstractMesh>;
  20702. /**
  20703. * An observer which watches for bind events
  20704. */
  20705. private _onBindObserver;
  20706. /**
  20707. * Called during a bind event
  20708. */
  20709. onBind: (Mesh: AbstractMesh) => void;
  20710. /**
  20711. * An event triggered when the material is unbound
  20712. */
  20713. readonly onUnBindObservable: Observable<Material>;
  20714. /**
  20715. * Stores the value of the alpha mode
  20716. */
  20717. private _alphaMode;
  20718. /**
  20719. * Sets the value of the alpha mode.
  20720. *
  20721. * | Value | Type | Description |
  20722. * | --- | --- | --- |
  20723. * | 0 | ALPHA_DISABLE | |
  20724. * | 1 | ALPHA_ADD | |
  20725. * | 2 | ALPHA_COMBINE | |
  20726. * | 3 | ALPHA_SUBTRACT | |
  20727. * | 4 | ALPHA_MULTIPLY | |
  20728. * | 5 | ALPHA_MAXIMIZED | |
  20729. * | 6 | ALPHA_ONEONE | |
  20730. * | 7 | ALPHA_PREMULTIPLIED | |
  20731. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  20732. * | 9 | ALPHA_INTERPOLATE | |
  20733. * | 10 | ALPHA_SCREENMODE | |
  20734. *
  20735. */
  20736. /**
  20737. * Gets the value of the alpha mode
  20738. */
  20739. alphaMode: number;
  20740. /**
  20741. * Stores the state of the need depth pre-pass value
  20742. */
  20743. private _needDepthPrePass;
  20744. /**
  20745. * Sets the need depth pre-pass value
  20746. */
  20747. /**
  20748. * Gets the depth pre-pass value
  20749. */
  20750. needDepthPrePass: boolean;
  20751. /**
  20752. * Specifies if depth writing should be disabled
  20753. */
  20754. disableDepthWrite: boolean;
  20755. /**
  20756. * Specifies if depth writing should be forced
  20757. */
  20758. forceDepthWrite: boolean;
  20759. /**
  20760. * Specifies if there should be a separate pass for culling
  20761. */
  20762. separateCullingPass: boolean;
  20763. /**
  20764. * Stores the state specifing if fog should be enabled
  20765. */
  20766. private _fogEnabled;
  20767. /**
  20768. * Sets the state for enabling fog
  20769. */
  20770. /**
  20771. * Gets the value of the fog enabled state
  20772. */
  20773. fogEnabled: boolean;
  20774. /**
  20775. * Stores the size of points
  20776. */
  20777. pointSize: number;
  20778. /**
  20779. * Stores the z offset value
  20780. */
  20781. zOffset: number;
  20782. /**
  20783. * Gets a value specifying if wireframe mode is enabled
  20784. */
  20785. /**
  20786. * Sets the state of wireframe mode
  20787. */
  20788. wireframe: boolean;
  20789. /**
  20790. * Gets the value specifying if point clouds are enabled
  20791. */
  20792. /**
  20793. * Sets the state of point cloud mode
  20794. */
  20795. pointsCloud: boolean;
  20796. /**
  20797. * Gets the material fill mode
  20798. */
  20799. /**
  20800. * Sets the material fill mode
  20801. */
  20802. fillMode: number;
  20803. /**
  20804. * @hidden
  20805. * Stores the effects for the material
  20806. */
  20807. _effect: Nullable<Effect>;
  20808. /**
  20809. * @hidden
  20810. * Specifies if the material was previously ready
  20811. */
  20812. _wasPreviouslyReady: boolean;
  20813. /**
  20814. * Specifies if uniform buffers should be used
  20815. */
  20816. private _useUBO;
  20817. /**
  20818. * Stores a reference to the scene
  20819. */
  20820. private _scene;
  20821. /**
  20822. * Stores the fill mode state
  20823. */
  20824. private _fillMode;
  20825. /**
  20826. * Specifies if the depth write state should be cached
  20827. */
  20828. private _cachedDepthWriteState;
  20829. /**
  20830. * Stores the uniform buffer
  20831. */
  20832. protected _uniformBuffer: UniformBuffer;
  20833. /** @hidden */
  20834. _indexInSceneMaterialArray: number;
  20835. /** @hidden */
  20836. meshMap: Nullable<{
  20837. [id: string]: AbstractMesh | undefined;
  20838. }>;
  20839. /**
  20840. * Creates a material instance
  20841. * @param name defines the name of the material
  20842. * @param scene defines the scene to reference
  20843. * @param doNotAdd specifies if the material should be added to the scene
  20844. */
  20845. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  20846. /**
  20847. * Returns a string representation of the current material
  20848. * @param fullDetails defines a boolean indicating which levels of logging is desired
  20849. * @returns a string with material information
  20850. */
  20851. toString(fullDetails?: boolean): string;
  20852. /**
  20853. * Gets the class name of the material
  20854. * @returns a string with the class name of the material
  20855. */
  20856. getClassName(): string;
  20857. /**
  20858. * Specifies if updates for the material been locked
  20859. */
  20860. readonly isFrozen: boolean;
  20861. /**
  20862. * Locks updates for the material
  20863. */
  20864. freeze(): void;
  20865. /**
  20866. * Unlocks updates for the material
  20867. */
  20868. unfreeze(): void;
  20869. /**
  20870. * Specifies if the material is ready to be used
  20871. * @param mesh defines the mesh to check
  20872. * @param useInstances specifies if instances should be used
  20873. * @returns a boolean indicating if the material is ready to be used
  20874. */
  20875. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  20876. /**
  20877. * Specifies that the submesh is ready to be used
  20878. * @param mesh defines the mesh to check
  20879. * @param subMesh defines which submesh to check
  20880. * @param useInstances specifies that instances should be used
  20881. * @returns a boolean indicating that the submesh is ready or not
  20882. */
  20883. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  20884. /**
  20885. * Returns the material effect
  20886. * @returns the effect associated with the material
  20887. */
  20888. getEffect(): Nullable<Effect>;
  20889. /**
  20890. * Returns the current scene
  20891. * @returns a Scene
  20892. */
  20893. getScene(): Scene;
  20894. /**
  20895. * Specifies if the material will require alpha blending
  20896. * @returns a boolean specifying if alpha blending is needed
  20897. */
  20898. needAlphaBlending(): boolean;
  20899. /**
  20900. * Specifies if the mesh will require alpha blending
  20901. * @param mesh defines the mesh to check
  20902. * @returns a boolean specifying if alpha blending is needed for the mesh
  20903. */
  20904. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  20905. /**
  20906. * Specifies if this material should be rendered in alpha test mode
  20907. * @returns a boolean specifying if an alpha test is needed.
  20908. */
  20909. needAlphaTesting(): boolean;
  20910. /**
  20911. * Gets the texture used for the alpha test
  20912. * @returns the texture to use for alpha testing
  20913. */
  20914. getAlphaTestTexture(): Nullable<BaseTexture>;
  20915. /**
  20916. * Marks the material to indicate that it needs to be re-calculated
  20917. */
  20918. markDirty(): void;
  20919. /** @hidden */
  20920. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  20921. /**
  20922. * Binds the material to the mesh
  20923. * @param world defines the world transformation matrix
  20924. * @param mesh defines the mesh to bind the material to
  20925. */
  20926. bind(world: Matrix, mesh?: Mesh): void;
  20927. /**
  20928. * Binds the submesh to the material
  20929. * @param world defines the world transformation matrix
  20930. * @param mesh defines the mesh containing the submesh
  20931. * @param subMesh defines the submesh to bind the material to
  20932. */
  20933. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  20934. /**
  20935. * Binds the world matrix to the material
  20936. * @param world defines the world transformation matrix
  20937. */
  20938. bindOnlyWorldMatrix(world: Matrix): void;
  20939. /**
  20940. * Binds the scene's uniform buffer to the effect.
  20941. * @param effect defines the effect to bind to the scene uniform buffer
  20942. * @param sceneUbo defines the uniform buffer storing scene data
  20943. */
  20944. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  20945. /**
  20946. * Binds the view matrix to the effect
  20947. * @param effect defines the effect to bind the view matrix to
  20948. */
  20949. bindView(effect: Effect): void;
  20950. /**
  20951. * Binds the view projection matrix to the effect
  20952. * @param effect defines the effect to bind the view projection matrix to
  20953. */
  20954. bindViewProjection(effect: Effect): void;
  20955. /**
  20956. * Specifies if material alpha testing should be turned on for the mesh
  20957. * @param mesh defines the mesh to check
  20958. */
  20959. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  20960. /**
  20961. * Processes to execute after binding the material to a mesh
  20962. * @param mesh defines the rendered mesh
  20963. */
  20964. protected _afterBind(mesh?: Mesh): void;
  20965. /**
  20966. * Unbinds the material from the mesh
  20967. */
  20968. unbind(): void;
  20969. /**
  20970. * Gets the active textures from the material
  20971. * @returns an array of textures
  20972. */
  20973. getActiveTextures(): BaseTexture[];
  20974. /**
  20975. * Specifies if the material uses a texture
  20976. * @param texture defines the texture to check against the material
  20977. * @returns a boolean specifying if the material uses the texture
  20978. */
  20979. hasTexture(texture: BaseTexture): boolean;
  20980. /**
  20981. * Makes a duplicate of the material, and gives it a new name
  20982. * @param name defines the new name for the duplicated material
  20983. * @returns the cloned material
  20984. */
  20985. clone(name: string): Nullable<Material>;
  20986. /**
  20987. * Gets the meshes bound to the material
  20988. * @returns an array of meshes bound to the material
  20989. */
  20990. getBindedMeshes(): AbstractMesh[];
  20991. /**
  20992. * Force shader compilation
  20993. * @param mesh defines the mesh associated with this material
  20994. * @param onCompiled defines a function to execute once the material is compiled
  20995. * @param options defines the options to configure the compilation
  20996. */
  20997. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  20998. clipPlane: boolean;
  20999. }>): void;
  21000. /**
  21001. * Force shader compilation
  21002. * @param mesh defines the mesh that will use this material
  21003. * @param options defines additional options for compiling the shaders
  21004. * @returns a promise that resolves when the compilation completes
  21005. */
  21006. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  21007. clipPlane: boolean;
  21008. }>): Promise<void>;
  21009. private static readonly _AllDirtyCallBack;
  21010. private static readonly _ImageProcessingDirtyCallBack;
  21011. private static readonly _TextureDirtyCallBack;
  21012. private static readonly _FresnelDirtyCallBack;
  21013. private static readonly _MiscDirtyCallBack;
  21014. private static readonly _LightsDirtyCallBack;
  21015. private static readonly _AttributeDirtyCallBack;
  21016. private static _FresnelAndMiscDirtyCallBack;
  21017. private static _TextureAndMiscDirtyCallBack;
  21018. private static readonly _DirtyCallbackArray;
  21019. private static readonly _RunDirtyCallBacks;
  21020. /**
  21021. * Marks a define in the material to indicate that it needs to be re-computed
  21022. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  21023. */
  21024. markAsDirty(flag: number): void;
  21025. /**
  21026. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  21027. * @param func defines a function which checks material defines against the submeshes
  21028. */
  21029. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  21030. /**
  21031. * Indicates that we need to re-calculated for all submeshes
  21032. */
  21033. protected _markAllSubMeshesAsAllDirty(): void;
  21034. /**
  21035. * Indicates that image processing needs to be re-calculated for all submeshes
  21036. */
  21037. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  21038. /**
  21039. * Indicates that textures need to be re-calculated for all submeshes
  21040. */
  21041. protected _markAllSubMeshesAsTexturesDirty(): void;
  21042. /**
  21043. * Indicates that fresnel needs to be re-calculated for all submeshes
  21044. */
  21045. protected _markAllSubMeshesAsFresnelDirty(): void;
  21046. /**
  21047. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  21048. */
  21049. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  21050. /**
  21051. * Indicates that lights need to be re-calculated for all submeshes
  21052. */
  21053. protected _markAllSubMeshesAsLightsDirty(): void;
  21054. /**
  21055. * Indicates that attributes need to be re-calculated for all submeshes
  21056. */
  21057. protected _markAllSubMeshesAsAttributesDirty(): void;
  21058. /**
  21059. * Indicates that misc needs to be re-calculated for all submeshes
  21060. */
  21061. protected _markAllSubMeshesAsMiscDirty(): void;
  21062. /**
  21063. * Indicates that textures and misc need to be re-calculated for all submeshes
  21064. */
  21065. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  21066. /**
  21067. * Disposes the material
  21068. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  21069. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  21070. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  21071. */
  21072. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  21073. /** @hidden */
  21074. private releaseVertexArrayObject;
  21075. /**
  21076. * Serializes this material
  21077. * @returns the serialized material object
  21078. */
  21079. serialize(): any;
  21080. /**
  21081. * Creates a material from parsed material data
  21082. * @param parsedMaterial defines parsed material data
  21083. * @param scene defines the hosting scene
  21084. * @param rootUrl defines the root URL to use to load textures
  21085. * @returns a new material
  21086. */
  21087. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21088. }
  21089. }
  21090. declare module "babylonjs/Materials/multiMaterial" {
  21091. import { Nullable } from "babylonjs/types";
  21092. import { Scene } from "babylonjs/scene";
  21093. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21094. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21095. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21096. import { Material } from "babylonjs/Materials/material";
  21097. /**
  21098. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21099. * separate meshes. This can be use to improve performances.
  21100. * @see http://doc.babylonjs.com/how_to/multi_materials
  21101. */
  21102. export class MultiMaterial extends Material {
  21103. private _subMaterials;
  21104. /**
  21105. * Gets or Sets the list of Materials used within the multi material.
  21106. * They need to be ordered according to the submeshes order in the associated mesh
  21107. */
  21108. subMaterials: Nullable<Material>[];
  21109. /**
  21110. * Function used to align with Node.getChildren()
  21111. * @returns the list of Materials used within the multi material
  21112. */
  21113. getChildren(): Nullable<Material>[];
  21114. /**
  21115. * Instantiates a new Multi Material
  21116. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21117. * separate meshes. This can be use to improve performances.
  21118. * @see http://doc.babylonjs.com/how_to/multi_materials
  21119. * @param name Define the name in the scene
  21120. * @param scene Define the scene the material belongs to
  21121. */
  21122. constructor(name: string, scene: Scene);
  21123. private _hookArray;
  21124. /**
  21125. * Get one of the submaterial by its index in the submaterials array
  21126. * @param index The index to look the sub material at
  21127. * @returns The Material if the index has been defined
  21128. */
  21129. getSubMaterial(index: number): Nullable<Material>;
  21130. /**
  21131. * Get the list of active textures for the whole sub materials list.
  21132. * @returns All the textures that will be used during the rendering
  21133. */
  21134. getActiveTextures(): BaseTexture[];
  21135. /**
  21136. * Gets the current class name of the material e.g. "MultiMaterial"
  21137. * Mainly use in serialization.
  21138. * @returns the class name
  21139. */
  21140. getClassName(): string;
  21141. /**
  21142. * Checks if the material is ready to render the requested sub mesh
  21143. * @param mesh Define the mesh the submesh belongs to
  21144. * @param subMesh Define the sub mesh to look readyness for
  21145. * @param useInstances Define whether or not the material is used with instances
  21146. * @returns true if ready, otherwise false
  21147. */
  21148. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21149. /**
  21150. * Clones the current material and its related sub materials
  21151. * @param name Define the name of the newly cloned material
  21152. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21153. * @returns the cloned material
  21154. */
  21155. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21156. /**
  21157. * Serializes the materials into a JSON representation.
  21158. * @returns the JSON representation
  21159. */
  21160. serialize(): any;
  21161. /**
  21162. * Dispose the material and release its associated resources
  21163. * @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)
  21164. * @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)
  21165. * @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)
  21166. */
  21167. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21168. /**
  21169. * Creates a MultiMaterial from parsed MultiMaterial data.
  21170. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21171. * @param scene defines the hosting scene
  21172. * @returns a new MultiMaterial
  21173. */
  21174. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21175. }
  21176. }
  21177. declare module "babylonjs/Meshes/subMesh" {
  21178. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21179. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21180. import { Engine } from "babylonjs/Engines/engine";
  21181. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21182. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21183. import { Effect } from "babylonjs/Materials/effect";
  21184. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21185. import { Plane } from "babylonjs/Maths/math.plane";
  21186. import { Collider } from "babylonjs/Collisions/collider";
  21187. import { Material } from "babylonjs/Materials/material";
  21188. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21189. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21190. import { Mesh } from "babylonjs/Meshes/mesh";
  21191. import { Ray } from "babylonjs/Culling/ray";
  21192. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21193. /**
  21194. * Base class for submeshes
  21195. */
  21196. export class BaseSubMesh {
  21197. /** @hidden */
  21198. _materialDefines: Nullable<MaterialDefines>;
  21199. /** @hidden */
  21200. _materialEffect: Nullable<Effect>;
  21201. /**
  21202. * Gets associated effect
  21203. */
  21204. readonly effect: Nullable<Effect>;
  21205. /**
  21206. * Sets associated effect (effect used to render this submesh)
  21207. * @param effect defines the effect to associate with
  21208. * @param defines defines the set of defines used to compile this effect
  21209. */
  21210. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21211. }
  21212. /**
  21213. * Defines a subdivision inside a mesh
  21214. */
  21215. export class SubMesh extends BaseSubMesh implements ICullable {
  21216. /** the material index to use */
  21217. materialIndex: number;
  21218. /** vertex index start */
  21219. verticesStart: number;
  21220. /** vertices count */
  21221. verticesCount: number;
  21222. /** index start */
  21223. indexStart: number;
  21224. /** indices count */
  21225. indexCount: number;
  21226. /** @hidden */
  21227. _linesIndexCount: number;
  21228. private _mesh;
  21229. private _renderingMesh;
  21230. private _boundingInfo;
  21231. private _linesIndexBuffer;
  21232. /** @hidden */
  21233. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21234. /** @hidden */
  21235. _trianglePlanes: Plane[];
  21236. /** @hidden */
  21237. _lastColliderTransformMatrix: Nullable<Matrix>;
  21238. /** @hidden */
  21239. _renderId: number;
  21240. /** @hidden */
  21241. _alphaIndex: number;
  21242. /** @hidden */
  21243. _distanceToCamera: number;
  21244. /** @hidden */
  21245. _id: number;
  21246. private _currentMaterial;
  21247. /**
  21248. * Add a new submesh to a mesh
  21249. * @param materialIndex defines the material index to use
  21250. * @param verticesStart defines vertex index start
  21251. * @param verticesCount defines vertices count
  21252. * @param indexStart defines index start
  21253. * @param indexCount defines indices count
  21254. * @param mesh defines the parent mesh
  21255. * @param renderingMesh defines an optional rendering mesh
  21256. * @param createBoundingBox defines if bounding box should be created for this submesh
  21257. * @returns the new submesh
  21258. */
  21259. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21260. /**
  21261. * Creates a new submesh
  21262. * @param materialIndex defines the material index to use
  21263. * @param verticesStart defines vertex index start
  21264. * @param verticesCount defines vertices count
  21265. * @param indexStart defines index start
  21266. * @param indexCount defines indices count
  21267. * @param mesh defines the parent mesh
  21268. * @param renderingMesh defines an optional rendering mesh
  21269. * @param createBoundingBox defines if bounding box should be created for this submesh
  21270. */
  21271. constructor(
  21272. /** the material index to use */
  21273. materialIndex: number,
  21274. /** vertex index start */
  21275. verticesStart: number,
  21276. /** vertices count */
  21277. verticesCount: number,
  21278. /** index start */
  21279. indexStart: number,
  21280. /** indices count */
  21281. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21282. /**
  21283. * Returns true if this submesh covers the entire parent mesh
  21284. * @ignorenaming
  21285. */
  21286. readonly IsGlobal: boolean;
  21287. /**
  21288. * Returns the submesh BoudingInfo object
  21289. * @returns current bounding info (or mesh's one if the submesh is global)
  21290. */
  21291. getBoundingInfo(): BoundingInfo;
  21292. /**
  21293. * Sets the submesh BoundingInfo
  21294. * @param boundingInfo defines the new bounding info to use
  21295. * @returns the SubMesh
  21296. */
  21297. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21298. /**
  21299. * Returns the mesh of the current submesh
  21300. * @return the parent mesh
  21301. */
  21302. getMesh(): AbstractMesh;
  21303. /**
  21304. * Returns the rendering mesh of the submesh
  21305. * @returns the rendering mesh (could be different from parent mesh)
  21306. */
  21307. getRenderingMesh(): Mesh;
  21308. /**
  21309. * Returns the submesh material
  21310. * @returns null or the current material
  21311. */
  21312. getMaterial(): Nullable<Material>;
  21313. /**
  21314. * Sets a new updated BoundingInfo object to the submesh
  21315. * @param data defines an optional position array to use to determine the bounding info
  21316. * @returns the SubMesh
  21317. */
  21318. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21319. /** @hidden */
  21320. _checkCollision(collider: Collider): boolean;
  21321. /**
  21322. * Updates the submesh BoundingInfo
  21323. * @param world defines the world matrix to use to update the bounding info
  21324. * @returns the submesh
  21325. */
  21326. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21327. /**
  21328. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21329. * @param frustumPlanes defines the frustum planes
  21330. * @returns true if the submesh is intersecting with the frustum
  21331. */
  21332. isInFrustum(frustumPlanes: Plane[]): boolean;
  21333. /**
  21334. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21335. * @param frustumPlanes defines the frustum planes
  21336. * @returns true if the submesh is inside the frustum
  21337. */
  21338. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21339. /**
  21340. * Renders the submesh
  21341. * @param enableAlphaMode defines if alpha needs to be used
  21342. * @returns the submesh
  21343. */
  21344. render(enableAlphaMode: boolean): SubMesh;
  21345. /**
  21346. * @hidden
  21347. */
  21348. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21349. /**
  21350. * Checks if the submesh intersects with a ray
  21351. * @param ray defines the ray to test
  21352. * @returns true is the passed ray intersects the submesh bounding box
  21353. */
  21354. canIntersects(ray: Ray): boolean;
  21355. /**
  21356. * Intersects current submesh with a ray
  21357. * @param ray defines the ray to test
  21358. * @param positions defines mesh's positions array
  21359. * @param indices defines mesh's indices array
  21360. * @param fastCheck defines if only bounding info should be used
  21361. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21362. * @returns intersection info or null if no intersection
  21363. */
  21364. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21365. /** @hidden */
  21366. private _intersectLines;
  21367. /** @hidden */
  21368. private _intersectUnIndexedLines;
  21369. /** @hidden */
  21370. private _intersectTriangles;
  21371. /** @hidden */
  21372. private _intersectUnIndexedTriangles;
  21373. /** @hidden */
  21374. _rebuild(): void;
  21375. /**
  21376. * Creates a new submesh from the passed mesh
  21377. * @param newMesh defines the new hosting mesh
  21378. * @param newRenderingMesh defines an optional rendering mesh
  21379. * @returns the new submesh
  21380. */
  21381. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21382. /**
  21383. * Release associated resources
  21384. */
  21385. dispose(): void;
  21386. /**
  21387. * Gets the class name
  21388. * @returns the string "SubMesh".
  21389. */
  21390. getClassName(): string;
  21391. /**
  21392. * Creates a new submesh from indices data
  21393. * @param materialIndex the index of the main mesh material
  21394. * @param startIndex the index where to start the copy in the mesh indices array
  21395. * @param indexCount the number of indices to copy then from the startIndex
  21396. * @param mesh the main mesh to create the submesh from
  21397. * @param renderingMesh the optional rendering mesh
  21398. * @returns a new submesh
  21399. */
  21400. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21401. }
  21402. }
  21403. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21404. /**
  21405. * Class used to represent data loading progression
  21406. */
  21407. export class SceneLoaderFlags {
  21408. private static _ForceFullSceneLoadingForIncremental;
  21409. private static _ShowLoadingScreen;
  21410. private static _CleanBoneMatrixWeights;
  21411. private static _loggingLevel;
  21412. /**
  21413. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21414. */
  21415. static ForceFullSceneLoadingForIncremental: boolean;
  21416. /**
  21417. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21418. */
  21419. static ShowLoadingScreen: boolean;
  21420. /**
  21421. * Defines the current logging level (while loading the scene)
  21422. * @ignorenaming
  21423. */
  21424. static loggingLevel: number;
  21425. /**
  21426. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21427. */
  21428. static CleanBoneMatrixWeights: boolean;
  21429. }
  21430. }
  21431. declare module "babylonjs/Meshes/geometry" {
  21432. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21433. import { Scene } from "babylonjs/scene";
  21434. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21435. import { Engine } from "babylonjs/Engines/engine";
  21436. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21437. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21438. import { Effect } from "babylonjs/Materials/effect";
  21439. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21440. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21441. import { Mesh } from "babylonjs/Meshes/mesh";
  21442. /**
  21443. * Class used to store geometry data (vertex buffers + index buffer)
  21444. */
  21445. export class Geometry implements IGetSetVerticesData {
  21446. /**
  21447. * Gets or sets the ID of the geometry
  21448. */
  21449. id: string;
  21450. /**
  21451. * Gets or sets the unique ID of the geometry
  21452. */
  21453. uniqueId: number;
  21454. /**
  21455. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21456. */
  21457. delayLoadState: number;
  21458. /**
  21459. * Gets the file containing the data to load when running in delay load state
  21460. */
  21461. delayLoadingFile: Nullable<string>;
  21462. /**
  21463. * Callback called when the geometry is updated
  21464. */
  21465. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21466. private _scene;
  21467. private _engine;
  21468. private _meshes;
  21469. private _totalVertices;
  21470. /** @hidden */
  21471. _indices: IndicesArray;
  21472. /** @hidden */
  21473. _vertexBuffers: {
  21474. [key: string]: VertexBuffer;
  21475. };
  21476. private _isDisposed;
  21477. private _extend;
  21478. private _boundingBias;
  21479. /** @hidden */
  21480. _delayInfo: Array<string>;
  21481. private _indexBuffer;
  21482. private _indexBufferIsUpdatable;
  21483. /** @hidden */
  21484. _boundingInfo: Nullable<BoundingInfo>;
  21485. /** @hidden */
  21486. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21487. /** @hidden */
  21488. _softwareSkinningFrameId: number;
  21489. private _vertexArrayObjects;
  21490. private _updatable;
  21491. /** @hidden */
  21492. _positions: Nullable<Vector3[]>;
  21493. /**
  21494. * 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
  21495. */
  21496. /**
  21497. * 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
  21498. */
  21499. boundingBias: Vector2;
  21500. /**
  21501. * Static function used to attach a new empty geometry to a mesh
  21502. * @param mesh defines the mesh to attach the geometry to
  21503. * @returns the new Geometry
  21504. */
  21505. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21506. /**
  21507. * Creates a new geometry
  21508. * @param id defines the unique ID
  21509. * @param scene defines the hosting scene
  21510. * @param vertexData defines the VertexData used to get geometry data
  21511. * @param updatable defines if geometry must be updatable (false by default)
  21512. * @param mesh defines the mesh that will be associated with the geometry
  21513. */
  21514. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21515. /**
  21516. * Gets the current extend of the geometry
  21517. */
  21518. readonly extend: {
  21519. minimum: Vector3;
  21520. maximum: Vector3;
  21521. };
  21522. /**
  21523. * Gets the hosting scene
  21524. * @returns the hosting Scene
  21525. */
  21526. getScene(): Scene;
  21527. /**
  21528. * Gets the hosting engine
  21529. * @returns the hosting Engine
  21530. */
  21531. getEngine(): Engine;
  21532. /**
  21533. * Defines if the geometry is ready to use
  21534. * @returns true if the geometry is ready to be used
  21535. */
  21536. isReady(): boolean;
  21537. /**
  21538. * Gets a value indicating that the geometry should not be serialized
  21539. */
  21540. readonly doNotSerialize: boolean;
  21541. /** @hidden */
  21542. _rebuild(): void;
  21543. /**
  21544. * Affects all geometry data in one call
  21545. * @param vertexData defines the geometry data
  21546. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  21547. */
  21548. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  21549. /**
  21550. * Set specific vertex data
  21551. * @param kind defines the data kind (Position, normal, etc...)
  21552. * @param data defines the vertex data to use
  21553. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21554. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21555. */
  21556. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  21557. /**
  21558. * Removes a specific vertex data
  21559. * @param kind defines the data kind (Position, normal, etc...)
  21560. */
  21561. removeVerticesData(kind: string): void;
  21562. /**
  21563. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  21564. * @param buffer defines the vertex buffer to use
  21565. * @param totalVertices defines the total number of vertices for position kind (could be null)
  21566. */
  21567. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  21568. /**
  21569. * Update a specific vertex buffer
  21570. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  21571. * It will do nothing if the buffer is not updatable
  21572. * @param kind defines the data kind (Position, normal, etc...)
  21573. * @param data defines the data to use
  21574. * @param offset defines the offset in the target buffer where to store the data
  21575. * @param useBytes set to true if the offset is in bytes
  21576. */
  21577. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  21578. /**
  21579. * Update a specific vertex buffer
  21580. * This function will create a new buffer if the current one is not updatable
  21581. * @param kind defines the data kind (Position, normal, etc...)
  21582. * @param data defines the data to use
  21583. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  21584. */
  21585. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  21586. private _updateBoundingInfo;
  21587. /** @hidden */
  21588. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  21589. /**
  21590. * Gets total number of vertices
  21591. * @returns the total number of vertices
  21592. */
  21593. getTotalVertices(): number;
  21594. /**
  21595. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21596. * @param kind defines the data kind (Position, normal, etc...)
  21597. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21598. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21599. * @returns a float array containing vertex data
  21600. */
  21601. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21602. /**
  21603. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  21604. * @param kind defines the data kind (Position, normal, etc...)
  21605. * @returns true if the vertex buffer with the specified kind is updatable
  21606. */
  21607. isVertexBufferUpdatable(kind: string): boolean;
  21608. /**
  21609. * Gets a specific vertex buffer
  21610. * @param kind defines the data kind (Position, normal, etc...)
  21611. * @returns a VertexBuffer
  21612. */
  21613. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  21614. /**
  21615. * Returns all vertex buffers
  21616. * @return an object holding all vertex buffers indexed by kind
  21617. */
  21618. getVertexBuffers(): Nullable<{
  21619. [key: string]: VertexBuffer;
  21620. }>;
  21621. /**
  21622. * Gets a boolean indicating if specific vertex buffer is present
  21623. * @param kind defines the data kind (Position, normal, etc...)
  21624. * @returns true if data is present
  21625. */
  21626. isVerticesDataPresent(kind: string): boolean;
  21627. /**
  21628. * Gets a list of all attached data kinds (Position, normal, etc...)
  21629. * @returns a list of string containing all kinds
  21630. */
  21631. getVerticesDataKinds(): string[];
  21632. /**
  21633. * Update index buffer
  21634. * @param indices defines the indices to store in the index buffer
  21635. * @param offset defines the offset in the target buffer where to store the data
  21636. * @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)
  21637. */
  21638. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  21639. /**
  21640. * Creates a new index buffer
  21641. * @param indices defines the indices to store in the index buffer
  21642. * @param totalVertices defines the total number of vertices (could be null)
  21643. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21644. */
  21645. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  21646. /**
  21647. * Return the total number of indices
  21648. * @returns the total number of indices
  21649. */
  21650. getTotalIndices(): number;
  21651. /**
  21652. * Gets the index buffer array
  21653. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21654. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21655. * @returns the index buffer array
  21656. */
  21657. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21658. /**
  21659. * Gets the index buffer
  21660. * @return the index buffer
  21661. */
  21662. getIndexBuffer(): Nullable<DataBuffer>;
  21663. /** @hidden */
  21664. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  21665. /**
  21666. * Release the associated resources for a specific mesh
  21667. * @param mesh defines the source mesh
  21668. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  21669. */
  21670. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  21671. /**
  21672. * Apply current geometry to a given mesh
  21673. * @param mesh defines the mesh to apply geometry to
  21674. */
  21675. applyToMesh(mesh: Mesh): void;
  21676. private _updateExtend;
  21677. private _applyToMesh;
  21678. private notifyUpdate;
  21679. /**
  21680. * Load the geometry if it was flagged as delay loaded
  21681. * @param scene defines the hosting scene
  21682. * @param onLoaded defines a callback called when the geometry is loaded
  21683. */
  21684. load(scene: Scene, onLoaded?: () => void): void;
  21685. private _queueLoad;
  21686. /**
  21687. * Invert the geometry to move from a right handed system to a left handed one.
  21688. */
  21689. toLeftHanded(): void;
  21690. /** @hidden */
  21691. _resetPointsArrayCache(): void;
  21692. /** @hidden */
  21693. _generatePointsArray(): boolean;
  21694. /**
  21695. * Gets a value indicating if the geometry is disposed
  21696. * @returns true if the geometry was disposed
  21697. */
  21698. isDisposed(): boolean;
  21699. private _disposeVertexArrayObjects;
  21700. /**
  21701. * Free all associated resources
  21702. */
  21703. dispose(): void;
  21704. /**
  21705. * Clone the current geometry into a new geometry
  21706. * @param id defines the unique ID of the new geometry
  21707. * @returns a new geometry object
  21708. */
  21709. copy(id: string): Geometry;
  21710. /**
  21711. * Serialize the current geometry info (and not the vertices data) into a JSON object
  21712. * @return a JSON representation of the current geometry data (without the vertices data)
  21713. */
  21714. serialize(): any;
  21715. private toNumberArray;
  21716. /**
  21717. * Serialize all vertices data into a JSON oject
  21718. * @returns a JSON representation of the current geometry data
  21719. */
  21720. serializeVerticeData(): any;
  21721. /**
  21722. * Extracts a clone of a mesh geometry
  21723. * @param mesh defines the source mesh
  21724. * @param id defines the unique ID of the new geometry object
  21725. * @returns the new geometry object
  21726. */
  21727. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  21728. /**
  21729. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  21730. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  21731. * Be aware Math.random() could cause collisions, but:
  21732. * "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"
  21733. * @returns a string containing a new GUID
  21734. */
  21735. static RandomId(): string;
  21736. /** @hidden */
  21737. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  21738. private static _CleanMatricesWeights;
  21739. /**
  21740. * Create a new geometry from persisted data (Using .babylon file format)
  21741. * @param parsedVertexData defines the persisted data
  21742. * @param scene defines the hosting scene
  21743. * @param rootUrl defines the root url to use to load assets (like delayed data)
  21744. * @returns the new geometry object
  21745. */
  21746. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  21747. }
  21748. }
  21749. declare module "babylonjs/Meshes/mesh.vertexData" {
  21750. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  21751. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  21752. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  21753. import { Geometry } from "babylonjs/Meshes/geometry";
  21754. import { Mesh } from "babylonjs/Meshes/mesh";
  21755. /**
  21756. * Define an interface for all classes that will get and set the data on vertices
  21757. */
  21758. export interface IGetSetVerticesData {
  21759. /**
  21760. * Gets a boolean indicating if specific vertex data is present
  21761. * @param kind defines the vertex data kind to use
  21762. * @returns true is data kind is present
  21763. */
  21764. isVerticesDataPresent(kind: string): boolean;
  21765. /**
  21766. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21767. * @param kind defines the data kind (Position, normal, etc...)
  21768. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21769. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21770. * @returns a float array containing vertex data
  21771. */
  21772. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21773. /**
  21774. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  21775. * @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.
  21776. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21777. * @returns the indices array or an empty array if the mesh has no geometry
  21778. */
  21779. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21780. /**
  21781. * Set specific vertex data
  21782. * @param kind defines the data kind (Position, normal, etc...)
  21783. * @param data defines the vertex data to use
  21784. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21785. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21786. */
  21787. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  21788. /**
  21789. * Update a specific associated vertex buffer
  21790. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  21791. * - VertexBuffer.PositionKind
  21792. * - VertexBuffer.UVKind
  21793. * - VertexBuffer.UV2Kind
  21794. * - VertexBuffer.UV3Kind
  21795. * - VertexBuffer.UV4Kind
  21796. * - VertexBuffer.UV5Kind
  21797. * - VertexBuffer.UV6Kind
  21798. * - VertexBuffer.ColorKind
  21799. * - VertexBuffer.MatricesIndicesKind
  21800. * - VertexBuffer.MatricesIndicesExtraKind
  21801. * - VertexBuffer.MatricesWeightsKind
  21802. * - VertexBuffer.MatricesWeightsExtraKind
  21803. * @param data defines the data source
  21804. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  21805. * @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)
  21806. */
  21807. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  21808. /**
  21809. * Creates a new index buffer
  21810. * @param indices defines the indices to store in the index buffer
  21811. * @param totalVertices defines the total number of vertices (could be null)
  21812. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21813. */
  21814. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  21815. }
  21816. /**
  21817. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  21818. */
  21819. export class VertexData {
  21820. /**
  21821. * Mesh side orientation : usually the external or front surface
  21822. */
  21823. static readonly FRONTSIDE: number;
  21824. /**
  21825. * Mesh side orientation : usually the internal or back surface
  21826. */
  21827. static readonly BACKSIDE: number;
  21828. /**
  21829. * Mesh side orientation : both internal and external or front and back surfaces
  21830. */
  21831. static readonly DOUBLESIDE: number;
  21832. /**
  21833. * Mesh side orientation : by default, `FRONTSIDE`
  21834. */
  21835. static readonly DEFAULTSIDE: number;
  21836. /**
  21837. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  21838. */
  21839. positions: Nullable<FloatArray>;
  21840. /**
  21841. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  21842. */
  21843. normals: Nullable<FloatArray>;
  21844. /**
  21845. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  21846. */
  21847. tangents: Nullable<FloatArray>;
  21848. /**
  21849. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21850. */
  21851. uvs: Nullable<FloatArray>;
  21852. /**
  21853. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21854. */
  21855. uvs2: Nullable<FloatArray>;
  21856. /**
  21857. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21858. */
  21859. uvs3: Nullable<FloatArray>;
  21860. /**
  21861. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21862. */
  21863. uvs4: Nullable<FloatArray>;
  21864. /**
  21865. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21866. */
  21867. uvs5: Nullable<FloatArray>;
  21868. /**
  21869. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21870. */
  21871. uvs6: Nullable<FloatArray>;
  21872. /**
  21873. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  21874. */
  21875. colors: Nullable<FloatArray>;
  21876. /**
  21877. * 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).
  21878. */
  21879. matricesIndices: Nullable<FloatArray>;
  21880. /**
  21881. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  21882. */
  21883. matricesWeights: Nullable<FloatArray>;
  21884. /**
  21885. * An array extending the number of possible indices
  21886. */
  21887. matricesIndicesExtra: Nullable<FloatArray>;
  21888. /**
  21889. * An array extending the number of possible weights when the number of indices is extended
  21890. */
  21891. matricesWeightsExtra: Nullable<FloatArray>;
  21892. /**
  21893. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  21894. */
  21895. indices: Nullable<IndicesArray>;
  21896. /**
  21897. * Uses the passed data array to set the set the values for the specified kind of data
  21898. * @param data a linear array of floating numbers
  21899. * @param kind the type of data that is being set, eg positions, colors etc
  21900. */
  21901. set(data: FloatArray, kind: string): void;
  21902. /**
  21903. * Associates the vertexData to the passed Mesh.
  21904. * Sets it as updatable or not (default `false`)
  21905. * @param mesh the mesh the vertexData is applied to
  21906. * @param updatable when used and having the value true allows new data to update the vertexData
  21907. * @returns the VertexData
  21908. */
  21909. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  21910. /**
  21911. * Associates the vertexData to the passed Geometry.
  21912. * Sets it as updatable or not (default `false`)
  21913. * @param geometry the geometry the vertexData is applied to
  21914. * @param updatable when used and having the value true allows new data to update the vertexData
  21915. * @returns VertexData
  21916. */
  21917. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  21918. /**
  21919. * Updates the associated mesh
  21920. * @param mesh the mesh to be updated
  21921. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21922. * @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
  21923. * @returns VertexData
  21924. */
  21925. updateMesh(mesh: Mesh): VertexData;
  21926. /**
  21927. * Updates the associated geometry
  21928. * @param geometry the geometry to be updated
  21929. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21930. * @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
  21931. * @returns VertexData.
  21932. */
  21933. updateGeometry(geometry: Geometry): VertexData;
  21934. private _applyTo;
  21935. private _update;
  21936. /**
  21937. * Transforms each position and each normal of the vertexData according to the passed Matrix
  21938. * @param matrix the transforming matrix
  21939. * @returns the VertexData
  21940. */
  21941. transform(matrix: Matrix): VertexData;
  21942. /**
  21943. * Merges the passed VertexData into the current one
  21944. * @param other the VertexData to be merged into the current one
  21945. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  21946. * @returns the modified VertexData
  21947. */
  21948. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  21949. private _mergeElement;
  21950. private _validate;
  21951. /**
  21952. * Serializes the VertexData
  21953. * @returns a serialized object
  21954. */
  21955. serialize(): any;
  21956. /**
  21957. * Extracts the vertexData from a mesh
  21958. * @param mesh the mesh from which to extract the VertexData
  21959. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  21960. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21961. * @returns the object VertexData associated to the passed mesh
  21962. */
  21963. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21964. /**
  21965. * Extracts the vertexData from the geometry
  21966. * @param geometry the geometry from which to extract the VertexData
  21967. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  21968. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21969. * @returns the object VertexData associated to the passed mesh
  21970. */
  21971. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21972. private static _ExtractFrom;
  21973. /**
  21974. * Creates the VertexData for a Ribbon
  21975. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  21976. * * pathArray array of paths, each of which an array of successive Vector3
  21977. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  21978. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  21979. * * 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
  21980. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21981. * * 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)
  21982. * * 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)
  21983. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  21984. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  21985. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  21986. * @returns the VertexData of the ribbon
  21987. */
  21988. static CreateRibbon(options: {
  21989. pathArray: Vector3[][];
  21990. closeArray?: boolean;
  21991. closePath?: boolean;
  21992. offset?: number;
  21993. sideOrientation?: number;
  21994. frontUVs?: Vector4;
  21995. backUVs?: Vector4;
  21996. invertUV?: boolean;
  21997. uvs?: Vector2[];
  21998. colors?: Color4[];
  21999. }): VertexData;
  22000. /**
  22001. * Creates the VertexData for a box
  22002. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22003. * * size sets the width, height and depth of the box to the value of size, optional default 1
  22004. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  22005. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  22006. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  22007. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22008. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22009. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22010. * * 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)
  22011. * * 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)
  22012. * @returns the VertexData of the box
  22013. */
  22014. static CreateBox(options: {
  22015. size?: number;
  22016. width?: number;
  22017. height?: number;
  22018. depth?: number;
  22019. faceUV?: Vector4[];
  22020. faceColors?: Color4[];
  22021. sideOrientation?: number;
  22022. frontUVs?: Vector4;
  22023. backUVs?: Vector4;
  22024. }): VertexData;
  22025. /**
  22026. * Creates the VertexData for a tiled box
  22027. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22028. * * faceTiles sets the pattern, tile size and number of tiles for a face
  22029. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22030. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22031. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22032. * @returns the VertexData of the box
  22033. */
  22034. static CreateTiledBox(options: {
  22035. pattern?: number;
  22036. width?: number;
  22037. height?: number;
  22038. depth?: number;
  22039. tileSize?: number;
  22040. tileWidth?: number;
  22041. tileHeight?: number;
  22042. alignHorizontal?: number;
  22043. alignVertical?: number;
  22044. faceUV?: Vector4[];
  22045. faceColors?: Color4[];
  22046. sideOrientation?: number;
  22047. }): VertexData;
  22048. /**
  22049. * Creates the VertexData for a tiled plane
  22050. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22051. * * pattern a limited pattern arrangement depending on the number
  22052. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  22053. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  22054. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  22055. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22056. * * 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)
  22057. * * 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)
  22058. * @returns the VertexData of the tiled plane
  22059. */
  22060. static CreateTiledPlane(options: {
  22061. pattern?: number;
  22062. tileSize?: number;
  22063. tileWidth?: number;
  22064. tileHeight?: number;
  22065. size?: number;
  22066. width?: number;
  22067. height?: number;
  22068. alignHorizontal?: number;
  22069. alignVertical?: number;
  22070. sideOrientation?: number;
  22071. frontUVs?: Vector4;
  22072. backUVs?: Vector4;
  22073. }): VertexData;
  22074. /**
  22075. * Creates the VertexData for an ellipsoid, defaults to a sphere
  22076. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22077. * * segments sets the number of horizontal strips optional, default 32
  22078. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  22079. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  22080. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  22081. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  22082. * * 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
  22083. * * 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
  22084. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22085. * * 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)
  22086. * * 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)
  22087. * @returns the VertexData of the ellipsoid
  22088. */
  22089. static CreateSphere(options: {
  22090. segments?: number;
  22091. diameter?: number;
  22092. diameterX?: number;
  22093. diameterY?: number;
  22094. diameterZ?: number;
  22095. arc?: number;
  22096. slice?: number;
  22097. sideOrientation?: number;
  22098. frontUVs?: Vector4;
  22099. backUVs?: Vector4;
  22100. }): VertexData;
  22101. /**
  22102. * Creates the VertexData for a cylinder, cone or prism
  22103. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22104. * * height sets the height (y direction) of the cylinder, optional, default 2
  22105. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22106. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22107. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22108. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22109. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22110. * * 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
  22111. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22112. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22113. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22114. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22115. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22116. * * 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)
  22117. * * 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)
  22118. * @returns the VertexData of the cylinder, cone or prism
  22119. */
  22120. static CreateCylinder(options: {
  22121. height?: number;
  22122. diameterTop?: number;
  22123. diameterBottom?: number;
  22124. diameter?: number;
  22125. tessellation?: number;
  22126. subdivisions?: number;
  22127. arc?: number;
  22128. faceColors?: Color4[];
  22129. faceUV?: Vector4[];
  22130. hasRings?: boolean;
  22131. enclose?: boolean;
  22132. sideOrientation?: number;
  22133. frontUVs?: Vector4;
  22134. backUVs?: Vector4;
  22135. }): VertexData;
  22136. /**
  22137. * Creates the VertexData for a torus
  22138. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22139. * * diameter the diameter of the torus, optional default 1
  22140. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22141. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22142. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22143. * * 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)
  22144. * * 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)
  22145. * @returns the VertexData of the torus
  22146. */
  22147. static CreateTorus(options: {
  22148. diameter?: number;
  22149. thickness?: number;
  22150. tessellation?: number;
  22151. sideOrientation?: number;
  22152. frontUVs?: Vector4;
  22153. backUVs?: Vector4;
  22154. }): VertexData;
  22155. /**
  22156. * Creates the VertexData of the LineSystem
  22157. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22158. * - lines an array of lines, each line being an array of successive Vector3
  22159. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22160. * @returns the VertexData of the LineSystem
  22161. */
  22162. static CreateLineSystem(options: {
  22163. lines: Vector3[][];
  22164. colors?: Nullable<Color4[][]>;
  22165. }): VertexData;
  22166. /**
  22167. * Create the VertexData for a DashedLines
  22168. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22169. * - points an array successive Vector3
  22170. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22171. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22172. * - dashNb the intended total number of dashes, optional, default 200
  22173. * @returns the VertexData for the DashedLines
  22174. */
  22175. static CreateDashedLines(options: {
  22176. points: Vector3[];
  22177. dashSize?: number;
  22178. gapSize?: number;
  22179. dashNb?: number;
  22180. }): VertexData;
  22181. /**
  22182. * Creates the VertexData for a Ground
  22183. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22184. * - width the width (x direction) of the ground, optional, default 1
  22185. * - height the height (z direction) of the ground, optional, default 1
  22186. * - subdivisions the number of subdivisions per side, optional, default 1
  22187. * @returns the VertexData of the Ground
  22188. */
  22189. static CreateGround(options: {
  22190. width?: number;
  22191. height?: number;
  22192. subdivisions?: number;
  22193. subdivisionsX?: number;
  22194. subdivisionsY?: number;
  22195. }): VertexData;
  22196. /**
  22197. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22198. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22199. * * xmin the ground minimum X coordinate, optional, default -1
  22200. * * zmin the ground minimum Z coordinate, optional, default -1
  22201. * * xmax the ground maximum X coordinate, optional, default 1
  22202. * * zmax the ground maximum Z coordinate, optional, default 1
  22203. * * 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}
  22204. * * 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}
  22205. * @returns the VertexData of the TiledGround
  22206. */
  22207. static CreateTiledGround(options: {
  22208. xmin: number;
  22209. zmin: number;
  22210. xmax: number;
  22211. zmax: number;
  22212. subdivisions?: {
  22213. w: number;
  22214. h: number;
  22215. };
  22216. precision?: {
  22217. w: number;
  22218. h: number;
  22219. };
  22220. }): VertexData;
  22221. /**
  22222. * Creates the VertexData of the Ground designed from a heightmap
  22223. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22224. * * width the width (x direction) of the ground
  22225. * * height the height (z direction) of the ground
  22226. * * subdivisions the number of subdivisions per side
  22227. * * minHeight the minimum altitude on the ground, optional, default 0
  22228. * * maxHeight the maximum altitude on the ground, optional default 1
  22229. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22230. * * buffer the array holding the image color data
  22231. * * bufferWidth the width of image
  22232. * * bufferHeight the height of image
  22233. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22234. * @returns the VertexData of the Ground designed from a heightmap
  22235. */
  22236. static CreateGroundFromHeightMap(options: {
  22237. width: number;
  22238. height: number;
  22239. subdivisions: number;
  22240. minHeight: number;
  22241. maxHeight: number;
  22242. colorFilter: Color3;
  22243. buffer: Uint8Array;
  22244. bufferWidth: number;
  22245. bufferHeight: number;
  22246. alphaFilter: number;
  22247. }): VertexData;
  22248. /**
  22249. * Creates the VertexData for a Plane
  22250. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22251. * * size sets the width and height of the plane to the value of size, optional default 1
  22252. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22253. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22254. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22255. * * 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)
  22256. * * 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)
  22257. * @returns the VertexData of the box
  22258. */
  22259. static CreatePlane(options: {
  22260. size?: number;
  22261. width?: number;
  22262. height?: number;
  22263. sideOrientation?: number;
  22264. frontUVs?: Vector4;
  22265. backUVs?: Vector4;
  22266. }): VertexData;
  22267. /**
  22268. * Creates the VertexData of the Disc or regular Polygon
  22269. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22270. * * radius the radius of the disc, optional default 0.5
  22271. * * tessellation the number of polygon sides, optional, default 64
  22272. * * 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
  22273. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22274. * * 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)
  22275. * * 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)
  22276. * @returns the VertexData of the box
  22277. */
  22278. static CreateDisc(options: {
  22279. radius?: number;
  22280. tessellation?: number;
  22281. arc?: number;
  22282. sideOrientation?: number;
  22283. frontUVs?: Vector4;
  22284. backUVs?: Vector4;
  22285. }): VertexData;
  22286. /**
  22287. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22288. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22289. * @param polygon a mesh built from polygonTriangulation.build()
  22290. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22291. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22292. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22293. * @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)
  22294. * @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)
  22295. * @returns the VertexData of the Polygon
  22296. */
  22297. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22298. /**
  22299. * Creates the VertexData of the IcoSphere
  22300. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22301. * * radius the radius of the IcoSphere, optional default 1
  22302. * * radiusX allows stretching in the x direction, optional, default radius
  22303. * * radiusY allows stretching in the y direction, optional, default radius
  22304. * * radiusZ allows stretching in the z direction, optional, default radius
  22305. * * flat when true creates a flat shaded mesh, optional, default true
  22306. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22307. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22308. * * 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)
  22309. * * 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)
  22310. * @returns the VertexData of the IcoSphere
  22311. */
  22312. static CreateIcoSphere(options: {
  22313. radius?: number;
  22314. radiusX?: number;
  22315. radiusY?: number;
  22316. radiusZ?: number;
  22317. flat?: boolean;
  22318. subdivisions?: number;
  22319. sideOrientation?: number;
  22320. frontUVs?: Vector4;
  22321. backUVs?: Vector4;
  22322. }): VertexData;
  22323. /**
  22324. * Creates the VertexData for a Polyhedron
  22325. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22326. * * type provided types are:
  22327. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22328. * * 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)
  22329. * * size the size of the IcoSphere, optional default 1
  22330. * * sizeX allows stretching in the x direction, optional, default size
  22331. * * sizeY allows stretching in the y direction, optional, default size
  22332. * * sizeZ allows stretching in the z direction, optional, default size
  22333. * * 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
  22334. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22335. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22336. * * flat when true creates a flat shaded mesh, optional, default true
  22337. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22338. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22339. * * 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)
  22340. * * 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)
  22341. * @returns the VertexData of the Polyhedron
  22342. */
  22343. static CreatePolyhedron(options: {
  22344. type?: number;
  22345. size?: number;
  22346. sizeX?: number;
  22347. sizeY?: number;
  22348. sizeZ?: number;
  22349. custom?: any;
  22350. faceUV?: Vector4[];
  22351. faceColors?: Color4[];
  22352. flat?: boolean;
  22353. sideOrientation?: number;
  22354. frontUVs?: Vector4;
  22355. backUVs?: Vector4;
  22356. }): VertexData;
  22357. /**
  22358. * Creates the VertexData for a TorusKnot
  22359. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22360. * * radius the radius of the torus knot, optional, default 2
  22361. * * tube the thickness of the tube, optional, default 0.5
  22362. * * radialSegments the number of sides on each tube segments, optional, default 32
  22363. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22364. * * p the number of windings around the z axis, optional, default 2
  22365. * * q the number of windings around the x axis, optional, default 3
  22366. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22367. * * 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)
  22368. * * 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)
  22369. * @returns the VertexData of the Torus Knot
  22370. */
  22371. static CreateTorusKnot(options: {
  22372. radius?: number;
  22373. tube?: number;
  22374. radialSegments?: number;
  22375. tubularSegments?: number;
  22376. p?: number;
  22377. q?: number;
  22378. sideOrientation?: number;
  22379. frontUVs?: Vector4;
  22380. backUVs?: Vector4;
  22381. }): VertexData;
  22382. /**
  22383. * Compute normals for given positions and indices
  22384. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22385. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22386. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22387. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22388. * * facetNormals : optional array of facet normals (vector3)
  22389. * * facetPositions : optional array of facet positions (vector3)
  22390. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22391. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22392. * * bInfo : optional bounding info, required for facetPartitioning computation
  22393. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22394. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22395. * * useRightHandedSystem: optional boolean to for right handed system computation
  22396. * * depthSort : optional boolean to enable the facet depth sort computation
  22397. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22398. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22399. */
  22400. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22401. facetNormals?: any;
  22402. facetPositions?: any;
  22403. facetPartitioning?: any;
  22404. ratio?: number;
  22405. bInfo?: any;
  22406. bbSize?: Vector3;
  22407. subDiv?: any;
  22408. useRightHandedSystem?: boolean;
  22409. depthSort?: boolean;
  22410. distanceTo?: Vector3;
  22411. depthSortedFacets?: any;
  22412. }): void;
  22413. /** @hidden */
  22414. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22415. /**
  22416. * Applies VertexData created from the imported parameters to the geometry
  22417. * @param parsedVertexData the parsed data from an imported file
  22418. * @param geometry the geometry to apply the VertexData to
  22419. */
  22420. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22421. }
  22422. }
  22423. declare module "babylonjs/Morph/morphTarget" {
  22424. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22425. import { Observable } from "babylonjs/Misc/observable";
  22426. import { Nullable, FloatArray } from "babylonjs/types";
  22427. import { Scene } from "babylonjs/scene";
  22428. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22429. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22430. /**
  22431. * Defines a target to use with MorphTargetManager
  22432. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22433. */
  22434. export class MorphTarget implements IAnimatable {
  22435. /** defines the name of the target */
  22436. name: string;
  22437. /**
  22438. * Gets or sets the list of animations
  22439. */
  22440. animations: import("babylonjs/Animations/animation").Animation[];
  22441. private _scene;
  22442. private _positions;
  22443. private _normals;
  22444. private _tangents;
  22445. private _uvs;
  22446. private _influence;
  22447. /**
  22448. * Observable raised when the influence changes
  22449. */
  22450. onInfluenceChanged: Observable<boolean>;
  22451. /** @hidden */
  22452. _onDataLayoutChanged: Observable<void>;
  22453. /**
  22454. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22455. */
  22456. influence: number;
  22457. /**
  22458. * Gets or sets the id of the morph Target
  22459. */
  22460. id: string;
  22461. private _animationPropertiesOverride;
  22462. /**
  22463. * Gets or sets the animation properties override
  22464. */
  22465. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22466. /**
  22467. * Creates a new MorphTarget
  22468. * @param name defines the name of the target
  22469. * @param influence defines the influence to use
  22470. * @param scene defines the scene the morphtarget belongs to
  22471. */
  22472. constructor(
  22473. /** defines the name of the target */
  22474. name: string, influence?: number, scene?: Nullable<Scene>);
  22475. /**
  22476. * Gets a boolean defining if the target contains position data
  22477. */
  22478. readonly hasPositions: boolean;
  22479. /**
  22480. * Gets a boolean defining if the target contains normal data
  22481. */
  22482. readonly hasNormals: boolean;
  22483. /**
  22484. * Gets a boolean defining if the target contains tangent data
  22485. */
  22486. readonly hasTangents: boolean;
  22487. /**
  22488. * Gets a boolean defining if the target contains texture coordinates data
  22489. */
  22490. readonly hasUVs: boolean;
  22491. /**
  22492. * Affects position data to this target
  22493. * @param data defines the position data to use
  22494. */
  22495. setPositions(data: Nullable<FloatArray>): void;
  22496. /**
  22497. * Gets the position data stored in this target
  22498. * @returns a FloatArray containing the position data (or null if not present)
  22499. */
  22500. getPositions(): Nullable<FloatArray>;
  22501. /**
  22502. * Affects normal data to this target
  22503. * @param data defines the normal data to use
  22504. */
  22505. setNormals(data: Nullable<FloatArray>): void;
  22506. /**
  22507. * Gets the normal data stored in this target
  22508. * @returns a FloatArray containing the normal data (or null if not present)
  22509. */
  22510. getNormals(): Nullable<FloatArray>;
  22511. /**
  22512. * Affects tangent data to this target
  22513. * @param data defines the tangent data to use
  22514. */
  22515. setTangents(data: Nullable<FloatArray>): void;
  22516. /**
  22517. * Gets the tangent data stored in this target
  22518. * @returns a FloatArray containing the tangent data (or null if not present)
  22519. */
  22520. getTangents(): Nullable<FloatArray>;
  22521. /**
  22522. * Affects texture coordinates data to this target
  22523. * @param data defines the texture coordinates data to use
  22524. */
  22525. setUVs(data: Nullable<FloatArray>): void;
  22526. /**
  22527. * Gets the texture coordinates data stored in this target
  22528. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  22529. */
  22530. getUVs(): Nullable<FloatArray>;
  22531. /**
  22532. * Serializes the current target into a Serialization object
  22533. * @returns the serialized object
  22534. */
  22535. serialize(): any;
  22536. /**
  22537. * Returns the string "MorphTarget"
  22538. * @returns "MorphTarget"
  22539. */
  22540. getClassName(): string;
  22541. /**
  22542. * Creates a new target from serialized data
  22543. * @param serializationObject defines the serialized data to use
  22544. * @returns a new MorphTarget
  22545. */
  22546. static Parse(serializationObject: any): MorphTarget;
  22547. /**
  22548. * Creates a MorphTarget from mesh data
  22549. * @param mesh defines the source mesh
  22550. * @param name defines the name to use for the new target
  22551. * @param influence defines the influence to attach to the target
  22552. * @returns a new MorphTarget
  22553. */
  22554. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  22555. }
  22556. }
  22557. declare module "babylonjs/Morph/morphTargetManager" {
  22558. import { Nullable } from "babylonjs/types";
  22559. import { Scene } from "babylonjs/scene";
  22560. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  22561. /**
  22562. * This class is used to deform meshes using morphing between different targets
  22563. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22564. */
  22565. export class MorphTargetManager {
  22566. private _targets;
  22567. private _targetInfluenceChangedObservers;
  22568. private _targetDataLayoutChangedObservers;
  22569. private _activeTargets;
  22570. private _scene;
  22571. private _influences;
  22572. private _supportsNormals;
  22573. private _supportsTangents;
  22574. private _supportsUVs;
  22575. private _vertexCount;
  22576. private _uniqueId;
  22577. private _tempInfluences;
  22578. /**
  22579. * Gets or sets a boolean indicating if normals must be morphed
  22580. */
  22581. enableNormalMorphing: boolean;
  22582. /**
  22583. * Gets or sets a boolean indicating if tangents must be morphed
  22584. */
  22585. enableTangentMorphing: boolean;
  22586. /**
  22587. * Gets or sets a boolean indicating if UV must be morphed
  22588. */
  22589. enableUVMorphing: boolean;
  22590. /**
  22591. * Creates a new MorphTargetManager
  22592. * @param scene defines the current scene
  22593. */
  22594. constructor(scene?: Nullable<Scene>);
  22595. /**
  22596. * Gets the unique ID of this manager
  22597. */
  22598. readonly uniqueId: number;
  22599. /**
  22600. * Gets the number of vertices handled by this manager
  22601. */
  22602. readonly vertexCount: number;
  22603. /**
  22604. * Gets a boolean indicating if this manager supports morphing of normals
  22605. */
  22606. readonly supportsNormals: boolean;
  22607. /**
  22608. * Gets a boolean indicating if this manager supports morphing of tangents
  22609. */
  22610. readonly supportsTangents: boolean;
  22611. /**
  22612. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  22613. */
  22614. readonly supportsUVs: boolean;
  22615. /**
  22616. * Gets the number of targets stored in this manager
  22617. */
  22618. readonly numTargets: number;
  22619. /**
  22620. * Gets the number of influencers (ie. the number of targets with influences > 0)
  22621. */
  22622. readonly numInfluencers: number;
  22623. /**
  22624. * Gets the list of influences (one per target)
  22625. */
  22626. readonly influences: Float32Array;
  22627. /**
  22628. * Gets the active target at specified index. An active target is a target with an influence > 0
  22629. * @param index defines the index to check
  22630. * @returns the requested target
  22631. */
  22632. getActiveTarget(index: number): MorphTarget;
  22633. /**
  22634. * Gets the target at specified index
  22635. * @param index defines the index to check
  22636. * @returns the requested target
  22637. */
  22638. getTarget(index: number): MorphTarget;
  22639. /**
  22640. * Add a new target to this manager
  22641. * @param target defines the target to add
  22642. */
  22643. addTarget(target: MorphTarget): void;
  22644. /**
  22645. * Removes a target from the manager
  22646. * @param target defines the target to remove
  22647. */
  22648. removeTarget(target: MorphTarget): void;
  22649. /**
  22650. * Serializes the current manager into a Serialization object
  22651. * @returns the serialized object
  22652. */
  22653. serialize(): any;
  22654. private _syncActiveTargets;
  22655. /**
  22656. * Syncrhonize the targets with all the meshes using this morph target manager
  22657. */
  22658. synchronize(): void;
  22659. /**
  22660. * Creates a new MorphTargetManager from serialized data
  22661. * @param serializationObject defines the serialized data
  22662. * @param scene defines the hosting scene
  22663. * @returns the new MorphTargetManager
  22664. */
  22665. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  22666. }
  22667. }
  22668. declare module "babylonjs/Meshes/meshLODLevel" {
  22669. import { Mesh } from "babylonjs/Meshes/mesh";
  22670. import { Nullable } from "babylonjs/types";
  22671. /**
  22672. * Class used to represent a specific level of detail of a mesh
  22673. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  22674. */
  22675. export class MeshLODLevel {
  22676. /** Defines the distance where this level should start being displayed */
  22677. distance: number;
  22678. /** Defines the mesh to use to render this level */
  22679. mesh: Nullable<Mesh>;
  22680. /**
  22681. * Creates a new LOD level
  22682. * @param distance defines the distance where this level should star being displayed
  22683. * @param mesh defines the mesh to use to render this level
  22684. */
  22685. constructor(
  22686. /** Defines the distance where this level should start being displayed */
  22687. distance: number,
  22688. /** Defines the mesh to use to render this level */
  22689. mesh: Nullable<Mesh>);
  22690. }
  22691. }
  22692. declare module "babylonjs/Meshes/groundMesh" {
  22693. import { Scene } from "babylonjs/scene";
  22694. import { Vector3 } from "babylonjs/Maths/math.vector";
  22695. import { Mesh } from "babylonjs/Meshes/mesh";
  22696. /**
  22697. * Mesh representing the gorund
  22698. */
  22699. export class GroundMesh extends Mesh {
  22700. /** If octree should be generated */
  22701. generateOctree: boolean;
  22702. private _heightQuads;
  22703. /** @hidden */
  22704. _subdivisionsX: number;
  22705. /** @hidden */
  22706. _subdivisionsY: number;
  22707. /** @hidden */
  22708. _width: number;
  22709. /** @hidden */
  22710. _height: number;
  22711. /** @hidden */
  22712. _minX: number;
  22713. /** @hidden */
  22714. _maxX: number;
  22715. /** @hidden */
  22716. _minZ: number;
  22717. /** @hidden */
  22718. _maxZ: number;
  22719. constructor(name: string, scene: Scene);
  22720. /**
  22721. * "GroundMesh"
  22722. * @returns "GroundMesh"
  22723. */
  22724. getClassName(): string;
  22725. /**
  22726. * The minimum of x and y subdivisions
  22727. */
  22728. readonly subdivisions: number;
  22729. /**
  22730. * X subdivisions
  22731. */
  22732. readonly subdivisionsX: number;
  22733. /**
  22734. * Y subdivisions
  22735. */
  22736. readonly subdivisionsY: number;
  22737. /**
  22738. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  22739. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  22740. * @param chunksCount the number of subdivisions for x and y
  22741. * @param octreeBlocksSize (Default: 32)
  22742. */
  22743. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  22744. /**
  22745. * Returns a height (y) value in the Worl system :
  22746. * the ground altitude at the coordinates (x, z) expressed in the World system.
  22747. * @param x x coordinate
  22748. * @param z z coordinate
  22749. * @returns the ground y position if (x, z) are outside the ground surface.
  22750. */
  22751. getHeightAtCoordinates(x: number, z: number): number;
  22752. /**
  22753. * Returns a normalized vector (Vector3) orthogonal to the ground
  22754. * at the ground coordinates (x, z) expressed in the World system.
  22755. * @param x x coordinate
  22756. * @param z z coordinate
  22757. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  22758. */
  22759. getNormalAtCoordinates(x: number, z: number): Vector3;
  22760. /**
  22761. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  22762. * at the ground coordinates (x, z) expressed in the World system.
  22763. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  22764. * @param x x coordinate
  22765. * @param z z coordinate
  22766. * @param ref vector to store the result
  22767. * @returns the GroundMesh.
  22768. */
  22769. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  22770. /**
  22771. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  22772. * if the ground has been updated.
  22773. * This can be used in the render loop.
  22774. * @returns the GroundMesh.
  22775. */
  22776. updateCoordinateHeights(): GroundMesh;
  22777. private _getFacetAt;
  22778. private _initHeightQuads;
  22779. private _computeHeightQuads;
  22780. /**
  22781. * Serializes this ground mesh
  22782. * @param serializationObject object to write serialization to
  22783. */
  22784. serialize(serializationObject: any): void;
  22785. /**
  22786. * Parses a serialized ground mesh
  22787. * @param parsedMesh the serialized mesh
  22788. * @param scene the scene to create the ground mesh in
  22789. * @returns the created ground mesh
  22790. */
  22791. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  22792. }
  22793. }
  22794. declare module "babylonjs/Physics/physicsJoint" {
  22795. import { Vector3 } from "babylonjs/Maths/math.vector";
  22796. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  22797. /**
  22798. * Interface for Physics-Joint data
  22799. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22800. */
  22801. export interface PhysicsJointData {
  22802. /**
  22803. * The main pivot of the joint
  22804. */
  22805. mainPivot?: Vector3;
  22806. /**
  22807. * The connected pivot of the joint
  22808. */
  22809. connectedPivot?: Vector3;
  22810. /**
  22811. * The main axis of the joint
  22812. */
  22813. mainAxis?: Vector3;
  22814. /**
  22815. * The connected axis of the joint
  22816. */
  22817. connectedAxis?: Vector3;
  22818. /**
  22819. * The collision of the joint
  22820. */
  22821. collision?: boolean;
  22822. /**
  22823. * Native Oimo/Cannon/Energy data
  22824. */
  22825. nativeParams?: any;
  22826. }
  22827. /**
  22828. * This is a holder class for the physics joint created by the physics plugin
  22829. * It holds a set of functions to control the underlying joint
  22830. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22831. */
  22832. export class PhysicsJoint {
  22833. /**
  22834. * The type of the physics joint
  22835. */
  22836. type: number;
  22837. /**
  22838. * The data for the physics joint
  22839. */
  22840. jointData: PhysicsJointData;
  22841. private _physicsJoint;
  22842. protected _physicsPlugin: IPhysicsEnginePlugin;
  22843. /**
  22844. * Initializes the physics joint
  22845. * @param type The type of the physics joint
  22846. * @param jointData The data for the physics joint
  22847. */
  22848. constructor(
  22849. /**
  22850. * The type of the physics joint
  22851. */
  22852. type: number,
  22853. /**
  22854. * The data for the physics joint
  22855. */
  22856. jointData: PhysicsJointData);
  22857. /**
  22858. * Gets the physics joint
  22859. */
  22860. /**
  22861. * Sets the physics joint
  22862. */
  22863. physicsJoint: any;
  22864. /**
  22865. * Sets the physics plugin
  22866. */
  22867. physicsPlugin: IPhysicsEnginePlugin;
  22868. /**
  22869. * Execute a function that is physics-plugin specific.
  22870. * @param {Function} func the function that will be executed.
  22871. * It accepts two parameters: the physics world and the physics joint
  22872. */
  22873. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  22874. /**
  22875. * Distance-Joint type
  22876. */
  22877. static DistanceJoint: number;
  22878. /**
  22879. * Hinge-Joint type
  22880. */
  22881. static HingeJoint: number;
  22882. /**
  22883. * Ball-and-Socket joint type
  22884. */
  22885. static BallAndSocketJoint: number;
  22886. /**
  22887. * Wheel-Joint type
  22888. */
  22889. static WheelJoint: number;
  22890. /**
  22891. * Slider-Joint type
  22892. */
  22893. static SliderJoint: number;
  22894. /**
  22895. * Prismatic-Joint type
  22896. */
  22897. static PrismaticJoint: number;
  22898. /**
  22899. * Universal-Joint type
  22900. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  22901. */
  22902. static UniversalJoint: number;
  22903. /**
  22904. * Hinge-Joint 2 type
  22905. */
  22906. static Hinge2Joint: number;
  22907. /**
  22908. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  22909. */
  22910. static PointToPointJoint: number;
  22911. /**
  22912. * Spring-Joint type
  22913. */
  22914. static SpringJoint: number;
  22915. /**
  22916. * Lock-Joint type
  22917. */
  22918. static LockJoint: number;
  22919. }
  22920. /**
  22921. * A class representing a physics distance joint
  22922. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22923. */
  22924. export class DistanceJoint extends PhysicsJoint {
  22925. /**
  22926. *
  22927. * @param jointData The data for the Distance-Joint
  22928. */
  22929. constructor(jointData: DistanceJointData);
  22930. /**
  22931. * Update the predefined distance.
  22932. * @param maxDistance The maximum preferred distance
  22933. * @param minDistance The minimum preferred distance
  22934. */
  22935. updateDistance(maxDistance: number, minDistance?: number): void;
  22936. }
  22937. /**
  22938. * Represents a Motor-Enabled Joint
  22939. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22940. */
  22941. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  22942. /**
  22943. * Initializes the Motor-Enabled Joint
  22944. * @param type The type of the joint
  22945. * @param jointData The physica joint data for the joint
  22946. */
  22947. constructor(type: number, jointData: PhysicsJointData);
  22948. /**
  22949. * Set the motor values.
  22950. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22951. * @param force the force to apply
  22952. * @param maxForce max force for this motor.
  22953. */
  22954. setMotor(force?: number, maxForce?: number): void;
  22955. /**
  22956. * Set the motor's limits.
  22957. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22958. * @param upperLimit The upper limit of the motor
  22959. * @param lowerLimit The lower limit of the motor
  22960. */
  22961. setLimit(upperLimit: number, lowerLimit?: number): void;
  22962. }
  22963. /**
  22964. * This class represents a single physics Hinge-Joint
  22965. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22966. */
  22967. export class HingeJoint extends MotorEnabledJoint {
  22968. /**
  22969. * Initializes the Hinge-Joint
  22970. * @param jointData The joint data for the Hinge-Joint
  22971. */
  22972. constructor(jointData: PhysicsJointData);
  22973. /**
  22974. * Set the motor values.
  22975. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22976. * @param {number} force the force to apply
  22977. * @param {number} maxForce max force for this motor.
  22978. */
  22979. setMotor(force?: number, maxForce?: number): void;
  22980. /**
  22981. * Set the motor's limits.
  22982. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22983. * @param upperLimit The upper limit of the motor
  22984. * @param lowerLimit The lower limit of the motor
  22985. */
  22986. setLimit(upperLimit: number, lowerLimit?: number): void;
  22987. }
  22988. /**
  22989. * This class represents a dual hinge physics joint (same as wheel joint)
  22990. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22991. */
  22992. export class Hinge2Joint extends MotorEnabledJoint {
  22993. /**
  22994. * Initializes the Hinge2-Joint
  22995. * @param jointData The joint data for the Hinge2-Joint
  22996. */
  22997. constructor(jointData: PhysicsJointData);
  22998. /**
  22999. * Set the motor values.
  23000. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23001. * @param {number} targetSpeed the speed the motor is to reach
  23002. * @param {number} maxForce max force for this motor.
  23003. * @param {motorIndex} the motor's index, 0 or 1.
  23004. */
  23005. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  23006. /**
  23007. * Set the motor limits.
  23008. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23009. * @param {number} upperLimit the upper limit
  23010. * @param {number} lowerLimit lower limit
  23011. * @param {motorIndex} the motor's index, 0 or 1.
  23012. */
  23013. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23014. }
  23015. /**
  23016. * Interface for a motor enabled joint
  23017. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23018. */
  23019. export interface IMotorEnabledJoint {
  23020. /**
  23021. * Physics joint
  23022. */
  23023. physicsJoint: any;
  23024. /**
  23025. * Sets the motor of the motor-enabled joint
  23026. * @param force The force of the motor
  23027. * @param maxForce The maximum force of the motor
  23028. * @param motorIndex The index of the motor
  23029. */
  23030. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  23031. /**
  23032. * Sets the limit of the motor
  23033. * @param upperLimit The upper limit of the motor
  23034. * @param lowerLimit The lower limit of the motor
  23035. * @param motorIndex The index of the motor
  23036. */
  23037. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23038. }
  23039. /**
  23040. * Joint data for a Distance-Joint
  23041. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23042. */
  23043. export interface DistanceJointData extends PhysicsJointData {
  23044. /**
  23045. * Max distance the 2 joint objects can be apart
  23046. */
  23047. maxDistance: number;
  23048. }
  23049. /**
  23050. * Joint data from a spring joint
  23051. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23052. */
  23053. export interface SpringJointData extends PhysicsJointData {
  23054. /**
  23055. * Length of the spring
  23056. */
  23057. length: number;
  23058. /**
  23059. * Stiffness of the spring
  23060. */
  23061. stiffness: number;
  23062. /**
  23063. * Damping of the spring
  23064. */
  23065. damping: number;
  23066. /** this callback will be called when applying the force to the impostors. */
  23067. forceApplicationCallback: () => void;
  23068. }
  23069. }
  23070. declare module "babylonjs/Physics/physicsRaycastResult" {
  23071. import { Vector3 } from "babylonjs/Maths/math.vector";
  23072. /**
  23073. * Holds the data for the raycast result
  23074. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23075. */
  23076. export class PhysicsRaycastResult {
  23077. private _hasHit;
  23078. private _hitDistance;
  23079. private _hitNormalWorld;
  23080. private _hitPointWorld;
  23081. private _rayFromWorld;
  23082. private _rayToWorld;
  23083. /**
  23084. * Gets if there was a hit
  23085. */
  23086. readonly hasHit: boolean;
  23087. /**
  23088. * Gets the distance from the hit
  23089. */
  23090. readonly hitDistance: number;
  23091. /**
  23092. * Gets the hit normal/direction in the world
  23093. */
  23094. readonly hitNormalWorld: Vector3;
  23095. /**
  23096. * Gets the hit point in the world
  23097. */
  23098. readonly hitPointWorld: Vector3;
  23099. /**
  23100. * Gets the ray "start point" of the ray in the world
  23101. */
  23102. readonly rayFromWorld: Vector3;
  23103. /**
  23104. * Gets the ray "end point" of the ray in the world
  23105. */
  23106. readonly rayToWorld: Vector3;
  23107. /**
  23108. * Sets the hit data (normal & point in world space)
  23109. * @param hitNormalWorld defines the normal in world space
  23110. * @param hitPointWorld defines the point in world space
  23111. */
  23112. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23113. /**
  23114. * Sets the distance from the start point to the hit point
  23115. * @param distance
  23116. */
  23117. setHitDistance(distance: number): void;
  23118. /**
  23119. * Calculates the distance manually
  23120. */
  23121. calculateHitDistance(): void;
  23122. /**
  23123. * Resets all the values to default
  23124. * @param from The from point on world space
  23125. * @param to The to point on world space
  23126. */
  23127. reset(from?: Vector3, to?: Vector3): void;
  23128. }
  23129. /**
  23130. * Interface for the size containing width and height
  23131. */
  23132. interface IXYZ {
  23133. /**
  23134. * X
  23135. */
  23136. x: number;
  23137. /**
  23138. * Y
  23139. */
  23140. y: number;
  23141. /**
  23142. * Z
  23143. */
  23144. z: number;
  23145. }
  23146. }
  23147. declare module "babylonjs/Physics/IPhysicsEngine" {
  23148. import { Nullable } from "babylonjs/types";
  23149. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23150. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23151. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23152. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23153. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23154. /**
  23155. * Interface used to describe a physics joint
  23156. */
  23157. export interface PhysicsImpostorJoint {
  23158. /** Defines the main impostor to which the joint is linked */
  23159. mainImpostor: PhysicsImpostor;
  23160. /** Defines the impostor that is connected to the main impostor using this joint */
  23161. connectedImpostor: PhysicsImpostor;
  23162. /** Defines the joint itself */
  23163. joint: PhysicsJoint;
  23164. }
  23165. /** @hidden */
  23166. export interface IPhysicsEnginePlugin {
  23167. world: any;
  23168. name: string;
  23169. setGravity(gravity: Vector3): void;
  23170. setTimeStep(timeStep: number): void;
  23171. getTimeStep(): number;
  23172. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23173. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23174. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23175. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23176. removePhysicsBody(impostor: PhysicsImpostor): void;
  23177. generateJoint(joint: PhysicsImpostorJoint): void;
  23178. removeJoint(joint: PhysicsImpostorJoint): void;
  23179. isSupported(): boolean;
  23180. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23181. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23182. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23183. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23184. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23185. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23186. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23187. getBodyMass(impostor: PhysicsImpostor): number;
  23188. getBodyFriction(impostor: PhysicsImpostor): number;
  23189. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23190. getBodyRestitution(impostor: PhysicsImpostor): number;
  23191. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23192. getBodyPressure?(impostor: PhysicsImpostor): number;
  23193. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23194. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23195. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23196. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23197. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23198. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23199. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23200. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23201. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23202. sleepBody(impostor: PhysicsImpostor): void;
  23203. wakeUpBody(impostor: PhysicsImpostor): void;
  23204. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23205. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23206. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23207. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23208. getRadius(impostor: PhysicsImpostor): number;
  23209. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23210. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23211. dispose(): void;
  23212. }
  23213. /**
  23214. * Interface used to define a physics engine
  23215. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23216. */
  23217. export interface IPhysicsEngine {
  23218. /**
  23219. * Gets the gravity vector used by the simulation
  23220. */
  23221. gravity: Vector3;
  23222. /**
  23223. * Sets the gravity vector used by the simulation
  23224. * @param gravity defines the gravity vector to use
  23225. */
  23226. setGravity(gravity: Vector3): void;
  23227. /**
  23228. * Set the time step of the physics engine.
  23229. * Default is 1/60.
  23230. * To slow it down, enter 1/600 for example.
  23231. * To speed it up, 1/30
  23232. * @param newTimeStep the new timestep to apply to this world.
  23233. */
  23234. setTimeStep(newTimeStep: number): void;
  23235. /**
  23236. * Get the time step of the physics engine.
  23237. * @returns the current time step
  23238. */
  23239. getTimeStep(): number;
  23240. /**
  23241. * Release all resources
  23242. */
  23243. dispose(): void;
  23244. /**
  23245. * Gets the name of the current physics plugin
  23246. * @returns the name of the plugin
  23247. */
  23248. getPhysicsPluginName(): string;
  23249. /**
  23250. * Adding a new impostor for the impostor tracking.
  23251. * This will be done by the impostor itself.
  23252. * @param impostor the impostor to add
  23253. */
  23254. addImpostor(impostor: PhysicsImpostor): void;
  23255. /**
  23256. * Remove an impostor from the engine.
  23257. * This impostor and its mesh will not longer be updated by the physics engine.
  23258. * @param impostor the impostor to remove
  23259. */
  23260. removeImpostor(impostor: PhysicsImpostor): void;
  23261. /**
  23262. * Add a joint to the physics engine
  23263. * @param mainImpostor defines the main impostor to which the joint is added.
  23264. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23265. * @param joint defines the joint that will connect both impostors.
  23266. */
  23267. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23268. /**
  23269. * Removes a joint from the simulation
  23270. * @param mainImpostor defines the impostor used with the joint
  23271. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23272. * @param joint defines the joint to remove
  23273. */
  23274. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23275. /**
  23276. * Gets the current plugin used to run the simulation
  23277. * @returns current plugin
  23278. */
  23279. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23280. /**
  23281. * Gets the list of physic impostors
  23282. * @returns an array of PhysicsImpostor
  23283. */
  23284. getImpostors(): Array<PhysicsImpostor>;
  23285. /**
  23286. * Gets the impostor for a physics enabled object
  23287. * @param object defines the object impersonated by the impostor
  23288. * @returns the PhysicsImpostor or null if not found
  23289. */
  23290. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23291. /**
  23292. * Gets the impostor for a physics body object
  23293. * @param body defines physics body used by the impostor
  23294. * @returns the PhysicsImpostor or null if not found
  23295. */
  23296. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23297. /**
  23298. * Does a raycast in the physics world
  23299. * @param from when should the ray start?
  23300. * @param to when should the ray end?
  23301. * @returns PhysicsRaycastResult
  23302. */
  23303. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23304. /**
  23305. * Called by the scene. No need to call it.
  23306. * @param delta defines the timespam between frames
  23307. */
  23308. _step(delta: number): void;
  23309. }
  23310. }
  23311. declare module "babylonjs/Physics/physicsImpostor" {
  23312. import { Nullable, IndicesArray } from "babylonjs/types";
  23313. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23314. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23315. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23316. import { Scene } from "babylonjs/scene";
  23317. import { Bone } from "babylonjs/Bones/bone";
  23318. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23319. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23320. import { Space } from "babylonjs/Maths/math.axis";
  23321. /**
  23322. * The interface for the physics imposter parameters
  23323. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23324. */
  23325. export interface PhysicsImpostorParameters {
  23326. /**
  23327. * The mass of the physics imposter
  23328. */
  23329. mass: number;
  23330. /**
  23331. * The friction of the physics imposter
  23332. */
  23333. friction?: number;
  23334. /**
  23335. * The coefficient of restitution of the physics imposter
  23336. */
  23337. restitution?: number;
  23338. /**
  23339. * The native options of the physics imposter
  23340. */
  23341. nativeOptions?: any;
  23342. /**
  23343. * Specifies if the parent should be ignored
  23344. */
  23345. ignoreParent?: boolean;
  23346. /**
  23347. * Specifies if bi-directional transformations should be disabled
  23348. */
  23349. disableBidirectionalTransformation?: boolean;
  23350. /**
  23351. * The pressure inside the physics imposter, soft object only
  23352. */
  23353. pressure?: number;
  23354. /**
  23355. * The stiffness the physics imposter, soft object only
  23356. */
  23357. stiffness?: number;
  23358. /**
  23359. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23360. */
  23361. velocityIterations?: number;
  23362. /**
  23363. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23364. */
  23365. positionIterations?: number;
  23366. /**
  23367. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23368. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23369. * Add to fix multiple points
  23370. */
  23371. fixedPoints?: number;
  23372. /**
  23373. * The collision margin around a soft object
  23374. */
  23375. margin?: number;
  23376. /**
  23377. * The collision margin around a soft object
  23378. */
  23379. damping?: number;
  23380. /**
  23381. * The path for a rope based on an extrusion
  23382. */
  23383. path?: any;
  23384. /**
  23385. * The shape of an extrusion used for a rope based on an extrusion
  23386. */
  23387. shape?: any;
  23388. }
  23389. /**
  23390. * Interface for a physics-enabled object
  23391. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23392. */
  23393. export interface IPhysicsEnabledObject {
  23394. /**
  23395. * The position of the physics-enabled object
  23396. */
  23397. position: Vector3;
  23398. /**
  23399. * The rotation of the physics-enabled object
  23400. */
  23401. rotationQuaternion: Nullable<Quaternion>;
  23402. /**
  23403. * The scale of the physics-enabled object
  23404. */
  23405. scaling: Vector3;
  23406. /**
  23407. * The rotation of the physics-enabled object
  23408. */
  23409. rotation?: Vector3;
  23410. /**
  23411. * The parent of the physics-enabled object
  23412. */
  23413. parent?: any;
  23414. /**
  23415. * The bounding info of the physics-enabled object
  23416. * @returns The bounding info of the physics-enabled object
  23417. */
  23418. getBoundingInfo(): BoundingInfo;
  23419. /**
  23420. * Computes the world matrix
  23421. * @param force Specifies if the world matrix should be computed by force
  23422. * @returns A world matrix
  23423. */
  23424. computeWorldMatrix(force: boolean): Matrix;
  23425. /**
  23426. * Gets the world matrix
  23427. * @returns A world matrix
  23428. */
  23429. getWorldMatrix?(): Matrix;
  23430. /**
  23431. * Gets the child meshes
  23432. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23433. * @returns An array of abstract meshes
  23434. */
  23435. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23436. /**
  23437. * Gets the vertex data
  23438. * @param kind The type of vertex data
  23439. * @returns A nullable array of numbers, or a float32 array
  23440. */
  23441. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23442. /**
  23443. * Gets the indices from the mesh
  23444. * @returns A nullable array of index arrays
  23445. */
  23446. getIndices?(): Nullable<IndicesArray>;
  23447. /**
  23448. * Gets the scene from the mesh
  23449. * @returns the indices array or null
  23450. */
  23451. getScene?(): Scene;
  23452. /**
  23453. * Gets the absolute position from the mesh
  23454. * @returns the absolute position
  23455. */
  23456. getAbsolutePosition(): Vector3;
  23457. /**
  23458. * Gets the absolute pivot point from the mesh
  23459. * @returns the absolute pivot point
  23460. */
  23461. getAbsolutePivotPoint(): Vector3;
  23462. /**
  23463. * Rotates the mesh
  23464. * @param axis The axis of rotation
  23465. * @param amount The amount of rotation
  23466. * @param space The space of the rotation
  23467. * @returns The rotation transform node
  23468. */
  23469. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23470. /**
  23471. * Translates the mesh
  23472. * @param axis The axis of translation
  23473. * @param distance The distance of translation
  23474. * @param space The space of the translation
  23475. * @returns The transform node
  23476. */
  23477. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23478. /**
  23479. * Sets the absolute position of the mesh
  23480. * @param absolutePosition The absolute position of the mesh
  23481. * @returns The transform node
  23482. */
  23483. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23484. /**
  23485. * Gets the class name of the mesh
  23486. * @returns The class name
  23487. */
  23488. getClassName(): string;
  23489. }
  23490. /**
  23491. * Represents a physics imposter
  23492. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23493. */
  23494. export class PhysicsImpostor {
  23495. /**
  23496. * The physics-enabled object used as the physics imposter
  23497. */
  23498. object: IPhysicsEnabledObject;
  23499. /**
  23500. * The type of the physics imposter
  23501. */
  23502. type: number;
  23503. private _options;
  23504. private _scene?;
  23505. /**
  23506. * The default object size of the imposter
  23507. */
  23508. static DEFAULT_OBJECT_SIZE: Vector3;
  23509. /**
  23510. * The identity quaternion of the imposter
  23511. */
  23512. static IDENTITY_QUATERNION: Quaternion;
  23513. /** @hidden */
  23514. _pluginData: any;
  23515. private _physicsEngine;
  23516. private _physicsBody;
  23517. private _bodyUpdateRequired;
  23518. private _onBeforePhysicsStepCallbacks;
  23519. private _onAfterPhysicsStepCallbacks;
  23520. /** @hidden */
  23521. _onPhysicsCollideCallbacks: Array<{
  23522. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  23523. otherImpostors: Array<PhysicsImpostor>;
  23524. }>;
  23525. private _deltaPosition;
  23526. private _deltaRotation;
  23527. private _deltaRotationConjugated;
  23528. /** @hidden */
  23529. _isFromLine: boolean;
  23530. private _parent;
  23531. private _isDisposed;
  23532. private static _tmpVecs;
  23533. private static _tmpQuat;
  23534. /**
  23535. * Specifies if the physics imposter is disposed
  23536. */
  23537. readonly isDisposed: boolean;
  23538. /**
  23539. * Gets the mass of the physics imposter
  23540. */
  23541. mass: number;
  23542. /**
  23543. * Gets the coefficient of friction
  23544. */
  23545. /**
  23546. * Sets the coefficient of friction
  23547. */
  23548. friction: number;
  23549. /**
  23550. * Gets the coefficient of restitution
  23551. */
  23552. /**
  23553. * Sets the coefficient of restitution
  23554. */
  23555. restitution: number;
  23556. /**
  23557. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  23558. */
  23559. /**
  23560. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  23561. */
  23562. pressure: number;
  23563. /**
  23564. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23565. */
  23566. /**
  23567. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23568. */
  23569. stiffness: number;
  23570. /**
  23571. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23572. */
  23573. /**
  23574. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23575. */
  23576. velocityIterations: number;
  23577. /**
  23578. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23579. */
  23580. /**
  23581. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23582. */
  23583. positionIterations: number;
  23584. /**
  23585. * The unique id of the physics imposter
  23586. * set by the physics engine when adding this impostor to the array
  23587. */
  23588. uniqueId: number;
  23589. /**
  23590. * @hidden
  23591. */
  23592. soft: boolean;
  23593. /**
  23594. * @hidden
  23595. */
  23596. segments: number;
  23597. private _joints;
  23598. /**
  23599. * Initializes the physics imposter
  23600. * @param object The physics-enabled object used as the physics imposter
  23601. * @param type The type of the physics imposter
  23602. * @param _options The options for the physics imposter
  23603. * @param _scene The Babylon scene
  23604. */
  23605. constructor(
  23606. /**
  23607. * The physics-enabled object used as the physics imposter
  23608. */
  23609. object: IPhysicsEnabledObject,
  23610. /**
  23611. * The type of the physics imposter
  23612. */
  23613. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  23614. /**
  23615. * This function will completly initialize this impostor.
  23616. * It will create a new body - but only if this mesh has no parent.
  23617. * If it has, this impostor will not be used other than to define the impostor
  23618. * of the child mesh.
  23619. * @hidden
  23620. */
  23621. _init(): void;
  23622. private _getPhysicsParent;
  23623. /**
  23624. * Should a new body be generated.
  23625. * @returns boolean specifying if body initialization is required
  23626. */
  23627. isBodyInitRequired(): boolean;
  23628. /**
  23629. * Sets the updated scaling
  23630. * @param updated Specifies if the scaling is updated
  23631. */
  23632. setScalingUpdated(): void;
  23633. /**
  23634. * Force a regeneration of this or the parent's impostor's body.
  23635. * Use under cautious - This will remove all joints already implemented.
  23636. */
  23637. forceUpdate(): void;
  23638. /**
  23639. * Gets the body that holds this impostor. Either its own, or its parent.
  23640. */
  23641. /**
  23642. * Set the physics body. Used mainly by the physics engine/plugin
  23643. */
  23644. physicsBody: any;
  23645. /**
  23646. * Get the parent of the physics imposter
  23647. * @returns Physics imposter or null
  23648. */
  23649. /**
  23650. * Sets the parent of the physics imposter
  23651. */
  23652. parent: Nullable<PhysicsImpostor>;
  23653. /**
  23654. * Resets the update flags
  23655. */
  23656. resetUpdateFlags(): void;
  23657. /**
  23658. * Gets the object extend size
  23659. * @returns the object extend size
  23660. */
  23661. getObjectExtendSize(): Vector3;
  23662. /**
  23663. * Gets the object center
  23664. * @returns The object center
  23665. */
  23666. getObjectCenter(): Vector3;
  23667. /**
  23668. * Get a specific parametes from the options parameter
  23669. * @param paramName The object parameter name
  23670. * @returns The object parameter
  23671. */
  23672. getParam(paramName: string): any;
  23673. /**
  23674. * Sets a specific parameter in the options given to the physics plugin
  23675. * @param paramName The parameter name
  23676. * @param value The value of the parameter
  23677. */
  23678. setParam(paramName: string, value: number): void;
  23679. /**
  23680. * Specifically change the body's mass option. Won't recreate the physics body object
  23681. * @param mass The mass of the physics imposter
  23682. */
  23683. setMass(mass: number): void;
  23684. /**
  23685. * Gets the linear velocity
  23686. * @returns linear velocity or null
  23687. */
  23688. getLinearVelocity(): Nullable<Vector3>;
  23689. /**
  23690. * Sets the linear velocity
  23691. * @param velocity linear velocity or null
  23692. */
  23693. setLinearVelocity(velocity: Nullable<Vector3>): void;
  23694. /**
  23695. * Gets the angular velocity
  23696. * @returns angular velocity or null
  23697. */
  23698. getAngularVelocity(): Nullable<Vector3>;
  23699. /**
  23700. * Sets the angular velocity
  23701. * @param velocity The velocity or null
  23702. */
  23703. setAngularVelocity(velocity: Nullable<Vector3>): void;
  23704. /**
  23705. * Execute a function with the physics plugin native code
  23706. * Provide a function the will have two variables - the world object and the physics body object
  23707. * @param func The function to execute with the physics plugin native code
  23708. */
  23709. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  23710. /**
  23711. * Register a function that will be executed before the physics world is stepping forward
  23712. * @param func The function to execute before the physics world is stepped forward
  23713. */
  23714. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23715. /**
  23716. * Unregister a function that will be executed before the physics world is stepping forward
  23717. * @param func The function to execute before the physics world is stepped forward
  23718. */
  23719. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23720. /**
  23721. * Register a function that will be executed after the physics step
  23722. * @param func The function to execute after physics step
  23723. */
  23724. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23725. /**
  23726. * Unregisters a function that will be executed after the physics step
  23727. * @param func The function to execute after physics step
  23728. */
  23729. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23730. /**
  23731. * register a function that will be executed when this impostor collides against a different body
  23732. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  23733. * @param func Callback that is executed on collision
  23734. */
  23735. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  23736. /**
  23737. * Unregisters the physics imposter on contact
  23738. * @param collideAgainst The physics object to collide against
  23739. * @param func Callback to execute on collision
  23740. */
  23741. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  23742. private _tmpQuat;
  23743. private _tmpQuat2;
  23744. /**
  23745. * Get the parent rotation
  23746. * @returns The parent rotation
  23747. */
  23748. getParentsRotation(): Quaternion;
  23749. /**
  23750. * this function is executed by the physics engine.
  23751. */
  23752. beforeStep: () => void;
  23753. /**
  23754. * this function is executed by the physics engine
  23755. */
  23756. afterStep: () => void;
  23757. /**
  23758. * Legacy collision detection event support
  23759. */
  23760. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  23761. /**
  23762. * event and body object due to cannon's event-based architecture.
  23763. */
  23764. onCollide: (e: {
  23765. body: any;
  23766. }) => void;
  23767. /**
  23768. * Apply a force
  23769. * @param force The force to apply
  23770. * @param contactPoint The contact point for the force
  23771. * @returns The physics imposter
  23772. */
  23773. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23774. /**
  23775. * Apply an impulse
  23776. * @param force The impulse force
  23777. * @param contactPoint The contact point for the impulse force
  23778. * @returns The physics imposter
  23779. */
  23780. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23781. /**
  23782. * A help function to create a joint
  23783. * @param otherImpostor A physics imposter used to create a joint
  23784. * @param jointType The type of joint
  23785. * @param jointData The data for the joint
  23786. * @returns The physics imposter
  23787. */
  23788. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  23789. /**
  23790. * Add a joint to this impostor with a different impostor
  23791. * @param otherImpostor A physics imposter used to add a joint
  23792. * @param joint The joint to add
  23793. * @returns The physics imposter
  23794. */
  23795. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  23796. /**
  23797. * Add an anchor to a cloth impostor
  23798. * @param otherImpostor rigid impostor to anchor to
  23799. * @param width ratio across width from 0 to 1
  23800. * @param height ratio up height from 0 to 1
  23801. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  23802. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  23803. * @returns impostor the soft imposter
  23804. */
  23805. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23806. /**
  23807. * Add a hook to a rope impostor
  23808. * @param otherImpostor rigid impostor to anchor to
  23809. * @param length ratio across rope from 0 to 1
  23810. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  23811. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  23812. * @returns impostor the rope imposter
  23813. */
  23814. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23815. /**
  23816. * Will keep this body still, in a sleep mode.
  23817. * @returns the physics imposter
  23818. */
  23819. sleep(): PhysicsImpostor;
  23820. /**
  23821. * Wake the body up.
  23822. * @returns The physics imposter
  23823. */
  23824. wakeUp(): PhysicsImpostor;
  23825. /**
  23826. * Clones the physics imposter
  23827. * @param newObject The physics imposter clones to this physics-enabled object
  23828. * @returns A nullable physics imposter
  23829. */
  23830. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23831. /**
  23832. * Disposes the physics imposter
  23833. */
  23834. dispose(): void;
  23835. /**
  23836. * Sets the delta position
  23837. * @param position The delta position amount
  23838. */
  23839. setDeltaPosition(position: Vector3): void;
  23840. /**
  23841. * Sets the delta rotation
  23842. * @param rotation The delta rotation amount
  23843. */
  23844. setDeltaRotation(rotation: Quaternion): void;
  23845. /**
  23846. * Gets the box size of the physics imposter and stores the result in the input parameter
  23847. * @param result Stores the box size
  23848. * @returns The physics imposter
  23849. */
  23850. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  23851. /**
  23852. * Gets the radius of the physics imposter
  23853. * @returns Radius of the physics imposter
  23854. */
  23855. getRadius(): number;
  23856. /**
  23857. * Sync a bone with this impostor
  23858. * @param bone The bone to sync to the impostor.
  23859. * @param boneMesh The mesh that the bone is influencing.
  23860. * @param jointPivot The pivot of the joint / bone in local space.
  23861. * @param distToJoint Optional distance from the impostor to the joint.
  23862. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23863. */
  23864. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  23865. /**
  23866. * Sync impostor to a bone
  23867. * @param bone The bone that the impostor will be synced to.
  23868. * @param boneMesh The mesh that the bone is influencing.
  23869. * @param jointPivot The pivot of the joint / bone in local space.
  23870. * @param distToJoint Optional distance from the impostor to the joint.
  23871. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23872. * @param boneAxis Optional vector3 axis the bone is aligned with
  23873. */
  23874. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  23875. /**
  23876. * No-Imposter type
  23877. */
  23878. static NoImpostor: number;
  23879. /**
  23880. * Sphere-Imposter type
  23881. */
  23882. static SphereImpostor: number;
  23883. /**
  23884. * Box-Imposter type
  23885. */
  23886. static BoxImpostor: number;
  23887. /**
  23888. * Plane-Imposter type
  23889. */
  23890. static PlaneImpostor: number;
  23891. /**
  23892. * Mesh-imposter type
  23893. */
  23894. static MeshImpostor: number;
  23895. /**
  23896. * Capsule-Impostor type (Ammo.js plugin only)
  23897. */
  23898. static CapsuleImpostor: number;
  23899. /**
  23900. * Cylinder-Imposter type
  23901. */
  23902. static CylinderImpostor: number;
  23903. /**
  23904. * Particle-Imposter type
  23905. */
  23906. static ParticleImpostor: number;
  23907. /**
  23908. * Heightmap-Imposter type
  23909. */
  23910. static HeightmapImpostor: number;
  23911. /**
  23912. * ConvexHull-Impostor type (Ammo.js plugin only)
  23913. */
  23914. static ConvexHullImpostor: number;
  23915. /**
  23916. * Rope-Imposter type
  23917. */
  23918. static RopeImpostor: number;
  23919. /**
  23920. * Cloth-Imposter type
  23921. */
  23922. static ClothImpostor: number;
  23923. /**
  23924. * Softbody-Imposter type
  23925. */
  23926. static SoftbodyImpostor: number;
  23927. }
  23928. }
  23929. declare module "babylonjs/Meshes/mesh" {
  23930. import { Observable } from "babylonjs/Misc/observable";
  23931. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  23932. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  23933. import { Camera } from "babylonjs/Cameras/camera";
  23934. import { Scene } from "babylonjs/scene";
  23935. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  23936. import { Color4 } from "babylonjs/Maths/math.color";
  23937. import { Engine } from "babylonjs/Engines/engine";
  23938. import { Node } from "babylonjs/node";
  23939. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  23940. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  23941. import { Buffer } from "babylonjs/Meshes/buffer";
  23942. import { Geometry } from "babylonjs/Meshes/geometry";
  23943. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23944. import { SubMesh } from "babylonjs/Meshes/subMesh";
  23945. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  23946. import { Effect } from "babylonjs/Materials/effect";
  23947. import { Material } from "babylonjs/Materials/material";
  23948. import { Skeleton } from "babylonjs/Bones/skeleton";
  23949. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  23950. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  23951. import { Path3D } from "babylonjs/Maths/math.path";
  23952. import { Plane } from "babylonjs/Maths/math.plane";
  23953. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23954. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  23955. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  23956. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  23957. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23958. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  23959. /**
  23960. * @hidden
  23961. **/
  23962. export class _CreationDataStorage {
  23963. closePath?: boolean;
  23964. closeArray?: boolean;
  23965. idx: number[];
  23966. dashSize: number;
  23967. gapSize: number;
  23968. path3D: Path3D;
  23969. pathArray: Vector3[][];
  23970. arc: number;
  23971. radius: number;
  23972. cap: number;
  23973. tessellation: number;
  23974. }
  23975. /**
  23976. * @hidden
  23977. **/
  23978. class _InstanceDataStorage {
  23979. visibleInstances: any;
  23980. batchCache: _InstancesBatch;
  23981. instancesBufferSize: number;
  23982. instancesBuffer: Nullable<Buffer>;
  23983. instancesData: Float32Array;
  23984. overridenInstanceCount: number;
  23985. isFrozen: boolean;
  23986. previousBatch: Nullable<_InstancesBatch>;
  23987. hardwareInstancedRendering: boolean;
  23988. sideOrientation: number;
  23989. }
  23990. /**
  23991. * @hidden
  23992. **/
  23993. export class _InstancesBatch {
  23994. mustReturn: boolean;
  23995. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  23996. renderSelf: boolean[];
  23997. hardwareInstancedRendering: boolean[];
  23998. }
  23999. /**
  24000. * Class used to represent renderable models
  24001. */
  24002. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  24003. /**
  24004. * Mesh side orientation : usually the external or front surface
  24005. */
  24006. static readonly FRONTSIDE: number;
  24007. /**
  24008. * Mesh side orientation : usually the internal or back surface
  24009. */
  24010. static readonly BACKSIDE: number;
  24011. /**
  24012. * Mesh side orientation : both internal and external or front and back surfaces
  24013. */
  24014. static readonly DOUBLESIDE: number;
  24015. /**
  24016. * Mesh side orientation : by default, `FRONTSIDE`
  24017. */
  24018. static readonly DEFAULTSIDE: number;
  24019. /**
  24020. * Mesh cap setting : no cap
  24021. */
  24022. static readonly NO_CAP: number;
  24023. /**
  24024. * Mesh cap setting : one cap at the beginning of the mesh
  24025. */
  24026. static readonly CAP_START: number;
  24027. /**
  24028. * Mesh cap setting : one cap at the end of the mesh
  24029. */
  24030. static readonly CAP_END: number;
  24031. /**
  24032. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  24033. */
  24034. static readonly CAP_ALL: number;
  24035. /**
  24036. * Mesh pattern setting : no flip or rotate
  24037. */
  24038. static readonly NO_FLIP: number;
  24039. /**
  24040. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  24041. */
  24042. static readonly FLIP_TILE: number;
  24043. /**
  24044. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  24045. */
  24046. static readonly ROTATE_TILE: number;
  24047. /**
  24048. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  24049. */
  24050. static readonly FLIP_ROW: number;
  24051. /**
  24052. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  24053. */
  24054. static readonly ROTATE_ROW: number;
  24055. /**
  24056. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  24057. */
  24058. static readonly FLIP_N_ROTATE_TILE: number;
  24059. /**
  24060. * Mesh pattern setting : rotate pattern and rotate
  24061. */
  24062. static readonly FLIP_N_ROTATE_ROW: number;
  24063. /**
  24064. * Mesh tile positioning : part tiles same on left/right or top/bottom
  24065. */
  24066. static readonly CENTER: number;
  24067. /**
  24068. * Mesh tile positioning : part tiles on left
  24069. */
  24070. static readonly LEFT: number;
  24071. /**
  24072. * Mesh tile positioning : part tiles on right
  24073. */
  24074. static readonly RIGHT: number;
  24075. /**
  24076. * Mesh tile positioning : part tiles on top
  24077. */
  24078. static readonly TOP: number;
  24079. /**
  24080. * Mesh tile positioning : part tiles on bottom
  24081. */
  24082. static readonly BOTTOM: number;
  24083. /**
  24084. * Gets the default side orientation.
  24085. * @param orientation the orientation to value to attempt to get
  24086. * @returns the default orientation
  24087. * @hidden
  24088. */
  24089. static _GetDefaultSideOrientation(orientation?: number): number;
  24090. private _internalMeshDataInfo;
  24091. /**
  24092. * An event triggered before rendering the mesh
  24093. */
  24094. readonly onBeforeRenderObservable: Observable<Mesh>;
  24095. /**
  24096. * An event triggered before binding the mesh
  24097. */
  24098. readonly onBeforeBindObservable: Observable<Mesh>;
  24099. /**
  24100. * An event triggered after rendering the mesh
  24101. */
  24102. readonly onAfterRenderObservable: Observable<Mesh>;
  24103. /**
  24104. * An event triggered before drawing the mesh
  24105. */
  24106. readonly onBeforeDrawObservable: Observable<Mesh>;
  24107. private _onBeforeDrawObserver;
  24108. /**
  24109. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24110. */
  24111. onBeforeDraw: () => void;
  24112. readonly hasInstances: boolean;
  24113. /**
  24114. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24115. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24116. */
  24117. delayLoadState: number;
  24118. /**
  24119. * Gets the list of instances created from this mesh
  24120. * it is not supposed to be modified manually.
  24121. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24122. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24123. */
  24124. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24125. /**
  24126. * Gets the file containing delay loading data for this mesh
  24127. */
  24128. delayLoadingFile: string;
  24129. /** @hidden */
  24130. _binaryInfo: any;
  24131. /**
  24132. * User defined function used to change how LOD level selection is done
  24133. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24134. */
  24135. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24136. /**
  24137. * Gets or sets the morph target manager
  24138. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24139. */
  24140. morphTargetManager: Nullable<MorphTargetManager>;
  24141. /** @hidden */
  24142. _creationDataStorage: Nullable<_CreationDataStorage>;
  24143. /** @hidden */
  24144. _geometry: Nullable<Geometry>;
  24145. /** @hidden */
  24146. _delayInfo: Array<string>;
  24147. /** @hidden */
  24148. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24149. /** @hidden */
  24150. _instanceDataStorage: _InstanceDataStorage;
  24151. private _effectiveMaterial;
  24152. /** @hidden */
  24153. _shouldGenerateFlatShading: boolean;
  24154. /** @hidden */
  24155. _originalBuilderSideOrientation: number;
  24156. /**
  24157. * Use this property to change the original side orientation defined at construction time
  24158. */
  24159. overrideMaterialSideOrientation: Nullable<number>;
  24160. /**
  24161. * Gets the source mesh (the one used to clone this one from)
  24162. */
  24163. readonly source: Nullable<Mesh>;
  24164. /**
  24165. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24166. */
  24167. isUnIndexed: boolean;
  24168. /**
  24169. * @constructor
  24170. * @param name The value used by scene.getMeshByName() to do a lookup.
  24171. * @param scene The scene to add this mesh to.
  24172. * @param parent The parent of this mesh, if it has one
  24173. * @param source An optional Mesh from which geometry is shared, cloned.
  24174. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24175. * When false, achieved by calling a clone(), also passing False.
  24176. * This will make creation of children, recursive.
  24177. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24178. */
  24179. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24180. instantiateHierarchy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  24181. /**
  24182. * Gets the class name
  24183. * @returns the string "Mesh".
  24184. */
  24185. getClassName(): string;
  24186. /** @hidden */
  24187. readonly _isMesh: boolean;
  24188. /**
  24189. * Returns a description of this mesh
  24190. * @param fullDetails define if full details about this mesh must be used
  24191. * @returns a descriptive string representing this mesh
  24192. */
  24193. toString(fullDetails?: boolean): string;
  24194. /** @hidden */
  24195. _unBindEffect(): void;
  24196. /**
  24197. * Gets a boolean indicating if this mesh has LOD
  24198. */
  24199. readonly hasLODLevels: boolean;
  24200. /**
  24201. * Gets the list of MeshLODLevel associated with the current mesh
  24202. * @returns an array of MeshLODLevel
  24203. */
  24204. getLODLevels(): MeshLODLevel[];
  24205. private _sortLODLevels;
  24206. /**
  24207. * Add a mesh as LOD level triggered at the given distance.
  24208. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24209. * @param distance The distance from the center of the object to show this level
  24210. * @param mesh The mesh to be added as LOD level (can be null)
  24211. * @return This mesh (for chaining)
  24212. */
  24213. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24214. /**
  24215. * Returns the LOD level mesh at the passed distance or null if not found.
  24216. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24217. * @param distance The distance from the center of the object to show this level
  24218. * @returns a Mesh or `null`
  24219. */
  24220. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24221. /**
  24222. * Remove a mesh from the LOD array
  24223. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24224. * @param mesh defines the mesh to be removed
  24225. * @return This mesh (for chaining)
  24226. */
  24227. removeLODLevel(mesh: Mesh): Mesh;
  24228. /**
  24229. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24230. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24231. * @param camera defines the camera to use to compute distance
  24232. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24233. * @return This mesh (for chaining)
  24234. */
  24235. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24236. /**
  24237. * Gets the mesh internal Geometry object
  24238. */
  24239. readonly geometry: Nullable<Geometry>;
  24240. /**
  24241. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24242. * @returns the total number of vertices
  24243. */
  24244. getTotalVertices(): number;
  24245. /**
  24246. * Returns the content of an associated vertex buffer
  24247. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24248. * - VertexBuffer.PositionKind
  24249. * - VertexBuffer.UVKind
  24250. * - VertexBuffer.UV2Kind
  24251. * - VertexBuffer.UV3Kind
  24252. * - VertexBuffer.UV4Kind
  24253. * - VertexBuffer.UV5Kind
  24254. * - VertexBuffer.UV6Kind
  24255. * - VertexBuffer.ColorKind
  24256. * - VertexBuffer.MatricesIndicesKind
  24257. * - VertexBuffer.MatricesIndicesExtraKind
  24258. * - VertexBuffer.MatricesWeightsKind
  24259. * - VertexBuffer.MatricesWeightsExtraKind
  24260. * @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
  24261. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24262. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24263. */
  24264. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24265. /**
  24266. * Returns the mesh VertexBuffer object from the requested `kind`
  24267. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24268. * - VertexBuffer.PositionKind
  24269. * - VertexBuffer.NormalKind
  24270. * - VertexBuffer.UVKind
  24271. * - VertexBuffer.UV2Kind
  24272. * - VertexBuffer.UV3Kind
  24273. * - VertexBuffer.UV4Kind
  24274. * - VertexBuffer.UV5Kind
  24275. * - VertexBuffer.UV6Kind
  24276. * - VertexBuffer.ColorKind
  24277. * - VertexBuffer.MatricesIndicesKind
  24278. * - VertexBuffer.MatricesIndicesExtraKind
  24279. * - VertexBuffer.MatricesWeightsKind
  24280. * - VertexBuffer.MatricesWeightsExtraKind
  24281. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24282. */
  24283. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24284. /**
  24285. * Tests if a specific vertex buffer is associated with this mesh
  24286. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24287. * - VertexBuffer.PositionKind
  24288. * - VertexBuffer.NormalKind
  24289. * - VertexBuffer.UVKind
  24290. * - VertexBuffer.UV2Kind
  24291. * - VertexBuffer.UV3Kind
  24292. * - VertexBuffer.UV4Kind
  24293. * - VertexBuffer.UV5Kind
  24294. * - VertexBuffer.UV6Kind
  24295. * - VertexBuffer.ColorKind
  24296. * - VertexBuffer.MatricesIndicesKind
  24297. * - VertexBuffer.MatricesIndicesExtraKind
  24298. * - VertexBuffer.MatricesWeightsKind
  24299. * - VertexBuffer.MatricesWeightsExtraKind
  24300. * @returns a boolean
  24301. */
  24302. isVerticesDataPresent(kind: string): boolean;
  24303. /**
  24304. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24305. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24306. * - VertexBuffer.PositionKind
  24307. * - VertexBuffer.UVKind
  24308. * - VertexBuffer.UV2Kind
  24309. * - VertexBuffer.UV3Kind
  24310. * - VertexBuffer.UV4Kind
  24311. * - VertexBuffer.UV5Kind
  24312. * - VertexBuffer.UV6Kind
  24313. * - VertexBuffer.ColorKind
  24314. * - VertexBuffer.MatricesIndicesKind
  24315. * - VertexBuffer.MatricesIndicesExtraKind
  24316. * - VertexBuffer.MatricesWeightsKind
  24317. * - VertexBuffer.MatricesWeightsExtraKind
  24318. * @returns a boolean
  24319. */
  24320. isVertexBufferUpdatable(kind: string): boolean;
  24321. /**
  24322. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24323. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24324. * - VertexBuffer.PositionKind
  24325. * - VertexBuffer.NormalKind
  24326. * - VertexBuffer.UVKind
  24327. * - VertexBuffer.UV2Kind
  24328. * - VertexBuffer.UV3Kind
  24329. * - VertexBuffer.UV4Kind
  24330. * - VertexBuffer.UV5Kind
  24331. * - VertexBuffer.UV6Kind
  24332. * - VertexBuffer.ColorKind
  24333. * - VertexBuffer.MatricesIndicesKind
  24334. * - VertexBuffer.MatricesIndicesExtraKind
  24335. * - VertexBuffer.MatricesWeightsKind
  24336. * - VertexBuffer.MatricesWeightsExtraKind
  24337. * @returns an array of strings
  24338. */
  24339. getVerticesDataKinds(): string[];
  24340. /**
  24341. * Returns a positive integer : the total number of indices in this mesh geometry.
  24342. * @returns the numner of indices or zero if the mesh has no geometry.
  24343. */
  24344. getTotalIndices(): number;
  24345. /**
  24346. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24347. * @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.
  24348. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24349. * @returns the indices array or an empty array if the mesh has no geometry
  24350. */
  24351. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24352. readonly isBlocked: boolean;
  24353. /**
  24354. * Determine if the current mesh is ready to be rendered
  24355. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24356. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24357. * @returns true if all associated assets are ready (material, textures, shaders)
  24358. */
  24359. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24360. /**
  24361. * 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.
  24362. */
  24363. readonly areNormalsFrozen: boolean;
  24364. /**
  24365. * 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.
  24366. * @returns the current mesh
  24367. */
  24368. freezeNormals(): Mesh;
  24369. /**
  24370. * 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
  24371. * @returns the current mesh
  24372. */
  24373. unfreezeNormals(): Mesh;
  24374. /**
  24375. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24376. */
  24377. overridenInstanceCount: number;
  24378. /** @hidden */
  24379. _preActivate(): Mesh;
  24380. /** @hidden */
  24381. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24382. /** @hidden */
  24383. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24384. /**
  24385. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24386. * This means the mesh underlying bounding box and sphere are recomputed.
  24387. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24388. * @returns the current mesh
  24389. */
  24390. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24391. /** @hidden */
  24392. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24393. /**
  24394. * This function will subdivide the mesh into multiple submeshes
  24395. * @param count defines the expected number of submeshes
  24396. */
  24397. subdivide(count: number): void;
  24398. /**
  24399. * Copy a FloatArray into a specific associated vertex buffer
  24400. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24401. * - VertexBuffer.PositionKind
  24402. * - VertexBuffer.UVKind
  24403. * - VertexBuffer.UV2Kind
  24404. * - VertexBuffer.UV3Kind
  24405. * - VertexBuffer.UV4Kind
  24406. * - VertexBuffer.UV5Kind
  24407. * - VertexBuffer.UV6Kind
  24408. * - VertexBuffer.ColorKind
  24409. * - VertexBuffer.MatricesIndicesKind
  24410. * - VertexBuffer.MatricesIndicesExtraKind
  24411. * - VertexBuffer.MatricesWeightsKind
  24412. * - VertexBuffer.MatricesWeightsExtraKind
  24413. * @param data defines the data source
  24414. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24415. * @param stride defines the data stride size (can be null)
  24416. * @returns the current mesh
  24417. */
  24418. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  24419. /**
  24420. * Flags an associated vertex buffer as updatable
  24421. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24422. * - VertexBuffer.PositionKind
  24423. * - VertexBuffer.UVKind
  24424. * - VertexBuffer.UV2Kind
  24425. * - VertexBuffer.UV3Kind
  24426. * - VertexBuffer.UV4Kind
  24427. * - VertexBuffer.UV5Kind
  24428. * - VertexBuffer.UV6Kind
  24429. * - VertexBuffer.ColorKind
  24430. * - VertexBuffer.MatricesIndicesKind
  24431. * - VertexBuffer.MatricesIndicesExtraKind
  24432. * - VertexBuffer.MatricesWeightsKind
  24433. * - VertexBuffer.MatricesWeightsExtraKind
  24434. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24435. */
  24436. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24437. /**
  24438. * Sets the mesh global Vertex Buffer
  24439. * @param buffer defines the buffer to use
  24440. * @returns the current mesh
  24441. */
  24442. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24443. /**
  24444. * Update a specific associated vertex buffer
  24445. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24446. * - VertexBuffer.PositionKind
  24447. * - VertexBuffer.UVKind
  24448. * - VertexBuffer.UV2Kind
  24449. * - VertexBuffer.UV3Kind
  24450. * - VertexBuffer.UV4Kind
  24451. * - VertexBuffer.UV5Kind
  24452. * - VertexBuffer.UV6Kind
  24453. * - VertexBuffer.ColorKind
  24454. * - VertexBuffer.MatricesIndicesKind
  24455. * - VertexBuffer.MatricesIndicesExtraKind
  24456. * - VertexBuffer.MatricesWeightsKind
  24457. * - VertexBuffer.MatricesWeightsExtraKind
  24458. * @param data defines the data source
  24459. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24460. * @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)
  24461. * @returns the current mesh
  24462. */
  24463. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  24464. /**
  24465. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24466. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24467. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24468. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24469. * @returns the current mesh
  24470. */
  24471. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24472. /**
  24473. * Creates a un-shared specific occurence of the geometry for the mesh.
  24474. * @returns the current mesh
  24475. */
  24476. makeGeometryUnique(): Mesh;
  24477. /**
  24478. * Set the index buffer of this mesh
  24479. * @param indices defines the source data
  24480. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24481. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24482. * @returns the current mesh
  24483. */
  24484. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  24485. /**
  24486. * Update the current index buffer
  24487. * @param indices defines the source data
  24488. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  24489. * @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)
  24490. * @returns the current mesh
  24491. */
  24492. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  24493. /**
  24494. * Invert the geometry to move from a right handed system to a left handed one.
  24495. * @returns the current mesh
  24496. */
  24497. toLeftHanded(): Mesh;
  24498. /** @hidden */
  24499. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  24500. /** @hidden */
  24501. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  24502. /**
  24503. * Registers for this mesh a javascript function called just before the rendering process
  24504. * @param func defines the function to call before rendering this mesh
  24505. * @returns the current mesh
  24506. */
  24507. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24508. /**
  24509. * Disposes a previously registered javascript function called before the rendering
  24510. * @param func defines the function to remove
  24511. * @returns the current mesh
  24512. */
  24513. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24514. /**
  24515. * Registers for this mesh a javascript function called just after the rendering is complete
  24516. * @param func defines the function to call after rendering this mesh
  24517. * @returns the current mesh
  24518. */
  24519. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24520. /**
  24521. * Disposes a previously registered javascript function called after the rendering.
  24522. * @param func defines the function to remove
  24523. * @returns the current mesh
  24524. */
  24525. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24526. /** @hidden */
  24527. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  24528. /** @hidden */
  24529. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  24530. /** @hidden */
  24531. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  24532. /** @hidden */
  24533. _rebuild(): void;
  24534. /** @hidden */
  24535. _freeze(): void;
  24536. /** @hidden */
  24537. _unFreeze(): void;
  24538. /**
  24539. * 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
  24540. * @param subMesh defines the subMesh to render
  24541. * @param enableAlphaMode defines if alpha mode can be changed
  24542. * @returns the current mesh
  24543. */
  24544. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  24545. private _onBeforeDraw;
  24546. /**
  24547. * Renormalize the mesh and patch it up if there are no weights
  24548. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  24549. * However in the case of zero weights then we set just a single influence to 1.
  24550. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  24551. */
  24552. cleanMatrixWeights(): void;
  24553. private normalizeSkinFourWeights;
  24554. private normalizeSkinWeightsAndExtra;
  24555. /**
  24556. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  24557. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  24558. * the user know there was an issue with importing the mesh
  24559. * @returns a validation object with skinned, valid and report string
  24560. */
  24561. validateSkinning(): {
  24562. skinned: boolean;
  24563. valid: boolean;
  24564. report: string;
  24565. };
  24566. /** @hidden */
  24567. _checkDelayState(): Mesh;
  24568. private _queueLoad;
  24569. /**
  24570. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  24571. * A mesh is in the frustum if its bounding box intersects the frustum
  24572. * @param frustumPlanes defines the frustum to test
  24573. * @returns true if the mesh is in the frustum planes
  24574. */
  24575. isInFrustum(frustumPlanes: Plane[]): boolean;
  24576. /**
  24577. * Sets the mesh material by the material or multiMaterial `id` property
  24578. * @param id is a string identifying the material or the multiMaterial
  24579. * @returns the current mesh
  24580. */
  24581. setMaterialByID(id: string): Mesh;
  24582. /**
  24583. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  24584. * @returns an array of IAnimatable
  24585. */
  24586. getAnimatables(): IAnimatable[];
  24587. /**
  24588. * Modifies the mesh geometry according to the passed transformation matrix.
  24589. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  24590. * The mesh normals are modified using the same transformation.
  24591. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24592. * @param transform defines the transform matrix to use
  24593. * @see http://doc.babylonjs.com/resources/baking_transformations
  24594. * @returns the current mesh
  24595. */
  24596. bakeTransformIntoVertices(transform: Matrix): Mesh;
  24597. /**
  24598. * Modifies the mesh geometry according to its own current World Matrix.
  24599. * The mesh World Matrix is then reset.
  24600. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  24601. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24602. * @see http://doc.babylonjs.com/resources/baking_transformations
  24603. * @returns the current mesh
  24604. */
  24605. bakeCurrentTransformIntoVertices(): Mesh;
  24606. /** @hidden */
  24607. readonly _positions: Nullable<Vector3[]>;
  24608. /** @hidden */
  24609. _resetPointsArrayCache(): Mesh;
  24610. /** @hidden */
  24611. _generatePointsArray(): boolean;
  24612. /**
  24613. * Returns a new Mesh object generated from the current mesh properties.
  24614. * This method must not get confused with createInstance()
  24615. * @param name is a string, the name given to the new mesh
  24616. * @param newParent can be any Node object (default `null`)
  24617. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  24618. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  24619. * @returns a new mesh
  24620. */
  24621. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  24622. /**
  24623. * Releases resources associated with this mesh.
  24624. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24625. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24626. */
  24627. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  24628. /**
  24629. * Modifies the mesh geometry according to a displacement map.
  24630. * 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.
  24631. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24632. * @param url is a string, the URL from the image file is to be downloaded.
  24633. * @param minHeight is the lower limit of the displacement.
  24634. * @param maxHeight is the upper limit of the displacement.
  24635. * @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.
  24636. * @param uvOffset is an optional vector2 used to offset UV.
  24637. * @param uvScale is an optional vector2 used to scale UV.
  24638. * @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.
  24639. * @returns the Mesh.
  24640. */
  24641. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24642. /**
  24643. * Modifies the mesh geometry according to a displacementMap buffer.
  24644. * 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.
  24645. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24646. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  24647. * @param heightMapWidth is the width of the buffer image.
  24648. * @param heightMapHeight is the height of the buffer image.
  24649. * @param minHeight is the lower limit of the displacement.
  24650. * @param maxHeight is the upper limit of the displacement.
  24651. * @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.
  24652. * @param uvOffset is an optional vector2 used to offset UV.
  24653. * @param uvScale is an optional vector2 used to scale UV.
  24654. * @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.
  24655. * @returns the Mesh.
  24656. */
  24657. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24658. /**
  24659. * Modify the mesh to get a flat shading rendering.
  24660. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  24661. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  24662. * @returns current mesh
  24663. */
  24664. convertToFlatShadedMesh(): Mesh;
  24665. /**
  24666. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  24667. * In other words, more vertices, no more indices and a single bigger VBO.
  24668. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  24669. * @returns current mesh
  24670. */
  24671. convertToUnIndexedMesh(): Mesh;
  24672. /**
  24673. * Inverses facet orientations.
  24674. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24675. * @param flipNormals will also inverts the normals
  24676. * @returns current mesh
  24677. */
  24678. flipFaces(flipNormals?: boolean): Mesh;
  24679. /**
  24680. * Increase the number of facets and hence vertices in a mesh
  24681. * Vertex normals are interpolated from existing vertex normals
  24682. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24683. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  24684. */
  24685. increaseVertices(numberPerEdge: number): void;
  24686. /**
  24687. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  24688. * This will undo any application of covertToFlatShadedMesh
  24689. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24690. */
  24691. forceSharedVertices(): void;
  24692. /** @hidden */
  24693. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  24694. /** @hidden */
  24695. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  24696. /**
  24697. * Creates a new InstancedMesh object from the mesh model.
  24698. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24699. * @param name defines the name of the new instance
  24700. * @returns a new InstancedMesh
  24701. */
  24702. createInstance(name: string): InstancedMesh;
  24703. /**
  24704. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  24705. * After this call, all the mesh instances have the same submeshes than the current mesh.
  24706. * @returns the current mesh
  24707. */
  24708. synchronizeInstances(): Mesh;
  24709. /**
  24710. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  24711. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  24712. * This should be used together with the simplification to avoid disappearing triangles.
  24713. * @param successCallback an optional success callback to be called after the optimization finished.
  24714. * @returns the current mesh
  24715. */
  24716. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  24717. /**
  24718. * Serialize current mesh
  24719. * @param serializationObject defines the object which will receive the serialization data
  24720. */
  24721. serialize(serializationObject: any): void;
  24722. /** @hidden */
  24723. _syncGeometryWithMorphTargetManager(): void;
  24724. /** @hidden */
  24725. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  24726. /**
  24727. * Returns a new Mesh object parsed from the source provided.
  24728. * @param parsedMesh is the source
  24729. * @param scene defines the hosting scene
  24730. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  24731. * @returns a new Mesh
  24732. */
  24733. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  24734. /**
  24735. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  24736. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24737. * @param name defines the name of the mesh to create
  24738. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  24739. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  24740. * @param closePath creates a seam between the first and the last points of each path of the path array
  24741. * @param offset is taken in account only if the `pathArray` is containing a single path
  24742. * @param scene defines the hosting scene
  24743. * @param updatable defines if the mesh must be flagged as updatable
  24744. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24745. * @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)
  24746. * @returns a new Mesh
  24747. */
  24748. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24749. /**
  24750. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  24751. * @param name defines the name of the mesh to create
  24752. * @param radius sets the radius size (float) of the polygon (default 0.5)
  24753. * @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
  24754. * @param scene defines the hosting scene
  24755. * @param updatable defines if the mesh must be flagged as updatable
  24756. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24757. * @returns a new Mesh
  24758. */
  24759. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24760. /**
  24761. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  24762. * @param name defines the name of the mesh to create
  24763. * @param size sets the size (float) of each box side (default 1)
  24764. * @param scene defines the hosting scene
  24765. * @param updatable defines if the mesh must be flagged as updatable
  24766. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24767. * @returns a new Mesh
  24768. */
  24769. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24770. /**
  24771. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  24772. * @param name defines the name of the mesh to create
  24773. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24774. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24775. * @param scene defines the hosting scene
  24776. * @param updatable defines if the mesh must be flagged as updatable
  24777. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24778. * @returns a new Mesh
  24779. */
  24780. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24781. /**
  24782. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  24783. * @param name defines the name of the mesh to create
  24784. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24785. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24786. * @param scene defines the hosting scene
  24787. * @returns a new Mesh
  24788. */
  24789. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  24790. /**
  24791. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  24792. * @param name defines the name of the mesh to create
  24793. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  24794. * @param diameterTop set the top cap diameter (floats, default 1)
  24795. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  24796. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  24797. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  24798. * @param scene defines the hosting scene
  24799. * @param updatable defines if the mesh must be flagged as updatable
  24800. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24801. * @returns a new Mesh
  24802. */
  24803. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  24804. /**
  24805. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  24806. * @param name defines the name of the mesh to create
  24807. * @param diameter sets the diameter size (float) of the torus (default 1)
  24808. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  24809. * @param tessellation sets the number of torus sides (postive integer, default 16)
  24810. * @param scene defines the hosting scene
  24811. * @param updatable defines if the mesh must be flagged as updatable
  24812. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24813. * @returns a new Mesh
  24814. */
  24815. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24816. /**
  24817. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  24818. * @param name defines the name of the mesh to create
  24819. * @param radius sets the global radius size (float) of the torus knot (default 2)
  24820. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  24821. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  24822. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  24823. * @param p the number of windings on X axis (positive integers, default 2)
  24824. * @param q the number of windings on Y axis (positive integers, default 3)
  24825. * @param scene defines the hosting scene
  24826. * @param updatable defines if the mesh must be flagged as updatable
  24827. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24828. * @returns a new Mesh
  24829. */
  24830. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24831. /**
  24832. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  24833. * @param name defines the name of the mesh to create
  24834. * @param points is an array successive Vector3
  24835. * @param scene defines the hosting scene
  24836. * @param updatable defines if the mesh must be flagged as updatable
  24837. * @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).
  24838. * @returns a new Mesh
  24839. */
  24840. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  24841. /**
  24842. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  24843. * @param name defines the name of the mesh to create
  24844. * @param points is an array successive Vector3
  24845. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  24846. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  24847. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  24848. * @param scene defines the hosting scene
  24849. * @param updatable defines if the mesh must be flagged as updatable
  24850. * @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)
  24851. * @returns a new Mesh
  24852. */
  24853. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  24854. /**
  24855. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  24856. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  24857. * 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.
  24858. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24859. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  24860. * Remember you can only change the shape positions, not their number when updating a polygon.
  24861. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  24862. * @param name defines the name of the mesh to create
  24863. * @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
  24864. * @param scene defines the hosting scene
  24865. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24866. * @param updatable defines if the mesh must be flagged as updatable
  24867. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24868. * @param earcutInjection can be used to inject your own earcut reference
  24869. * @returns a new Mesh
  24870. */
  24871. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24872. /**
  24873. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  24874. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  24875. * @param name defines the name of the mesh to create
  24876. * @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
  24877. * @param depth defines the height of extrusion
  24878. * @param scene defines the hosting scene
  24879. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24880. * @param updatable defines if the mesh must be flagged as updatable
  24881. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24882. * @param earcutInjection can be used to inject your own earcut reference
  24883. * @returns a new Mesh
  24884. */
  24885. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24886. /**
  24887. * Creates an extruded shape mesh.
  24888. * 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
  24889. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24890. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24891. * @param name defines the name of the mesh to create
  24892. * @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
  24893. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24894. * @param scale is the value to scale the shape
  24895. * @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
  24896. * @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
  24897. * @param scene defines the hosting scene
  24898. * @param updatable defines if the mesh must be flagged as updatable
  24899. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24900. * @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)
  24901. * @returns a new Mesh
  24902. */
  24903. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24904. /**
  24905. * Creates an custom extruded shape mesh.
  24906. * The custom extrusion is a parametric shape.
  24907. * It has no predefined shape. Its final shape will depend on the input parameters.
  24908. * Please consider using the same method from the MeshBuilder class instead
  24909. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24910. * @param name defines the name of the mesh to create
  24911. * @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
  24912. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24913. * @param scaleFunction is a custom Javascript function called on each path point
  24914. * @param rotationFunction is a custom Javascript function called on each path point
  24915. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  24916. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  24917. * @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
  24918. * @param scene defines the hosting scene
  24919. * @param updatable defines if the mesh must be flagged as updatable
  24920. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24921. * @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)
  24922. * @returns a new Mesh
  24923. */
  24924. 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;
  24925. /**
  24926. * Creates lathe mesh.
  24927. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  24928. * Please consider using the same method from the MeshBuilder class instead
  24929. * @param name defines the name of the mesh to create
  24930. * @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
  24931. * @param radius is the radius value of the lathe
  24932. * @param tessellation is the side number of the lathe.
  24933. * @param scene defines the hosting scene
  24934. * @param updatable defines if the mesh must be flagged as updatable
  24935. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24936. * @returns a new Mesh
  24937. */
  24938. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24939. /**
  24940. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  24941. * @param name defines the name of the mesh to create
  24942. * @param size sets the size (float) of both sides of the plane at once (default 1)
  24943. * @param scene defines the hosting scene
  24944. * @param updatable defines if the mesh must be flagged as updatable
  24945. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24946. * @returns a new Mesh
  24947. */
  24948. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24949. /**
  24950. * Creates a ground mesh.
  24951. * Please consider using the same method from the MeshBuilder class instead
  24952. * @param name defines the name of the mesh to create
  24953. * @param width set the width of the ground
  24954. * @param height set the height of the ground
  24955. * @param subdivisions sets the number of subdivisions per side
  24956. * @param scene defines the hosting scene
  24957. * @param updatable defines if the mesh must be flagged as updatable
  24958. * @returns a new Mesh
  24959. */
  24960. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  24961. /**
  24962. * Creates a tiled ground mesh.
  24963. * Please consider using the same method from the MeshBuilder class instead
  24964. * @param name defines the name of the mesh to create
  24965. * @param xmin set the ground minimum X coordinate
  24966. * @param zmin set the ground minimum Y coordinate
  24967. * @param xmax set the ground maximum X coordinate
  24968. * @param zmax set the ground maximum Z coordinate
  24969. * @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
  24970. * @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
  24971. * @param scene defines the hosting scene
  24972. * @param updatable defines if the mesh must be flagged as updatable
  24973. * @returns a new Mesh
  24974. */
  24975. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  24976. w: number;
  24977. h: number;
  24978. }, precision: {
  24979. w: number;
  24980. h: number;
  24981. }, scene: Scene, updatable?: boolean): Mesh;
  24982. /**
  24983. * Creates a ground mesh from a height map.
  24984. * Please consider using the same method from the MeshBuilder class instead
  24985. * @see http://doc.babylonjs.com/babylon101/height_map
  24986. * @param name defines the name of the mesh to create
  24987. * @param url sets the URL of the height map image resource
  24988. * @param width set the ground width size
  24989. * @param height set the ground height size
  24990. * @param subdivisions sets the number of subdivision per side
  24991. * @param minHeight is the minimum altitude on the ground
  24992. * @param maxHeight is the maximum altitude on the ground
  24993. * @param scene defines the hosting scene
  24994. * @param updatable defines if the mesh must be flagged as updatable
  24995. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  24996. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  24997. * @returns a new Mesh
  24998. */
  24999. 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;
  25000. /**
  25001. * Creates a tube mesh.
  25002. * The tube is a parametric shape.
  25003. * It has no predefined shape. Its final shape will depend on the input parameters.
  25004. * Please consider using the same method from the MeshBuilder class instead
  25005. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25006. * @param name defines the name of the mesh to create
  25007. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  25008. * @param radius sets the tube radius size
  25009. * @param tessellation is the number of sides on the tubular surface
  25010. * @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
  25011. * @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
  25012. * @param scene defines the hosting scene
  25013. * @param updatable defines if the mesh must be flagged as updatable
  25014. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25015. * @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)
  25016. * @returns a new Mesh
  25017. */
  25018. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  25019. (i: number, distance: number): number;
  25020. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25021. /**
  25022. * Creates a polyhedron mesh.
  25023. * Please consider using the same method from the MeshBuilder class instead.
  25024. * * 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
  25025. * * The parameter `size` (positive float, default 1) sets the polygon size
  25026. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  25027. * * 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`
  25028. * * 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
  25029. * * 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)`)
  25030. * * 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
  25031. * * 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
  25032. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25033. * * If you create a double-sided mesh, you can choose what parts of 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
  25034. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25035. * @param name defines the name of the mesh to create
  25036. * @param options defines the options used to create the mesh
  25037. * @param scene defines the hosting scene
  25038. * @returns a new Mesh
  25039. */
  25040. static CreatePolyhedron(name: string, options: {
  25041. type?: number;
  25042. size?: number;
  25043. sizeX?: number;
  25044. sizeY?: number;
  25045. sizeZ?: number;
  25046. custom?: any;
  25047. faceUV?: Vector4[];
  25048. faceColors?: Color4[];
  25049. updatable?: boolean;
  25050. sideOrientation?: number;
  25051. }, scene: Scene): Mesh;
  25052. /**
  25053. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  25054. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  25055. * * 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`)
  25056. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  25057. * * 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
  25058. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25059. * * If you create a double-sided mesh, you can choose what parts of 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
  25060. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25061. * @param name defines the name of the mesh
  25062. * @param options defines the options used to create the mesh
  25063. * @param scene defines the hosting scene
  25064. * @returns a new Mesh
  25065. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  25066. */
  25067. static CreateIcoSphere(name: string, options: {
  25068. radius?: number;
  25069. flat?: boolean;
  25070. subdivisions?: number;
  25071. sideOrientation?: number;
  25072. updatable?: boolean;
  25073. }, scene: Scene): Mesh;
  25074. /**
  25075. * Creates a decal mesh.
  25076. * Please consider using the same method from the MeshBuilder class instead.
  25077. * A decal is a mesh usually applied as a model onto the surface of another mesh
  25078. * @param name defines the name of the mesh
  25079. * @param sourceMesh defines the mesh receiving the decal
  25080. * @param position sets the position of the decal in world coordinates
  25081. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  25082. * @param size sets the decal scaling
  25083. * @param angle sets the angle to rotate the decal
  25084. * @returns a new Mesh
  25085. */
  25086. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25087. /**
  25088. * Prepare internal position array for software CPU skinning
  25089. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25090. */
  25091. setPositionsForCPUSkinning(): Float32Array;
  25092. /**
  25093. * Prepare internal normal array for software CPU skinning
  25094. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25095. */
  25096. setNormalsForCPUSkinning(): Float32Array;
  25097. /**
  25098. * Updates the vertex buffer by applying transformation from the bones
  25099. * @param skeleton defines the skeleton to apply to current mesh
  25100. * @returns the current mesh
  25101. */
  25102. applySkeleton(skeleton: Skeleton): Mesh;
  25103. /**
  25104. * 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
  25105. * @param meshes defines the list of meshes to scan
  25106. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25107. */
  25108. static MinMax(meshes: AbstractMesh[]): {
  25109. min: Vector3;
  25110. max: Vector3;
  25111. };
  25112. /**
  25113. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25114. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25115. * @returns a vector3
  25116. */
  25117. static Center(meshesOrMinMaxVector: {
  25118. min: Vector3;
  25119. max: Vector3;
  25120. } | AbstractMesh[]): Vector3;
  25121. /**
  25122. * Merge the array of meshes into a single mesh for performance reasons.
  25123. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25124. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25125. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25126. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25127. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25128. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25129. * @returns a new mesh
  25130. */
  25131. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25132. /** @hidden */
  25133. addInstance(instance: InstancedMesh): void;
  25134. /** @hidden */
  25135. removeInstance(instance: InstancedMesh): void;
  25136. }
  25137. }
  25138. declare module "babylonjs/Cameras/camera" {
  25139. import { SmartArray } from "babylonjs/Misc/smartArray";
  25140. import { Observable } from "babylonjs/Misc/observable";
  25141. import { Nullable } from "babylonjs/types";
  25142. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25143. import { Scene } from "babylonjs/scene";
  25144. import { Matrix, Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  25145. import { Node } from "babylonjs/node";
  25146. import { Mesh } from "babylonjs/Meshes/mesh";
  25147. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25148. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25149. import { Viewport } from "babylonjs/Maths/math.viewport";
  25150. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25151. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25152. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25153. import { Ray } from "babylonjs/Culling/ray";
  25154. /**
  25155. * This is the base class of all the camera used in the application.
  25156. * @see http://doc.babylonjs.com/features/cameras
  25157. */
  25158. export class Camera extends Node {
  25159. /** @hidden */
  25160. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25161. /**
  25162. * This is the default projection mode used by the cameras.
  25163. * It helps recreating a feeling of perspective and better appreciate depth.
  25164. * This is the best way to simulate real life cameras.
  25165. */
  25166. static readonly PERSPECTIVE_CAMERA: number;
  25167. /**
  25168. * This helps creating camera with an orthographic mode.
  25169. * 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.
  25170. */
  25171. static readonly ORTHOGRAPHIC_CAMERA: number;
  25172. /**
  25173. * This is the default FOV mode for perspective cameras.
  25174. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25175. */
  25176. static readonly FOVMODE_VERTICAL_FIXED: number;
  25177. /**
  25178. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25179. */
  25180. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25181. /**
  25182. * This specifies ther is no need for a camera rig.
  25183. * Basically only one eye is rendered corresponding to the camera.
  25184. */
  25185. static readonly RIG_MODE_NONE: number;
  25186. /**
  25187. * Simulates a camera Rig with one blue eye and one red eye.
  25188. * This can be use with 3d blue and red glasses.
  25189. */
  25190. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25191. /**
  25192. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25193. */
  25194. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25195. /**
  25196. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25197. */
  25198. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25199. /**
  25200. * Defines that both eyes of the camera will be rendered over under each other.
  25201. */
  25202. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25203. /**
  25204. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25205. */
  25206. static readonly RIG_MODE_VR: number;
  25207. /**
  25208. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25209. */
  25210. static readonly RIG_MODE_WEBVR: number;
  25211. /**
  25212. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25213. */
  25214. static readonly RIG_MODE_CUSTOM: number;
  25215. /**
  25216. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25217. */
  25218. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25219. /**
  25220. * Define the input manager associated with the camera.
  25221. */
  25222. inputs: CameraInputsManager<Camera>;
  25223. /** @hidden */
  25224. _position: Vector3;
  25225. /**
  25226. * Define the current local position of the camera in the scene
  25227. */
  25228. position: Vector3;
  25229. /**
  25230. * The vector the camera should consider as up.
  25231. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25232. */
  25233. upVector: Vector3;
  25234. /**
  25235. * Define the current limit on the left side for an orthographic camera
  25236. * In scene unit
  25237. */
  25238. orthoLeft: Nullable<number>;
  25239. /**
  25240. * Define the current limit on the right side for an orthographic camera
  25241. * In scene unit
  25242. */
  25243. orthoRight: Nullable<number>;
  25244. /**
  25245. * Define the current limit on the bottom side for an orthographic camera
  25246. * In scene unit
  25247. */
  25248. orthoBottom: Nullable<number>;
  25249. /**
  25250. * Define the current limit on the top side for an orthographic camera
  25251. * In scene unit
  25252. */
  25253. orthoTop: Nullable<number>;
  25254. /**
  25255. * Field Of View is set in Radians. (default is 0.8)
  25256. */
  25257. fov: number;
  25258. /**
  25259. * Define the minimum distance the camera can see from.
  25260. * This is important to note that the depth buffer are not infinite and the closer it starts
  25261. * the more your scene might encounter depth fighting issue.
  25262. */
  25263. minZ: number;
  25264. /**
  25265. * Define the maximum distance the camera can see to.
  25266. * This is important to note that the depth buffer are not infinite and the further it end
  25267. * the more your scene might encounter depth fighting issue.
  25268. */
  25269. maxZ: number;
  25270. /**
  25271. * Define the default inertia of the camera.
  25272. * This helps giving a smooth feeling to the camera movement.
  25273. */
  25274. inertia: number;
  25275. /**
  25276. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25277. */
  25278. mode: number;
  25279. /**
  25280. * Define wether the camera is intermediate.
  25281. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25282. */
  25283. isIntermediate: boolean;
  25284. /**
  25285. * Define the viewport of the camera.
  25286. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25287. */
  25288. viewport: Viewport;
  25289. /**
  25290. * Restricts the camera to viewing objects with the same layerMask.
  25291. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25292. */
  25293. layerMask: number;
  25294. /**
  25295. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25296. */
  25297. fovMode: number;
  25298. /**
  25299. * Rig mode of the camera.
  25300. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25301. * This is normally controlled byt the camera themselves as internal use.
  25302. */
  25303. cameraRigMode: number;
  25304. /**
  25305. * Defines the distance between both "eyes" in case of a RIG
  25306. */
  25307. interaxialDistance: number;
  25308. /**
  25309. * Defines if stereoscopic rendering is done side by side or over under.
  25310. */
  25311. isStereoscopicSideBySide: boolean;
  25312. /**
  25313. * 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
  25314. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25315. * else in the scene. (Eg. security camera)
  25316. *
  25317. * 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)
  25318. */
  25319. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25320. /**
  25321. * When set, the camera will render to this render target instead of the default canvas
  25322. *
  25323. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25324. */
  25325. outputRenderTarget: Nullable<RenderTargetTexture>;
  25326. /**
  25327. * Observable triggered when the camera view matrix has changed.
  25328. */
  25329. onViewMatrixChangedObservable: Observable<Camera>;
  25330. /**
  25331. * Observable triggered when the camera Projection matrix has changed.
  25332. */
  25333. onProjectionMatrixChangedObservable: Observable<Camera>;
  25334. /**
  25335. * Observable triggered when the inputs have been processed.
  25336. */
  25337. onAfterCheckInputsObservable: Observable<Camera>;
  25338. /**
  25339. * Observable triggered when reset has been called and applied to the camera.
  25340. */
  25341. onRestoreStateObservable: Observable<Camera>;
  25342. /** @hidden */
  25343. _cameraRigParams: any;
  25344. /** @hidden */
  25345. _rigCameras: Camera[];
  25346. /** @hidden */
  25347. _rigPostProcess: Nullable<PostProcess>;
  25348. protected _webvrViewMatrix: Matrix;
  25349. /** @hidden */
  25350. _skipRendering: boolean;
  25351. /** @hidden */
  25352. _projectionMatrix: Matrix;
  25353. /** @hidden */
  25354. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25355. /** @hidden */
  25356. _activeMeshes: SmartArray<AbstractMesh>;
  25357. protected _globalPosition: Vector3;
  25358. /** @hidden */
  25359. _computedViewMatrix: Matrix;
  25360. private _doNotComputeProjectionMatrix;
  25361. private _transformMatrix;
  25362. private _frustumPlanes;
  25363. private _refreshFrustumPlanes;
  25364. private _storedFov;
  25365. private _stateStored;
  25366. /**
  25367. * Instantiates a new camera object.
  25368. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25369. * @see http://doc.babylonjs.com/features/cameras
  25370. * @param name Defines the name of the camera in the scene
  25371. * @param position Defines the position of the camera
  25372. * @param scene Defines the scene the camera belongs too
  25373. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25374. */
  25375. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25376. /**
  25377. * Store current camera state (fov, position, etc..)
  25378. * @returns the camera
  25379. */
  25380. storeState(): Camera;
  25381. /**
  25382. * Restores the camera state values if it has been stored. You must call storeState() first
  25383. */
  25384. protected _restoreStateValues(): boolean;
  25385. /**
  25386. * Restored camera state. You must call storeState() first.
  25387. * @returns true if restored and false otherwise
  25388. */
  25389. restoreState(): boolean;
  25390. /**
  25391. * Gets the class name of the camera.
  25392. * @returns the class name
  25393. */
  25394. getClassName(): string;
  25395. /** @hidden */
  25396. readonly _isCamera: boolean;
  25397. /**
  25398. * Gets a string representation of the camera useful for debug purpose.
  25399. * @param fullDetails Defines that a more verboe level of logging is required
  25400. * @returns the string representation
  25401. */
  25402. toString(fullDetails?: boolean): string;
  25403. /**
  25404. * Gets the current world space position of the camera.
  25405. */
  25406. readonly globalPosition: Vector3;
  25407. /**
  25408. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25409. * @returns the active meshe list
  25410. */
  25411. getActiveMeshes(): SmartArray<AbstractMesh>;
  25412. /**
  25413. * Check wether a mesh is part of the current active mesh list of the camera
  25414. * @param mesh Defines the mesh to check
  25415. * @returns true if active, false otherwise
  25416. */
  25417. isActiveMesh(mesh: Mesh): boolean;
  25418. /**
  25419. * Is this camera ready to be used/rendered
  25420. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25421. * @return true if the camera is ready
  25422. */
  25423. isReady(completeCheck?: boolean): boolean;
  25424. /** @hidden */
  25425. _initCache(): void;
  25426. /** @hidden */
  25427. _updateCache(ignoreParentClass?: boolean): void;
  25428. /** @hidden */
  25429. _isSynchronized(): boolean;
  25430. /** @hidden */
  25431. _isSynchronizedViewMatrix(): boolean;
  25432. /** @hidden */
  25433. _isSynchronizedProjectionMatrix(): boolean;
  25434. /**
  25435. * Attach the input controls to a specific dom element to get the input from.
  25436. * @param element Defines the element the controls should be listened from
  25437. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25438. */
  25439. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25440. /**
  25441. * Detach the current controls from the specified dom element.
  25442. * @param element Defines the element to stop listening the inputs from
  25443. */
  25444. detachControl(element: HTMLElement): void;
  25445. /**
  25446. * Update the camera state according to the different inputs gathered during the frame.
  25447. */
  25448. update(): void;
  25449. /** @hidden */
  25450. _checkInputs(): void;
  25451. /** @hidden */
  25452. readonly rigCameras: Camera[];
  25453. /**
  25454. * Gets the post process used by the rig cameras
  25455. */
  25456. readonly rigPostProcess: Nullable<PostProcess>;
  25457. /**
  25458. * Internal, gets the first post proces.
  25459. * @returns the first post process to be run on this camera.
  25460. */
  25461. _getFirstPostProcess(): Nullable<PostProcess>;
  25462. private _cascadePostProcessesToRigCams;
  25463. /**
  25464. * Attach a post process to the camera.
  25465. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25466. * @param postProcess The post process to attach to the camera
  25467. * @param insertAt The position of the post process in case several of them are in use in the scene
  25468. * @returns the position the post process has been inserted at
  25469. */
  25470. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25471. /**
  25472. * Detach a post process to the camera.
  25473. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25474. * @param postProcess The post process to detach from the camera
  25475. */
  25476. detachPostProcess(postProcess: PostProcess): void;
  25477. /**
  25478. * Gets the current world matrix of the camera
  25479. */
  25480. getWorldMatrix(): Matrix;
  25481. /** @hidden */
  25482. _getViewMatrix(): Matrix;
  25483. /**
  25484. * Gets the current view matrix of the camera.
  25485. * @param force forces the camera to recompute the matrix without looking at the cached state
  25486. * @returns the view matrix
  25487. */
  25488. getViewMatrix(force?: boolean): Matrix;
  25489. /**
  25490. * Freeze the projection matrix.
  25491. * It will prevent the cache check of the camera projection compute and can speed up perf
  25492. * if no parameter of the camera are meant to change
  25493. * @param projection Defines manually a projection if necessary
  25494. */
  25495. freezeProjectionMatrix(projection?: Matrix): void;
  25496. /**
  25497. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  25498. */
  25499. unfreezeProjectionMatrix(): void;
  25500. /**
  25501. * Gets the current projection matrix of the camera.
  25502. * @param force forces the camera to recompute the matrix without looking at the cached state
  25503. * @returns the projection matrix
  25504. */
  25505. getProjectionMatrix(force?: boolean): Matrix;
  25506. /**
  25507. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  25508. * @returns a Matrix
  25509. */
  25510. getTransformationMatrix(): Matrix;
  25511. private _updateFrustumPlanes;
  25512. /**
  25513. * Checks if a cullable object (mesh...) is in the camera frustum
  25514. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  25515. * @param target The object to check
  25516. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  25517. * @returns true if the object is in frustum otherwise false
  25518. */
  25519. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  25520. /**
  25521. * Checks if a cullable object (mesh...) is in the camera frustum
  25522. * Unlike isInFrustum this cheks the full bounding box
  25523. * @param target The object to check
  25524. * @returns true if the object is in frustum otherwise false
  25525. */
  25526. isCompletelyInFrustum(target: ICullable): boolean;
  25527. /**
  25528. * Gets a ray in the forward direction from the camera.
  25529. * @param length Defines the length of the ray to create
  25530. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  25531. * @param origin Defines the start point of the ray which defaults to the camera position
  25532. * @returns the forward ray
  25533. */
  25534. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  25535. /**
  25536. * Releases resources associated with this node.
  25537. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25538. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25539. */
  25540. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25541. /** @hidden */
  25542. _isLeftCamera: boolean;
  25543. /**
  25544. * Gets the left camera of a rig setup in case of Rigged Camera
  25545. */
  25546. readonly isLeftCamera: boolean;
  25547. /** @hidden */
  25548. _isRightCamera: boolean;
  25549. /**
  25550. * Gets the right camera of a rig setup in case of Rigged Camera
  25551. */
  25552. readonly isRightCamera: boolean;
  25553. /**
  25554. * Gets the left camera of a rig setup in case of Rigged Camera
  25555. */
  25556. readonly leftCamera: Nullable<FreeCamera>;
  25557. /**
  25558. * Gets the right camera of a rig setup in case of Rigged Camera
  25559. */
  25560. readonly rightCamera: Nullable<FreeCamera>;
  25561. /**
  25562. * Gets the left camera target of a rig setup in case of Rigged Camera
  25563. * @returns the target position
  25564. */
  25565. getLeftTarget(): Nullable<Vector3>;
  25566. /**
  25567. * Gets the right camera target of a rig setup in case of Rigged Camera
  25568. * @returns the target position
  25569. */
  25570. getRightTarget(): Nullable<Vector3>;
  25571. /**
  25572. * @hidden
  25573. */
  25574. setCameraRigMode(mode: number, rigParams: any): void;
  25575. /** @hidden */
  25576. static _setStereoscopicRigMode(camera: Camera): void;
  25577. /** @hidden */
  25578. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  25579. /** @hidden */
  25580. static _setVRRigMode(camera: Camera, rigParams: any): void;
  25581. /** @hidden */
  25582. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  25583. /** @hidden */
  25584. _getVRProjectionMatrix(): Matrix;
  25585. protected _updateCameraRotationMatrix(): void;
  25586. protected _updateWebVRCameraRotationMatrix(): void;
  25587. /**
  25588. * This function MUST be overwritten by the different WebVR cameras available.
  25589. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25590. * @hidden
  25591. */
  25592. _getWebVRProjectionMatrix(): Matrix;
  25593. /**
  25594. * This function MUST be overwritten by the different WebVR cameras available.
  25595. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25596. * @hidden
  25597. */
  25598. _getWebVRViewMatrix(): Matrix;
  25599. /** @hidden */
  25600. setCameraRigParameter(name: string, value: any): void;
  25601. /**
  25602. * needs to be overridden by children so sub has required properties to be copied
  25603. * @hidden
  25604. */
  25605. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  25606. /**
  25607. * May need to be overridden by children
  25608. * @hidden
  25609. */
  25610. _updateRigCameras(): void;
  25611. /** @hidden */
  25612. _setupInputs(): void;
  25613. /**
  25614. * Serialiaze the camera setup to a json represention
  25615. * @returns the JSON representation
  25616. */
  25617. serialize(): any;
  25618. /**
  25619. * Clones the current camera.
  25620. * @param name The cloned camera name
  25621. * @returns the cloned camera
  25622. */
  25623. clone(name: string): Camera;
  25624. /**
  25625. * Gets the direction of the camera relative to a given local axis.
  25626. * @param localAxis Defines the reference axis to provide a relative direction.
  25627. * @return the direction
  25628. */
  25629. getDirection(localAxis: Vector3): Vector3;
  25630. /**
  25631. * Returns the current camera absolute rotation
  25632. */
  25633. readonly absoluteRotation: Quaternion;
  25634. /**
  25635. * Gets the direction of the camera relative to a given local axis into a passed vector.
  25636. * @param localAxis Defines the reference axis to provide a relative direction.
  25637. * @param result Defines the vector to store the result in
  25638. */
  25639. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  25640. /**
  25641. * Gets a camera constructor for a given camera type
  25642. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  25643. * @param name The name of the camera the result will be able to instantiate
  25644. * @param scene The scene the result will construct the camera in
  25645. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  25646. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  25647. * @returns a factory method to construc the camera
  25648. */
  25649. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  25650. /**
  25651. * Compute the world matrix of the camera.
  25652. * @returns the camera workd matrix
  25653. */
  25654. computeWorldMatrix(): Matrix;
  25655. /**
  25656. * Parse a JSON and creates the camera from the parsed information
  25657. * @param parsedCamera The JSON to parse
  25658. * @param scene The scene to instantiate the camera in
  25659. * @returns the newly constructed camera
  25660. */
  25661. static Parse(parsedCamera: any, scene: Scene): Camera;
  25662. }
  25663. }
  25664. declare module "babylonjs/Meshes/Builders/discBuilder" {
  25665. import { Nullable } from "babylonjs/types";
  25666. import { Scene } from "babylonjs/scene";
  25667. import { Vector4 } from "babylonjs/Maths/math.vector";
  25668. import { Mesh } from "babylonjs/Meshes/mesh";
  25669. /**
  25670. * Class containing static functions to help procedurally build meshes
  25671. */
  25672. export class DiscBuilder {
  25673. /**
  25674. * Creates a plane polygonal mesh. By default, this is a disc
  25675. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  25676. * * 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
  25677. * * 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
  25678. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  25679. * * If you create a double-sided mesh, you can choose what parts of 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
  25680. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25681. * @param name defines the name of the mesh
  25682. * @param options defines the options used to create the mesh
  25683. * @param scene defines the hosting scene
  25684. * @returns the plane polygonal mesh
  25685. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  25686. */
  25687. static CreateDisc(name: string, options: {
  25688. radius?: number;
  25689. tessellation?: number;
  25690. arc?: number;
  25691. updatable?: boolean;
  25692. sideOrientation?: number;
  25693. frontUVs?: Vector4;
  25694. backUVs?: Vector4;
  25695. }, scene?: Nullable<Scene>): Mesh;
  25696. }
  25697. }
  25698. declare module "babylonjs/Particles/solidParticleSystem" {
  25699. import { Vector3 } from "babylonjs/Maths/math.vector";
  25700. import { Mesh } from "babylonjs/Meshes/mesh";
  25701. import { Scene, IDisposable } from "babylonjs/scene";
  25702. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  25703. /**
  25704. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  25705. *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.
  25706. * The SPS is also a particle system. It provides some methods to manage the particles.
  25707. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  25708. *
  25709. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  25710. */
  25711. export class SolidParticleSystem implements IDisposable {
  25712. /**
  25713. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  25714. * Example : var p = SPS.particles[i];
  25715. */
  25716. particles: SolidParticle[];
  25717. /**
  25718. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  25719. */
  25720. nbParticles: number;
  25721. /**
  25722. * If the particles must ever face the camera (default false). Useful for planar particles.
  25723. */
  25724. billboard: boolean;
  25725. /**
  25726. * Recompute normals when adding a shape
  25727. */
  25728. recomputeNormals: boolean;
  25729. /**
  25730. * This a counter ofr your own usage. It's not set by any SPS functions.
  25731. */
  25732. counter: number;
  25733. /**
  25734. * The SPS name. This name is also given to the underlying mesh.
  25735. */
  25736. name: string;
  25737. /**
  25738. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  25739. */
  25740. mesh: Mesh;
  25741. /**
  25742. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  25743. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  25744. */
  25745. vars: any;
  25746. /**
  25747. * This array is populated when the SPS is set as 'pickable'.
  25748. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  25749. * Each element of this array is an object `{idx: int, faceId: int}`.
  25750. * `idx` is the picked particle index in the `SPS.particles` array
  25751. * `faceId` is the picked face index counted within this particle.
  25752. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  25753. */
  25754. pickedParticles: {
  25755. idx: number;
  25756. faceId: number;
  25757. }[];
  25758. /**
  25759. * This array is populated when `enableDepthSort` is set to true.
  25760. * Each element of this array is an instance of the class DepthSortedParticle.
  25761. */
  25762. depthSortedParticles: DepthSortedParticle[];
  25763. /**
  25764. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  25765. * @hidden
  25766. */
  25767. _bSphereOnly: boolean;
  25768. /**
  25769. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  25770. * @hidden
  25771. */
  25772. _bSphereRadiusFactor: number;
  25773. private _scene;
  25774. private _positions;
  25775. private _indices;
  25776. private _normals;
  25777. private _colors;
  25778. private _uvs;
  25779. private _indices32;
  25780. private _positions32;
  25781. private _normals32;
  25782. private _fixedNormal32;
  25783. private _colors32;
  25784. private _uvs32;
  25785. private _index;
  25786. private _updatable;
  25787. private _pickable;
  25788. private _isVisibilityBoxLocked;
  25789. private _alwaysVisible;
  25790. private _depthSort;
  25791. private _shapeCounter;
  25792. private _copy;
  25793. private _color;
  25794. private _computeParticleColor;
  25795. private _computeParticleTexture;
  25796. private _computeParticleRotation;
  25797. private _computeParticleVertex;
  25798. private _computeBoundingBox;
  25799. private _depthSortParticles;
  25800. private _camera;
  25801. private _mustUnrotateFixedNormals;
  25802. private _particlesIntersect;
  25803. private _needs32Bits;
  25804. /**
  25805. * Creates a SPS (Solid Particle System) object.
  25806. * @param name (String) is the SPS name, this will be the underlying mesh name.
  25807. * @param scene (Scene) is the scene in which the SPS is added.
  25808. * @param options defines the options of the sps e.g.
  25809. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  25810. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  25811. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  25812. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  25813. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  25814. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  25815. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  25816. */
  25817. constructor(name: string, scene: Scene, options?: {
  25818. updatable?: boolean;
  25819. isPickable?: boolean;
  25820. enableDepthSort?: boolean;
  25821. particleIntersection?: boolean;
  25822. boundingSphereOnly?: boolean;
  25823. bSphereRadiusFactor?: number;
  25824. });
  25825. /**
  25826. * Builds the SPS underlying mesh. Returns a standard Mesh.
  25827. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  25828. * @returns the created mesh
  25829. */
  25830. buildMesh(): Mesh;
  25831. /**
  25832. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  25833. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  25834. * Thus the particles generated from `digest()` have their property `position` set yet.
  25835. * @param mesh ( Mesh ) is the mesh to be digested
  25836. * @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
  25837. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  25838. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  25839. * @returns the current SPS
  25840. */
  25841. digest(mesh: Mesh, options?: {
  25842. facetNb?: number;
  25843. number?: number;
  25844. delta?: number;
  25845. }): SolidParticleSystem;
  25846. private _unrotateFixedNormals;
  25847. private _resetCopy;
  25848. private _meshBuilder;
  25849. private _posToShape;
  25850. private _uvsToShapeUV;
  25851. private _addParticle;
  25852. /**
  25853. * Adds some particles to the SPS from the model shape. Returns the shape id.
  25854. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  25855. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  25856. * @param nb (positive integer) the number of particles to be created from this model
  25857. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  25858. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  25859. * @returns the number of shapes in the system
  25860. */
  25861. addShape(mesh: Mesh, nb: number, options?: {
  25862. positionFunction?: any;
  25863. vertexFunction?: any;
  25864. }): number;
  25865. private _rebuildParticle;
  25866. /**
  25867. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  25868. * @returns the SPS.
  25869. */
  25870. rebuildMesh(): SolidParticleSystem;
  25871. /**
  25872. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  25873. * This method calls `updateParticle()` for each particle of the SPS.
  25874. * For an animated SPS, it is usually called within the render loop.
  25875. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  25876. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  25877. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  25878. * @returns the SPS.
  25879. */
  25880. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  25881. /**
  25882. * Disposes the SPS.
  25883. */
  25884. dispose(): void;
  25885. /**
  25886. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  25887. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25888. * @returns the SPS.
  25889. */
  25890. refreshVisibleSize(): SolidParticleSystem;
  25891. /**
  25892. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  25893. * @param size the size (float) of the visibility box
  25894. * note : this doesn't lock the SPS mesh bounding box.
  25895. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25896. */
  25897. setVisibilityBox(size: number): void;
  25898. /**
  25899. * Gets whether the SPS as always visible or not
  25900. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25901. */
  25902. /**
  25903. * Sets the SPS as always visible or not
  25904. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25905. */
  25906. isAlwaysVisible: boolean;
  25907. /**
  25908. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25909. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25910. */
  25911. /**
  25912. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25913. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25914. */
  25915. isVisibilityBoxLocked: boolean;
  25916. /**
  25917. * Tells to `setParticles()` to compute the particle rotations or not.
  25918. * Default value : true. The SPS is faster when it's set to false.
  25919. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25920. */
  25921. /**
  25922. * Gets if `setParticles()` computes the particle rotations or not.
  25923. * Default value : true. The SPS is faster when it's set to false.
  25924. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25925. */
  25926. computeParticleRotation: boolean;
  25927. /**
  25928. * Tells to `setParticles()` to compute the particle colors or not.
  25929. * Default value : true. The SPS is faster when it's set to false.
  25930. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25931. */
  25932. /**
  25933. * Gets if `setParticles()` computes the particle colors or not.
  25934. * Default value : true. The SPS is faster when it's set to false.
  25935. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25936. */
  25937. computeParticleColor: boolean;
  25938. /**
  25939. * Gets if `setParticles()` computes the particle textures or not.
  25940. * Default value : true. The SPS is faster when it's set to false.
  25941. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  25942. */
  25943. computeParticleTexture: boolean;
  25944. /**
  25945. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  25946. * Default value : false. The SPS is faster when it's set to false.
  25947. * Note : the particle custom vertex positions aren't stored values.
  25948. */
  25949. /**
  25950. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  25951. * Default value : false. The SPS is faster when it's set to false.
  25952. * Note : the particle custom vertex positions aren't stored values.
  25953. */
  25954. computeParticleVertex: boolean;
  25955. /**
  25956. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  25957. */
  25958. /**
  25959. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  25960. */
  25961. computeBoundingBox: boolean;
  25962. /**
  25963. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  25964. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25965. * Default : `true`
  25966. */
  25967. /**
  25968. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  25969. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25970. * Default : `true`
  25971. */
  25972. depthSortParticles: boolean;
  25973. /**
  25974. * This function does nothing. It may be overwritten to set all the particle first values.
  25975. * The SPS doesn't call this function, you may have to call it by your own.
  25976. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25977. */
  25978. initParticles(): void;
  25979. /**
  25980. * This function does nothing. It may be overwritten to recycle a particle.
  25981. * The SPS doesn't call this function, you may have to call it by your own.
  25982. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25983. * @param particle The particle to recycle
  25984. * @returns the recycled particle
  25985. */
  25986. recycleParticle(particle: SolidParticle): SolidParticle;
  25987. /**
  25988. * Updates a particle : this function should be overwritten by the user.
  25989. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  25990. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25991. * @example : just set a particle position or velocity and recycle conditions
  25992. * @param particle The particle to update
  25993. * @returns the updated particle
  25994. */
  25995. updateParticle(particle: SolidParticle): SolidParticle;
  25996. /**
  25997. * Updates a vertex of a particle : it can be overwritten by the user.
  25998. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  25999. * @param particle the current particle
  26000. * @param vertex the current index of the current particle
  26001. * @param pt the index of the current vertex in the particle shape
  26002. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  26003. * @example : just set a vertex particle position
  26004. * @returns the updated vertex
  26005. */
  26006. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  26007. /**
  26008. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  26009. * This does nothing and may be overwritten by the user.
  26010. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26011. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26012. * @param update the boolean update value actually passed to setParticles()
  26013. */
  26014. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26015. /**
  26016. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  26017. * This will be passed three parameters.
  26018. * This does nothing and may be overwritten by the user.
  26019. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26020. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26021. * @param update the boolean update value actually passed to setParticles()
  26022. */
  26023. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26024. }
  26025. }
  26026. declare module "babylonjs/Particles/solidParticle" {
  26027. import { Nullable } from "babylonjs/types";
  26028. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  26029. import { Color4 } from "babylonjs/Maths/math.color";
  26030. import { Mesh } from "babylonjs/Meshes/mesh";
  26031. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26032. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  26033. import { Plane } from "babylonjs/Maths/math.plane";
  26034. /**
  26035. * Represents one particle of a solid particle system.
  26036. */
  26037. export class SolidParticle {
  26038. /**
  26039. * particle global index
  26040. */
  26041. idx: number;
  26042. /**
  26043. * The color of the particle
  26044. */
  26045. color: Nullable<Color4>;
  26046. /**
  26047. * The world space position of the particle.
  26048. */
  26049. position: Vector3;
  26050. /**
  26051. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  26052. */
  26053. rotation: Vector3;
  26054. /**
  26055. * The world space rotation quaternion of the particle.
  26056. */
  26057. rotationQuaternion: Nullable<Quaternion>;
  26058. /**
  26059. * The scaling of the particle.
  26060. */
  26061. scaling: Vector3;
  26062. /**
  26063. * The uvs of the particle.
  26064. */
  26065. uvs: Vector4;
  26066. /**
  26067. * The current speed of the particle.
  26068. */
  26069. velocity: Vector3;
  26070. /**
  26071. * The pivot point in the particle local space.
  26072. */
  26073. pivot: Vector3;
  26074. /**
  26075. * Must the particle be translated from its pivot point in its local space ?
  26076. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  26077. * Default : false
  26078. */
  26079. translateFromPivot: boolean;
  26080. /**
  26081. * Is the particle active or not ?
  26082. */
  26083. alive: boolean;
  26084. /**
  26085. * Is the particle visible or not ?
  26086. */
  26087. isVisible: boolean;
  26088. /**
  26089. * Index of this particle in the global "positions" array (Internal use)
  26090. * @hidden
  26091. */
  26092. _pos: number;
  26093. /**
  26094. * @hidden Index of this particle in the global "indices" array (Internal use)
  26095. */
  26096. _ind: number;
  26097. /**
  26098. * @hidden ModelShape of this particle (Internal use)
  26099. */
  26100. _model: ModelShape;
  26101. /**
  26102. * ModelShape id of this particle
  26103. */
  26104. shapeId: number;
  26105. /**
  26106. * Index of the particle in its shape id
  26107. */
  26108. idxInShape: number;
  26109. /**
  26110. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26111. */
  26112. _modelBoundingInfo: BoundingInfo;
  26113. /**
  26114. * @hidden Particle BoundingInfo object (Internal use)
  26115. */
  26116. _boundingInfo: BoundingInfo;
  26117. /**
  26118. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26119. */
  26120. _sps: SolidParticleSystem;
  26121. /**
  26122. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26123. */
  26124. _stillInvisible: boolean;
  26125. /**
  26126. * @hidden Last computed particle rotation matrix
  26127. */
  26128. _rotationMatrix: number[];
  26129. /**
  26130. * Parent particle Id, if any.
  26131. * Default null.
  26132. */
  26133. parentId: Nullable<number>;
  26134. /**
  26135. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26136. * The possible values are :
  26137. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26138. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26139. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26140. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26141. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26142. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26143. * */
  26144. cullingStrategy: number;
  26145. /**
  26146. * @hidden Internal global position in the SPS.
  26147. */
  26148. _globalPosition: Vector3;
  26149. /**
  26150. * Creates a Solid Particle object.
  26151. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26152. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  26153. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26154. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26155. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26156. * @param shapeId (integer) is the model shape identifier in the SPS.
  26157. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26158. * @param sps defines the sps it is associated to
  26159. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26160. */
  26161. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26162. /**
  26163. * Legacy support, changed scale to scaling
  26164. */
  26165. /**
  26166. * Legacy support, changed scale to scaling
  26167. */
  26168. scale: Vector3;
  26169. /**
  26170. * Legacy support, changed quaternion to rotationQuaternion
  26171. */
  26172. /**
  26173. * Legacy support, changed quaternion to rotationQuaternion
  26174. */
  26175. quaternion: Nullable<Quaternion>;
  26176. /**
  26177. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26178. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26179. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26180. * @returns true if it intersects
  26181. */
  26182. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26183. /**
  26184. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26185. * A particle is in the frustum if its bounding box intersects the frustum
  26186. * @param frustumPlanes defines the frustum to test
  26187. * @returns true if the particle is in the frustum planes
  26188. */
  26189. isInFrustum(frustumPlanes: Plane[]): boolean;
  26190. /**
  26191. * get the rotation matrix of the particle
  26192. * @hidden
  26193. */
  26194. getRotationMatrix(m: Matrix): void;
  26195. }
  26196. /**
  26197. * Represents the shape of the model used by one particle of a solid particle system.
  26198. * SPS internal tool, don't use it manually.
  26199. */
  26200. export class ModelShape {
  26201. /**
  26202. * The shape id
  26203. * @hidden
  26204. */
  26205. shapeID: number;
  26206. /**
  26207. * flat array of model positions (internal use)
  26208. * @hidden
  26209. */
  26210. _shape: Vector3[];
  26211. /**
  26212. * flat array of model UVs (internal use)
  26213. * @hidden
  26214. */
  26215. _shapeUV: number[];
  26216. /**
  26217. * length of the shape in the model indices array (internal use)
  26218. * @hidden
  26219. */
  26220. _indicesLength: number;
  26221. /**
  26222. * Custom position function (internal use)
  26223. * @hidden
  26224. */
  26225. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26226. /**
  26227. * Custom vertex function (internal use)
  26228. * @hidden
  26229. */
  26230. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26231. /**
  26232. * 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.
  26233. * SPS internal tool, don't use it manually.
  26234. * @hidden
  26235. */
  26236. 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>);
  26237. }
  26238. /**
  26239. * Represents a Depth Sorted Particle in the solid particle system.
  26240. */
  26241. export class DepthSortedParticle {
  26242. /**
  26243. * Index of the particle in the "indices" array
  26244. */
  26245. ind: number;
  26246. /**
  26247. * Length of the particle shape in the "indices" array
  26248. */
  26249. indicesLength: number;
  26250. /**
  26251. * Squared distance from the particle to the camera
  26252. */
  26253. sqDistance: number;
  26254. }
  26255. }
  26256. declare module "babylonjs/Collisions/meshCollisionData" {
  26257. import { Collider } from "babylonjs/Collisions/collider";
  26258. import { Vector3 } from "babylonjs/Maths/math.vector";
  26259. import { Nullable } from "babylonjs/types";
  26260. import { Observer } from "babylonjs/Misc/observable";
  26261. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26262. /**
  26263. * @hidden
  26264. */
  26265. export class _MeshCollisionData {
  26266. _checkCollisions: boolean;
  26267. _collisionMask: number;
  26268. _collisionGroup: number;
  26269. _collider: Nullable<Collider>;
  26270. _oldPositionForCollisions: Vector3;
  26271. _diffPositionForCollisions: Vector3;
  26272. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26273. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26274. }
  26275. }
  26276. declare module "babylonjs/Meshes/abstractMesh" {
  26277. import { Observable } from "babylonjs/Misc/observable";
  26278. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26279. import { Camera } from "babylonjs/Cameras/camera";
  26280. import { Scene, IDisposable } from "babylonjs/scene";
  26281. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26282. import { Node } from "babylonjs/node";
  26283. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26284. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26285. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26286. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26287. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26288. import { Material } from "babylonjs/Materials/material";
  26289. import { Light } from "babylonjs/Lights/light";
  26290. import { Skeleton } from "babylonjs/Bones/skeleton";
  26291. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26292. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26293. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26294. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26295. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26296. import { Plane } from "babylonjs/Maths/math.plane";
  26297. import { Ray } from "babylonjs/Culling/ray";
  26298. import { Collider } from "babylonjs/Collisions/collider";
  26299. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26300. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26301. /** @hidden */
  26302. class _FacetDataStorage {
  26303. facetPositions: Vector3[];
  26304. facetNormals: Vector3[];
  26305. facetPartitioning: number[][];
  26306. facetNb: number;
  26307. partitioningSubdivisions: number;
  26308. partitioningBBoxRatio: number;
  26309. facetDataEnabled: boolean;
  26310. facetParameters: any;
  26311. bbSize: Vector3;
  26312. subDiv: {
  26313. max: number;
  26314. X: number;
  26315. Y: number;
  26316. Z: number;
  26317. };
  26318. facetDepthSort: boolean;
  26319. facetDepthSortEnabled: boolean;
  26320. depthSortedIndices: IndicesArray;
  26321. depthSortedFacets: {
  26322. ind: number;
  26323. sqDistance: number;
  26324. }[];
  26325. facetDepthSortFunction: (f1: {
  26326. ind: number;
  26327. sqDistance: number;
  26328. }, f2: {
  26329. ind: number;
  26330. sqDistance: number;
  26331. }) => number;
  26332. facetDepthSortFrom: Vector3;
  26333. facetDepthSortOrigin: Vector3;
  26334. invertedMatrix: Matrix;
  26335. }
  26336. /**
  26337. * @hidden
  26338. **/
  26339. class _InternalAbstractMeshDataInfo {
  26340. _hasVertexAlpha: boolean;
  26341. _useVertexColors: boolean;
  26342. _numBoneInfluencers: number;
  26343. _applyFog: boolean;
  26344. _receiveShadows: boolean;
  26345. _facetData: _FacetDataStorage;
  26346. _visibility: number;
  26347. _skeleton: Nullable<Skeleton>;
  26348. _layerMask: number;
  26349. _computeBonesUsingShaders: boolean;
  26350. _isActive: boolean;
  26351. _onlyForInstances: boolean;
  26352. _isActiveIntermediate: boolean;
  26353. _onlyForInstancesIntermediate: boolean;
  26354. }
  26355. /**
  26356. * Class used to store all common mesh properties
  26357. */
  26358. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  26359. /** No occlusion */
  26360. static OCCLUSION_TYPE_NONE: number;
  26361. /** Occlusion set to optimisitic */
  26362. static OCCLUSION_TYPE_OPTIMISTIC: number;
  26363. /** Occlusion set to strict */
  26364. static OCCLUSION_TYPE_STRICT: number;
  26365. /** Use an accurante occlusion algorithm */
  26366. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  26367. /** Use a conservative occlusion algorithm */
  26368. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  26369. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  26370. * Test order :
  26371. * Is the bounding sphere outside the frustum ?
  26372. * If not, are the bounding box vertices outside the frustum ?
  26373. * It not, then the cullable object is in the frustum.
  26374. */
  26375. static readonly CULLINGSTRATEGY_STANDARD: number;
  26376. /** Culling strategy : Bounding Sphere Only.
  26377. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  26378. * It's also less accurate than the standard because some not visible objects can still be selected.
  26379. * Test : is the bounding sphere outside the frustum ?
  26380. * If not, then the cullable object is in the frustum.
  26381. */
  26382. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  26383. /** Culling strategy : Optimistic Inclusion.
  26384. * This in an inclusion test first, then the standard exclusion test.
  26385. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  26386. * 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.
  26387. * Anyway, it's as accurate as the standard strategy.
  26388. * Test :
  26389. * Is the cullable object bounding sphere center in the frustum ?
  26390. * If not, apply the default culling strategy.
  26391. */
  26392. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  26393. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  26394. * This in an inclusion test first, then the bounding sphere only exclusion test.
  26395. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  26396. * 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.
  26397. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  26398. * Test :
  26399. * Is the cullable object bounding sphere center in the frustum ?
  26400. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  26401. */
  26402. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  26403. /**
  26404. * No billboard
  26405. */
  26406. static readonly BILLBOARDMODE_NONE: number;
  26407. /** Billboard on X axis */
  26408. static readonly BILLBOARDMODE_X: number;
  26409. /** Billboard on Y axis */
  26410. static readonly BILLBOARDMODE_Y: number;
  26411. /** Billboard on Z axis */
  26412. static readonly BILLBOARDMODE_Z: number;
  26413. /** Billboard on all axes */
  26414. static readonly BILLBOARDMODE_ALL: number;
  26415. /** Billboard on using position instead of orientation */
  26416. static readonly BILLBOARDMODE_USE_POSITION: number;
  26417. /** @hidden */
  26418. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  26419. /**
  26420. * The culling strategy to use to check whether the mesh must be rendered or not.
  26421. * This value can be changed at any time and will be used on the next render mesh selection.
  26422. * The possible values are :
  26423. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26424. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26425. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26426. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26427. * Please read each static variable documentation to get details about the culling process.
  26428. * */
  26429. cullingStrategy: number;
  26430. /**
  26431. * Gets the number of facets in the mesh
  26432. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26433. */
  26434. readonly facetNb: number;
  26435. /**
  26436. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  26437. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26438. */
  26439. partitioningSubdivisions: number;
  26440. /**
  26441. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  26442. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  26443. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26444. */
  26445. partitioningBBoxRatio: number;
  26446. /**
  26447. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  26448. * Works only for updatable meshes.
  26449. * Doesn't work with multi-materials
  26450. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26451. */
  26452. mustDepthSortFacets: boolean;
  26453. /**
  26454. * The location (Vector3) where the facet depth sort must be computed from.
  26455. * By default, the active camera position.
  26456. * Used only when facet depth sort is enabled
  26457. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26458. */
  26459. facetDepthSortFrom: Vector3;
  26460. /**
  26461. * gets a boolean indicating if facetData is enabled
  26462. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26463. */
  26464. readonly isFacetDataEnabled: boolean;
  26465. /** @hidden */
  26466. _updateNonUniformScalingState(value: boolean): boolean;
  26467. /**
  26468. * An event triggered when this mesh collides with another one
  26469. */
  26470. onCollideObservable: Observable<AbstractMesh>;
  26471. /** Set a function to call when this mesh collides with another one */
  26472. onCollide: () => void;
  26473. /**
  26474. * An event triggered when the collision's position changes
  26475. */
  26476. onCollisionPositionChangeObservable: Observable<Vector3>;
  26477. /** Set a function to call when the collision's position changes */
  26478. onCollisionPositionChange: () => void;
  26479. /**
  26480. * An event triggered when material is changed
  26481. */
  26482. onMaterialChangedObservable: Observable<AbstractMesh>;
  26483. /**
  26484. * Gets or sets the orientation for POV movement & rotation
  26485. */
  26486. definedFacingForward: boolean;
  26487. /** @hidden */
  26488. _occlusionQuery: Nullable<WebGLQuery>;
  26489. /** @hidden */
  26490. _renderingGroup: Nullable<RenderingGroup>;
  26491. /**
  26492. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26493. */
  26494. /**
  26495. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26496. */
  26497. visibility: number;
  26498. /** Gets or sets the alpha index used to sort transparent meshes
  26499. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  26500. */
  26501. alphaIndex: number;
  26502. /**
  26503. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  26504. */
  26505. isVisible: boolean;
  26506. /**
  26507. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  26508. */
  26509. isPickable: boolean;
  26510. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  26511. showSubMeshesBoundingBox: boolean;
  26512. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  26513. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  26514. */
  26515. isBlocker: boolean;
  26516. /**
  26517. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  26518. */
  26519. enablePointerMoveEvents: boolean;
  26520. /**
  26521. * Specifies the rendering group id for this mesh (0 by default)
  26522. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  26523. */
  26524. renderingGroupId: number;
  26525. private _material;
  26526. /** Gets or sets current material */
  26527. material: Nullable<Material>;
  26528. /**
  26529. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  26530. * @see http://doc.babylonjs.com/babylon101/shadows
  26531. */
  26532. receiveShadows: boolean;
  26533. /** Defines color to use when rendering outline */
  26534. outlineColor: Color3;
  26535. /** Define width to use when rendering outline */
  26536. outlineWidth: number;
  26537. /** Defines color to use when rendering overlay */
  26538. overlayColor: Color3;
  26539. /** Defines alpha to use when rendering overlay */
  26540. overlayAlpha: number;
  26541. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  26542. hasVertexAlpha: boolean;
  26543. /** 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) */
  26544. useVertexColors: boolean;
  26545. /**
  26546. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  26547. */
  26548. computeBonesUsingShaders: boolean;
  26549. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  26550. numBoneInfluencers: number;
  26551. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  26552. applyFog: boolean;
  26553. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  26554. useOctreeForRenderingSelection: boolean;
  26555. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  26556. useOctreeForPicking: boolean;
  26557. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  26558. useOctreeForCollisions: boolean;
  26559. /**
  26560. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  26561. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  26562. */
  26563. layerMask: number;
  26564. /**
  26565. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  26566. */
  26567. alwaysSelectAsActiveMesh: boolean;
  26568. /**
  26569. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  26570. */
  26571. doNotSyncBoundingInfo: boolean;
  26572. /**
  26573. * Gets or sets the current action manager
  26574. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  26575. */
  26576. actionManager: Nullable<AbstractActionManager>;
  26577. private _meshCollisionData;
  26578. /**
  26579. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  26580. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26581. */
  26582. ellipsoid: Vector3;
  26583. /**
  26584. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  26585. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26586. */
  26587. ellipsoidOffset: Vector3;
  26588. /**
  26589. * Gets or sets a collision mask used to mask collisions (default is -1).
  26590. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26591. */
  26592. collisionMask: number;
  26593. /**
  26594. * Gets or sets the current collision group mask (-1 by default).
  26595. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26596. */
  26597. collisionGroup: number;
  26598. /**
  26599. * Defines edge width used when edgesRenderer is enabled
  26600. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26601. */
  26602. edgesWidth: number;
  26603. /**
  26604. * Defines edge color used when edgesRenderer is enabled
  26605. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26606. */
  26607. edgesColor: Color4;
  26608. /** @hidden */
  26609. _edgesRenderer: Nullable<IEdgesRenderer>;
  26610. /** @hidden */
  26611. _masterMesh: Nullable<AbstractMesh>;
  26612. /** @hidden */
  26613. _boundingInfo: Nullable<BoundingInfo>;
  26614. /** @hidden */
  26615. _renderId: number;
  26616. /**
  26617. * Gets or sets the list of subMeshes
  26618. * @see http://doc.babylonjs.com/how_to/multi_materials
  26619. */
  26620. subMeshes: SubMesh[];
  26621. /** @hidden */
  26622. _intersectionsInProgress: AbstractMesh[];
  26623. /** @hidden */
  26624. _unIndexed: boolean;
  26625. /** @hidden */
  26626. _lightSources: Light[];
  26627. /** Gets the list of lights affecting that mesh */
  26628. readonly lightSources: Light[];
  26629. /** @hidden */
  26630. readonly _positions: Nullable<Vector3[]>;
  26631. /** @hidden */
  26632. _waitingData: {
  26633. lods: Nullable<any>;
  26634. actions: Nullable<any>;
  26635. freezeWorldMatrix: Nullable<boolean>;
  26636. };
  26637. /** @hidden */
  26638. _bonesTransformMatrices: Nullable<Float32Array>;
  26639. /** @hidden */
  26640. _transformMatrixTexture: Nullable<RawTexture>;
  26641. /**
  26642. * Gets or sets a skeleton to apply skining transformations
  26643. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  26644. */
  26645. skeleton: Nullable<Skeleton>;
  26646. /**
  26647. * An event triggered when the mesh is rebuilt.
  26648. */
  26649. onRebuildObservable: Observable<AbstractMesh>;
  26650. /**
  26651. * Creates a new AbstractMesh
  26652. * @param name defines the name of the mesh
  26653. * @param scene defines the hosting scene
  26654. */
  26655. constructor(name: string, scene?: Nullable<Scene>);
  26656. /**
  26657. * Returns the string "AbstractMesh"
  26658. * @returns "AbstractMesh"
  26659. */
  26660. getClassName(): string;
  26661. /**
  26662. * Gets a string representation of the current mesh
  26663. * @param fullDetails defines a boolean indicating if full details must be included
  26664. * @returns a string representation of the current mesh
  26665. */
  26666. toString(fullDetails?: boolean): string;
  26667. /**
  26668. * @hidden
  26669. */
  26670. protected _getEffectiveParent(): Nullable<Node>;
  26671. /** @hidden */
  26672. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  26673. /** @hidden */
  26674. _rebuild(): void;
  26675. /** @hidden */
  26676. _resyncLightSources(): void;
  26677. /** @hidden */
  26678. _resyncLighSource(light: Light): void;
  26679. /** @hidden */
  26680. _unBindEffect(): void;
  26681. /** @hidden */
  26682. _removeLightSource(light: Light, dispose: boolean): void;
  26683. private _markSubMeshesAsDirty;
  26684. /** @hidden */
  26685. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  26686. /** @hidden */
  26687. _markSubMeshesAsAttributesDirty(): void;
  26688. /** @hidden */
  26689. _markSubMeshesAsMiscDirty(): void;
  26690. /**
  26691. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  26692. */
  26693. scaling: Vector3;
  26694. /**
  26695. * Returns true if the mesh is blocked. Implemented by child classes
  26696. */
  26697. readonly isBlocked: boolean;
  26698. /**
  26699. * Returns the mesh itself by default. Implemented by child classes
  26700. * @param camera defines the camera to use to pick the right LOD level
  26701. * @returns the currentAbstractMesh
  26702. */
  26703. getLOD(camera: Camera): Nullable<AbstractMesh>;
  26704. /**
  26705. * Returns 0 by default. Implemented by child classes
  26706. * @returns an integer
  26707. */
  26708. getTotalVertices(): number;
  26709. /**
  26710. * Returns a positive integer : the total number of indices in this mesh geometry.
  26711. * @returns the numner of indices or zero if the mesh has no geometry.
  26712. */
  26713. getTotalIndices(): number;
  26714. /**
  26715. * Returns null by default. Implemented by child classes
  26716. * @returns null
  26717. */
  26718. getIndices(): Nullable<IndicesArray>;
  26719. /**
  26720. * Returns the array of the requested vertex data kind. Implemented by child classes
  26721. * @param kind defines the vertex data kind to use
  26722. * @returns null
  26723. */
  26724. getVerticesData(kind: string): Nullable<FloatArray>;
  26725. /**
  26726. * Sets the vertex data of the mesh geometry for the requested `kind`.
  26727. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  26728. * Note that a new underlying VertexBuffer object is created each call.
  26729. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  26730. * @param kind defines vertex data kind:
  26731. * * VertexBuffer.PositionKind
  26732. * * VertexBuffer.UVKind
  26733. * * VertexBuffer.UV2Kind
  26734. * * VertexBuffer.UV3Kind
  26735. * * VertexBuffer.UV4Kind
  26736. * * VertexBuffer.UV5Kind
  26737. * * VertexBuffer.UV6Kind
  26738. * * VertexBuffer.ColorKind
  26739. * * VertexBuffer.MatricesIndicesKind
  26740. * * VertexBuffer.MatricesIndicesExtraKind
  26741. * * VertexBuffer.MatricesWeightsKind
  26742. * * VertexBuffer.MatricesWeightsExtraKind
  26743. * @param data defines the data source
  26744. * @param updatable defines if the data must be flagged as updatable (or static)
  26745. * @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
  26746. * @returns the current mesh
  26747. */
  26748. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  26749. /**
  26750. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  26751. * If the mesh has no geometry, it is simply returned as it is.
  26752. * @param kind defines vertex data kind:
  26753. * * VertexBuffer.PositionKind
  26754. * * VertexBuffer.UVKind
  26755. * * VertexBuffer.UV2Kind
  26756. * * VertexBuffer.UV3Kind
  26757. * * VertexBuffer.UV4Kind
  26758. * * VertexBuffer.UV5Kind
  26759. * * VertexBuffer.UV6Kind
  26760. * * VertexBuffer.ColorKind
  26761. * * VertexBuffer.MatricesIndicesKind
  26762. * * VertexBuffer.MatricesIndicesExtraKind
  26763. * * VertexBuffer.MatricesWeightsKind
  26764. * * VertexBuffer.MatricesWeightsExtraKind
  26765. * @param data defines the data source
  26766. * @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
  26767. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  26768. * @returns the current mesh
  26769. */
  26770. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  26771. /**
  26772. * Sets the mesh indices,
  26773. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  26774. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  26775. * @param totalVertices Defines the total number of vertices
  26776. * @returns the current mesh
  26777. */
  26778. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  26779. /**
  26780. * Gets a boolean indicating if specific vertex data is present
  26781. * @param kind defines the vertex data kind to use
  26782. * @returns true is data kind is present
  26783. */
  26784. isVerticesDataPresent(kind: string): boolean;
  26785. /**
  26786. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  26787. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  26788. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  26789. * @returns a BoundingInfo
  26790. */
  26791. getBoundingInfo(): BoundingInfo;
  26792. /**
  26793. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  26794. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  26795. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  26796. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  26797. * @returns the current mesh
  26798. */
  26799. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  26800. /**
  26801. * Overwrite the current bounding info
  26802. * @param boundingInfo defines the new bounding info
  26803. * @returns the current mesh
  26804. */
  26805. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  26806. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  26807. readonly useBones: boolean;
  26808. /** @hidden */
  26809. _preActivate(): void;
  26810. /** @hidden */
  26811. _preActivateForIntermediateRendering(renderId: number): void;
  26812. /** @hidden */
  26813. _activate(renderId: number, intermediateRendering: boolean): boolean;
  26814. /** @hidden */
  26815. _postActivate(): void;
  26816. /** @hidden */
  26817. _freeze(): void;
  26818. /** @hidden */
  26819. _unFreeze(): void;
  26820. /**
  26821. * Gets the current world matrix
  26822. * @returns a Matrix
  26823. */
  26824. getWorldMatrix(): Matrix;
  26825. /** @hidden */
  26826. _getWorldMatrixDeterminant(): number;
  26827. /**
  26828. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  26829. */
  26830. readonly isAnInstance: boolean;
  26831. /**
  26832. * Gets a boolean indicating if this mesh has instances
  26833. */
  26834. readonly hasInstances: boolean;
  26835. /**
  26836. * Perform relative position change from the point of view of behind the front of the mesh.
  26837. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26838. * Supports definition of mesh facing forward or backward
  26839. * @param amountRight defines the distance on the right axis
  26840. * @param amountUp defines the distance on the up axis
  26841. * @param amountForward defines the distance on the forward axis
  26842. * @returns the current mesh
  26843. */
  26844. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  26845. /**
  26846. * Calculate relative position change from the point of view of behind the front of the mesh.
  26847. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26848. * Supports definition of mesh facing forward or backward
  26849. * @param amountRight defines the distance on the right axis
  26850. * @param amountUp defines the distance on the up axis
  26851. * @param amountForward defines the distance on the forward axis
  26852. * @returns the new displacement vector
  26853. */
  26854. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  26855. /**
  26856. * Perform relative rotation change from the point of view of behind the front of the mesh.
  26857. * Supports definition of mesh facing forward or backward
  26858. * @param flipBack defines the flip
  26859. * @param twirlClockwise defines the twirl
  26860. * @param tiltRight defines the tilt
  26861. * @returns the current mesh
  26862. */
  26863. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  26864. /**
  26865. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  26866. * Supports definition of mesh facing forward or backward.
  26867. * @param flipBack defines the flip
  26868. * @param twirlClockwise defines the twirl
  26869. * @param tiltRight defines the tilt
  26870. * @returns the new rotation vector
  26871. */
  26872. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  26873. /**
  26874. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  26875. * This means the mesh underlying bounding box and sphere are recomputed.
  26876. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  26877. * @returns the current mesh
  26878. */
  26879. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  26880. /** @hidden */
  26881. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  26882. /** @hidden */
  26883. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  26884. /** @hidden */
  26885. _updateBoundingInfo(): AbstractMesh;
  26886. /** @hidden */
  26887. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  26888. /** @hidden */
  26889. protected _afterComputeWorldMatrix(): void;
  26890. /** @hidden */
  26891. readonly _effectiveMesh: AbstractMesh;
  26892. /**
  26893. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  26894. * A mesh is in the frustum if its bounding box intersects the frustum
  26895. * @param frustumPlanes defines the frustum to test
  26896. * @returns true if the mesh is in the frustum planes
  26897. */
  26898. isInFrustum(frustumPlanes: Plane[]): boolean;
  26899. /**
  26900. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  26901. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  26902. * @param frustumPlanes defines the frustum to test
  26903. * @returns true if the mesh is completely in the frustum planes
  26904. */
  26905. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  26906. /**
  26907. * True if the mesh intersects another mesh or a SolidParticle object
  26908. * @param mesh defines a target mesh or SolidParticle to test
  26909. * @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)
  26910. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  26911. * @returns true if there is an intersection
  26912. */
  26913. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  26914. /**
  26915. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  26916. * @param point defines the point to test
  26917. * @returns true if there is an intersection
  26918. */
  26919. intersectsPoint(point: Vector3): boolean;
  26920. /**
  26921. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  26922. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26923. */
  26924. checkCollisions: boolean;
  26925. /**
  26926. * Gets Collider object used to compute collisions (not physics)
  26927. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26928. */
  26929. readonly collider: Nullable<Collider>;
  26930. /**
  26931. * Move the mesh using collision engine
  26932. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26933. * @param displacement defines the requested displacement vector
  26934. * @returns the current mesh
  26935. */
  26936. moveWithCollisions(displacement: Vector3): AbstractMesh;
  26937. private _onCollisionPositionChange;
  26938. /** @hidden */
  26939. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  26940. /** @hidden */
  26941. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  26942. /** @hidden */
  26943. _checkCollision(collider: Collider): AbstractMesh;
  26944. /** @hidden */
  26945. _generatePointsArray(): boolean;
  26946. /**
  26947. * Checks if the passed Ray intersects with the mesh
  26948. * @param ray defines the ray to use
  26949. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  26950. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  26951. * @returns the picking info
  26952. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  26953. */
  26954. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  26955. /**
  26956. * Clones the current mesh
  26957. * @param name defines the mesh name
  26958. * @param newParent defines the new mesh parent
  26959. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  26960. * @returns the new mesh
  26961. */
  26962. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  26963. /**
  26964. * Disposes all the submeshes of the current meshnp
  26965. * @returns the current mesh
  26966. */
  26967. releaseSubMeshes(): AbstractMesh;
  26968. /**
  26969. * Releases resources associated with this abstract mesh.
  26970. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26971. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26972. */
  26973. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26974. /**
  26975. * Adds the passed mesh as a child to the current mesh
  26976. * @param mesh defines the child mesh
  26977. * @returns the current mesh
  26978. */
  26979. addChild(mesh: AbstractMesh): AbstractMesh;
  26980. /**
  26981. * Removes the passed mesh from the current mesh children list
  26982. * @param mesh defines the child mesh
  26983. * @returns the current mesh
  26984. */
  26985. removeChild(mesh: AbstractMesh): AbstractMesh;
  26986. /** @hidden */
  26987. private _initFacetData;
  26988. /**
  26989. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  26990. * This method can be called within the render loop.
  26991. * 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
  26992. * @returns the current mesh
  26993. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26994. */
  26995. updateFacetData(): AbstractMesh;
  26996. /**
  26997. * Returns the facetLocalNormals array.
  26998. * The normals are expressed in the mesh local spac
  26999. * @returns an array of Vector3
  27000. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27001. */
  27002. getFacetLocalNormals(): Vector3[];
  27003. /**
  27004. * Returns the facetLocalPositions array.
  27005. * The facet positions are expressed in the mesh local space
  27006. * @returns an array of Vector3
  27007. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27008. */
  27009. getFacetLocalPositions(): Vector3[];
  27010. /**
  27011. * Returns the facetLocalPartioning array
  27012. * @returns an array of array of numbers
  27013. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27014. */
  27015. getFacetLocalPartitioning(): number[][];
  27016. /**
  27017. * Returns the i-th facet position in the world system.
  27018. * This method allocates a new Vector3 per call
  27019. * @param i defines the facet index
  27020. * @returns a new Vector3
  27021. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27022. */
  27023. getFacetPosition(i: number): Vector3;
  27024. /**
  27025. * Sets the reference Vector3 with the i-th facet position in the world system
  27026. * @param i defines the facet index
  27027. * @param ref defines the target vector
  27028. * @returns the current mesh
  27029. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27030. */
  27031. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  27032. /**
  27033. * Returns the i-th facet normal in the world system.
  27034. * This method allocates a new Vector3 per call
  27035. * @param i defines the facet index
  27036. * @returns a new Vector3
  27037. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27038. */
  27039. getFacetNormal(i: number): Vector3;
  27040. /**
  27041. * Sets the reference Vector3 with the i-th facet normal in the world system
  27042. * @param i defines the facet index
  27043. * @param ref defines the target vector
  27044. * @returns the current mesh
  27045. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27046. */
  27047. getFacetNormalToRef(i: number, ref: Vector3): this;
  27048. /**
  27049. * 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)
  27050. * @param x defines x coordinate
  27051. * @param y defines y coordinate
  27052. * @param z defines z coordinate
  27053. * @returns the array of facet indexes
  27054. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27055. */
  27056. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  27057. /**
  27058. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  27059. * @param projected sets as the (x,y,z) world projection on the facet
  27060. * @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
  27061. * @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
  27062. * @param x defines x coordinate
  27063. * @param y defines y coordinate
  27064. * @param z defines z coordinate
  27065. * @returns the face index if found (or null instead)
  27066. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27067. */
  27068. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27069. /**
  27070. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  27071. * @param projected sets as the (x,y,z) local projection on the facet
  27072. * @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
  27073. * @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
  27074. * @param x defines x coordinate
  27075. * @param y defines y coordinate
  27076. * @param z defines z coordinate
  27077. * @returns the face index if found (or null instead)
  27078. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27079. */
  27080. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27081. /**
  27082. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  27083. * @returns the parameters
  27084. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27085. */
  27086. getFacetDataParameters(): any;
  27087. /**
  27088. * Disables the feature FacetData and frees the related memory
  27089. * @returns the current mesh
  27090. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27091. */
  27092. disableFacetData(): AbstractMesh;
  27093. /**
  27094. * Updates the AbstractMesh indices array
  27095. * @param indices defines the data source
  27096. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27097. * @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)
  27098. * @returns the current mesh
  27099. */
  27100. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27101. /**
  27102. * Creates new normals data for the mesh
  27103. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27104. * @returns the current mesh
  27105. */
  27106. createNormals(updatable: boolean): AbstractMesh;
  27107. /**
  27108. * Align the mesh with a normal
  27109. * @param normal defines the normal to use
  27110. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27111. * @returns the current mesh
  27112. */
  27113. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27114. /** @hidden */
  27115. _checkOcclusionQuery(): boolean;
  27116. /**
  27117. * Disables the mesh edge rendering mode
  27118. * @returns the currentAbstractMesh
  27119. */
  27120. disableEdgesRendering(): AbstractMesh;
  27121. /**
  27122. * Enables the edge rendering mode on the mesh.
  27123. * This mode makes the mesh edges visible
  27124. * @param epsilon defines the maximal distance between two angles to detect a face
  27125. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27126. * @returns the currentAbstractMesh
  27127. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27128. */
  27129. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27130. }
  27131. }
  27132. declare module "babylonjs/Actions/actionEvent" {
  27133. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27134. import { Nullable } from "babylonjs/types";
  27135. import { Sprite } from "babylonjs/Sprites/sprite";
  27136. import { Scene } from "babylonjs/scene";
  27137. import { Vector2 } from "babylonjs/Maths/math.vector";
  27138. /**
  27139. * Interface used to define ActionEvent
  27140. */
  27141. export interface IActionEvent {
  27142. /** The mesh or sprite that triggered the action */
  27143. source: any;
  27144. /** The X mouse cursor position at the time of the event */
  27145. pointerX: number;
  27146. /** The Y mouse cursor position at the time of the event */
  27147. pointerY: number;
  27148. /** The mesh that is currently pointed at (can be null) */
  27149. meshUnderPointer: Nullable<AbstractMesh>;
  27150. /** the original (browser) event that triggered the ActionEvent */
  27151. sourceEvent?: any;
  27152. /** additional data for the event */
  27153. additionalData?: any;
  27154. }
  27155. /**
  27156. * ActionEvent is the event being sent when an action is triggered.
  27157. */
  27158. export class ActionEvent implements IActionEvent {
  27159. /** The mesh or sprite that triggered the action */
  27160. source: any;
  27161. /** The X mouse cursor position at the time of the event */
  27162. pointerX: number;
  27163. /** The Y mouse cursor position at the time of the event */
  27164. pointerY: number;
  27165. /** The mesh that is currently pointed at (can be null) */
  27166. meshUnderPointer: Nullable<AbstractMesh>;
  27167. /** the original (browser) event that triggered the ActionEvent */
  27168. sourceEvent?: any;
  27169. /** additional data for the event */
  27170. additionalData?: any;
  27171. /**
  27172. * Creates a new ActionEvent
  27173. * @param source The mesh or sprite that triggered the action
  27174. * @param pointerX The X mouse cursor position at the time of the event
  27175. * @param pointerY The Y mouse cursor position at the time of the event
  27176. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27177. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27178. * @param additionalData additional data for the event
  27179. */
  27180. constructor(
  27181. /** The mesh or sprite that triggered the action */
  27182. source: any,
  27183. /** The X mouse cursor position at the time of the event */
  27184. pointerX: number,
  27185. /** The Y mouse cursor position at the time of the event */
  27186. pointerY: number,
  27187. /** The mesh that is currently pointed at (can be null) */
  27188. meshUnderPointer: Nullable<AbstractMesh>,
  27189. /** the original (browser) event that triggered the ActionEvent */
  27190. sourceEvent?: any,
  27191. /** additional data for the event */
  27192. additionalData?: any);
  27193. /**
  27194. * Helper function to auto-create an ActionEvent from a source mesh.
  27195. * @param source The source mesh that triggered the event
  27196. * @param evt The original (browser) event
  27197. * @param additionalData additional data for the event
  27198. * @returns the new ActionEvent
  27199. */
  27200. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27201. /**
  27202. * Helper function to auto-create an ActionEvent from a source sprite
  27203. * @param source The source sprite that triggered the event
  27204. * @param scene Scene associated with the sprite
  27205. * @param evt The original (browser) event
  27206. * @param additionalData additional data for the event
  27207. * @returns the new ActionEvent
  27208. */
  27209. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27210. /**
  27211. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27212. * @param scene the scene where the event occurred
  27213. * @param evt The original (browser) event
  27214. * @returns the new ActionEvent
  27215. */
  27216. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27217. /**
  27218. * Helper function to auto-create an ActionEvent from a primitive
  27219. * @param prim defines the target primitive
  27220. * @param pointerPos defines the pointer position
  27221. * @param evt The original (browser) event
  27222. * @param additionalData additional data for the event
  27223. * @returns the new ActionEvent
  27224. */
  27225. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27226. }
  27227. }
  27228. declare module "babylonjs/Actions/abstractActionManager" {
  27229. import { IDisposable } from "babylonjs/scene";
  27230. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27231. import { IAction } from "babylonjs/Actions/action";
  27232. import { Nullable } from "babylonjs/types";
  27233. /**
  27234. * Abstract class used to decouple action Manager from scene and meshes.
  27235. * Do not instantiate.
  27236. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27237. */
  27238. export abstract class AbstractActionManager implements IDisposable {
  27239. /** Gets the list of active triggers */
  27240. static Triggers: {
  27241. [key: string]: number;
  27242. };
  27243. /** Gets the cursor to use when hovering items */
  27244. hoverCursor: string;
  27245. /** Gets the list of actions */
  27246. actions: IAction[];
  27247. /**
  27248. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27249. */
  27250. isRecursive: boolean;
  27251. /**
  27252. * Releases all associated resources
  27253. */
  27254. abstract dispose(): void;
  27255. /**
  27256. * Does this action manager has pointer triggers
  27257. */
  27258. abstract readonly hasPointerTriggers: boolean;
  27259. /**
  27260. * Does this action manager has pick triggers
  27261. */
  27262. abstract readonly hasPickTriggers: boolean;
  27263. /**
  27264. * Process a specific trigger
  27265. * @param trigger defines the trigger to process
  27266. * @param evt defines the event details to be processed
  27267. */
  27268. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27269. /**
  27270. * Does this action manager handles actions of any of the given triggers
  27271. * @param triggers defines the triggers to be tested
  27272. * @return a boolean indicating whether one (or more) of the triggers is handled
  27273. */
  27274. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27275. /**
  27276. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27277. * speed.
  27278. * @param triggerA defines the trigger to be tested
  27279. * @param triggerB defines the trigger to be tested
  27280. * @return a boolean indicating whether one (or more) of the triggers is handled
  27281. */
  27282. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27283. /**
  27284. * Does this action manager handles actions of a given trigger
  27285. * @param trigger defines the trigger to be tested
  27286. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27287. * @return whether the trigger is handled
  27288. */
  27289. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27290. /**
  27291. * Serialize this manager to a JSON object
  27292. * @param name defines the property name to store this manager
  27293. * @returns a JSON representation of this manager
  27294. */
  27295. abstract serialize(name: string): any;
  27296. /**
  27297. * Registers an action to this action manager
  27298. * @param action defines the action to be registered
  27299. * @return the action amended (prepared) after registration
  27300. */
  27301. abstract registerAction(action: IAction): Nullable<IAction>;
  27302. /**
  27303. * Unregisters an action to this action manager
  27304. * @param action defines the action to be unregistered
  27305. * @return a boolean indicating whether the action has been unregistered
  27306. */
  27307. abstract unregisterAction(action: IAction): Boolean;
  27308. /**
  27309. * Does exist one action manager with at least one trigger
  27310. **/
  27311. static readonly HasTriggers: boolean;
  27312. /**
  27313. * Does exist one action manager with at least one pick trigger
  27314. **/
  27315. static readonly HasPickTriggers: boolean;
  27316. /**
  27317. * Does exist one action manager that handles actions of a given trigger
  27318. * @param trigger defines the trigger to be tested
  27319. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27320. **/
  27321. static HasSpecificTrigger(trigger: number): boolean;
  27322. }
  27323. }
  27324. declare module "babylonjs/node" {
  27325. import { Scene } from "babylonjs/scene";
  27326. import { Nullable } from "babylonjs/types";
  27327. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  27328. import { Engine } from "babylonjs/Engines/engine";
  27329. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  27330. import { Observable } from "babylonjs/Misc/observable";
  27331. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27332. import { IInspectable } from "babylonjs/Misc/iInspectable";
  27333. import { Animatable } from "babylonjs/Animations/animatable";
  27334. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  27335. import { Animation } from "babylonjs/Animations/animation";
  27336. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27337. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27338. /**
  27339. * Defines how a node can be built from a string name.
  27340. */
  27341. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  27342. /**
  27343. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  27344. */
  27345. export class Node implements IBehaviorAware<Node> {
  27346. /** @hidden */
  27347. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  27348. private static _NodeConstructors;
  27349. /**
  27350. * Add a new node constructor
  27351. * @param type defines the type name of the node to construct
  27352. * @param constructorFunc defines the constructor function
  27353. */
  27354. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  27355. /**
  27356. * Returns a node constructor based on type name
  27357. * @param type defines the type name
  27358. * @param name defines the new node name
  27359. * @param scene defines the hosting scene
  27360. * @param options defines optional options to transmit to constructors
  27361. * @returns the new constructor or null
  27362. */
  27363. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  27364. /**
  27365. * Gets or sets the name of the node
  27366. */
  27367. name: string;
  27368. /**
  27369. * Gets or sets the id of the node
  27370. */
  27371. id: string;
  27372. /**
  27373. * Gets or sets the unique id of the node
  27374. */
  27375. uniqueId: number;
  27376. /**
  27377. * Gets or sets a string used to store user defined state for the node
  27378. */
  27379. state: string;
  27380. /**
  27381. * Gets or sets an object used to store user defined information for the node
  27382. */
  27383. metadata: any;
  27384. /**
  27385. * For internal use only. Please do not use.
  27386. */
  27387. reservedDataStore: any;
  27388. /**
  27389. * List of inspectable custom properties (used by the Inspector)
  27390. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  27391. */
  27392. inspectableCustomProperties: IInspectable[];
  27393. /**
  27394. * Gets or sets a boolean used to define if the node must be serialized
  27395. */
  27396. doNotSerialize: boolean;
  27397. /** @hidden */
  27398. _isDisposed: boolean;
  27399. /**
  27400. * Gets a list of Animations associated with the node
  27401. */
  27402. animations: import("babylonjs/Animations/animation").Animation[];
  27403. protected _ranges: {
  27404. [name: string]: Nullable<AnimationRange>;
  27405. };
  27406. /**
  27407. * Callback raised when the node is ready to be used
  27408. */
  27409. onReady: Nullable<(node: Node) => void>;
  27410. private _isEnabled;
  27411. private _isParentEnabled;
  27412. private _isReady;
  27413. /** @hidden */
  27414. _currentRenderId: number;
  27415. private _parentUpdateId;
  27416. /** @hidden */
  27417. _childUpdateId: number;
  27418. /** @hidden */
  27419. _waitingParentId: Nullable<string>;
  27420. /** @hidden */
  27421. _scene: Scene;
  27422. /** @hidden */
  27423. _cache: any;
  27424. private _parentNode;
  27425. private _children;
  27426. /** @hidden */
  27427. _worldMatrix: Matrix;
  27428. /** @hidden */
  27429. _worldMatrixDeterminant: number;
  27430. /** @hidden */
  27431. _worldMatrixDeterminantIsDirty: boolean;
  27432. /** @hidden */
  27433. private _sceneRootNodesIndex;
  27434. /**
  27435. * Gets a boolean indicating if the node has been disposed
  27436. * @returns true if the node was disposed
  27437. */
  27438. isDisposed(): boolean;
  27439. /**
  27440. * Gets or sets the parent of the node (without keeping the current position in the scene)
  27441. * @see https://doc.babylonjs.com/how_to/parenting
  27442. */
  27443. parent: Nullable<Node>;
  27444. private addToSceneRootNodes;
  27445. private removeFromSceneRootNodes;
  27446. private _animationPropertiesOverride;
  27447. /**
  27448. * Gets or sets the animation properties override
  27449. */
  27450. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  27451. /**
  27452. * Gets a string idenfifying the name of the class
  27453. * @returns "Node" string
  27454. */
  27455. getClassName(): string;
  27456. /** @hidden */
  27457. readonly _isNode: boolean;
  27458. /**
  27459. * An event triggered when the mesh is disposed
  27460. */
  27461. onDisposeObservable: Observable<Node>;
  27462. private _onDisposeObserver;
  27463. /**
  27464. * Sets a callback that will be raised when the node will be disposed
  27465. */
  27466. onDispose: () => void;
  27467. /**
  27468. * Creates a new Node
  27469. * @param name the name and id to be given to this node
  27470. * @param scene the scene this node will be added to
  27471. * @param addToRootNodes the node will be added to scene.rootNodes
  27472. */
  27473. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  27474. /**
  27475. * Gets the scene of the node
  27476. * @returns a scene
  27477. */
  27478. getScene(): Scene;
  27479. /**
  27480. * Gets the engine of the node
  27481. * @returns a Engine
  27482. */
  27483. getEngine(): Engine;
  27484. private _behaviors;
  27485. /**
  27486. * Attach a behavior to the node
  27487. * @see http://doc.babylonjs.com/features/behaviour
  27488. * @param behavior defines the behavior to attach
  27489. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  27490. * @returns the current Node
  27491. */
  27492. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  27493. /**
  27494. * Remove an attached behavior
  27495. * @see http://doc.babylonjs.com/features/behaviour
  27496. * @param behavior defines the behavior to attach
  27497. * @returns the current Node
  27498. */
  27499. removeBehavior(behavior: Behavior<Node>): Node;
  27500. /**
  27501. * Gets the list of attached behaviors
  27502. * @see http://doc.babylonjs.com/features/behaviour
  27503. */
  27504. readonly behaviors: Behavior<Node>[];
  27505. /**
  27506. * Gets an attached behavior by name
  27507. * @param name defines the name of the behavior to look for
  27508. * @see http://doc.babylonjs.com/features/behaviour
  27509. * @returns null if behavior was not found else the requested behavior
  27510. */
  27511. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  27512. /**
  27513. * Returns the latest update of the World matrix
  27514. * @returns a Matrix
  27515. */
  27516. getWorldMatrix(): Matrix;
  27517. /** @hidden */
  27518. _getWorldMatrixDeterminant(): number;
  27519. /**
  27520. * Returns directly the latest state of the mesh World matrix.
  27521. * A Matrix is returned.
  27522. */
  27523. readonly worldMatrixFromCache: Matrix;
  27524. /** @hidden */
  27525. _initCache(): void;
  27526. /** @hidden */
  27527. updateCache(force?: boolean): void;
  27528. /** @hidden */
  27529. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27530. /** @hidden */
  27531. _updateCache(ignoreParentClass?: boolean): void;
  27532. /** @hidden */
  27533. _isSynchronized(): boolean;
  27534. /** @hidden */
  27535. _markSyncedWithParent(): void;
  27536. /** @hidden */
  27537. isSynchronizedWithParent(): boolean;
  27538. /** @hidden */
  27539. isSynchronized(): boolean;
  27540. /**
  27541. * Is this node ready to be used/rendered
  27542. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  27543. * @return true if the node is ready
  27544. */
  27545. isReady(completeCheck?: boolean): boolean;
  27546. /**
  27547. * Is this node enabled?
  27548. * 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
  27549. * @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
  27550. * @return whether this node (and its parent) is enabled
  27551. */
  27552. isEnabled(checkAncestors?: boolean): boolean;
  27553. /** @hidden */
  27554. protected _syncParentEnabledState(): void;
  27555. /**
  27556. * Set the enabled state of this node
  27557. * @param value defines the new enabled state
  27558. */
  27559. setEnabled(value: boolean): void;
  27560. /**
  27561. * Is this node a descendant of the given node?
  27562. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  27563. * @param ancestor defines the parent node to inspect
  27564. * @returns a boolean indicating if this node is a descendant of the given node
  27565. */
  27566. isDescendantOf(ancestor: Node): boolean;
  27567. /** @hidden */
  27568. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  27569. /**
  27570. * Will return all nodes that have this node as ascendant
  27571. * @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
  27572. * @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
  27573. * @return all children nodes of all types
  27574. */
  27575. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  27576. /**
  27577. * Get all child-meshes of this node
  27578. * @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)
  27579. * @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
  27580. * @returns an array of AbstractMesh
  27581. */
  27582. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  27583. /**
  27584. * Get all direct children of this node
  27585. * @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
  27586. * @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)
  27587. * @returns an array of Node
  27588. */
  27589. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  27590. /** @hidden */
  27591. _setReady(state: boolean): void;
  27592. /**
  27593. * Get an animation by name
  27594. * @param name defines the name of the animation to look for
  27595. * @returns null if not found else the requested animation
  27596. */
  27597. getAnimationByName(name: string): Nullable<Animation>;
  27598. /**
  27599. * Creates an animation range for this node
  27600. * @param name defines the name of the range
  27601. * @param from defines the starting key
  27602. * @param to defines the end key
  27603. */
  27604. createAnimationRange(name: string, from: number, to: number): void;
  27605. /**
  27606. * Delete a specific animation range
  27607. * @param name defines the name of the range to delete
  27608. * @param deleteFrames defines if animation frames from the range must be deleted as well
  27609. */
  27610. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  27611. /**
  27612. * Get an animation range by name
  27613. * @param name defines the name of the animation range to look for
  27614. * @returns null if not found else the requested animation range
  27615. */
  27616. getAnimationRange(name: string): Nullable<AnimationRange>;
  27617. /**
  27618. * Gets the list of all animation ranges defined on this node
  27619. * @returns an array
  27620. */
  27621. getAnimationRanges(): Nullable<AnimationRange>[];
  27622. /**
  27623. * Will start the animation sequence
  27624. * @param name defines the range frames for animation sequence
  27625. * @param loop defines if the animation should loop (false by default)
  27626. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  27627. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  27628. * @returns the object created for this animation. If range does not exist, it will return null
  27629. */
  27630. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  27631. /**
  27632. * Serialize animation ranges into a JSON compatible object
  27633. * @returns serialization object
  27634. */
  27635. serializeAnimationRanges(): any;
  27636. /**
  27637. * Computes the world matrix of the node
  27638. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  27639. * @returns the world matrix
  27640. */
  27641. computeWorldMatrix(force?: boolean): Matrix;
  27642. /**
  27643. * Releases resources associated with this node.
  27644. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27645. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27646. */
  27647. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27648. /**
  27649. * Parse animation range data from a serialization object and store them into a given node
  27650. * @param node defines where to store the animation ranges
  27651. * @param parsedNode defines the serialization object to read data from
  27652. * @param scene defines the hosting scene
  27653. */
  27654. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  27655. /**
  27656. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  27657. * @param includeDescendants Include bounding info from descendants as well (true by default)
  27658. * @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
  27659. * @returns the new bounding vectors
  27660. */
  27661. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  27662. min: Vector3;
  27663. max: Vector3;
  27664. };
  27665. }
  27666. }
  27667. declare module "babylonjs/Animations/animation" {
  27668. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  27669. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  27670. import { Color3 } from "babylonjs/Maths/math.color";
  27671. import { Nullable } from "babylonjs/types";
  27672. import { Scene } from "babylonjs/scene";
  27673. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  27674. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27675. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  27676. import { Node } from "babylonjs/node";
  27677. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  27678. import { Size } from "babylonjs/Maths/math.size";
  27679. import { Animatable } from "babylonjs/Animations/animatable";
  27680. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  27681. /**
  27682. * @hidden
  27683. */
  27684. export class _IAnimationState {
  27685. key: number;
  27686. repeatCount: number;
  27687. workValue?: any;
  27688. loopMode?: number;
  27689. offsetValue?: any;
  27690. highLimitValue?: any;
  27691. }
  27692. /**
  27693. * Class used to store any kind of animation
  27694. */
  27695. export class Animation {
  27696. /**Name of the animation */
  27697. name: string;
  27698. /**Property to animate */
  27699. targetProperty: string;
  27700. /**The frames per second of the animation */
  27701. framePerSecond: number;
  27702. /**The data type of the animation */
  27703. dataType: number;
  27704. /**The loop mode of the animation */
  27705. loopMode?: number | undefined;
  27706. /**Specifies if blending should be enabled */
  27707. enableBlending?: boolean | undefined;
  27708. /**
  27709. * Use matrix interpolation instead of using direct key value when animating matrices
  27710. */
  27711. static AllowMatricesInterpolation: boolean;
  27712. /**
  27713. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  27714. */
  27715. static AllowMatrixDecomposeForInterpolation: boolean;
  27716. /**
  27717. * Stores the key frames of the animation
  27718. */
  27719. private _keys;
  27720. /**
  27721. * Stores the easing function of the animation
  27722. */
  27723. private _easingFunction;
  27724. /**
  27725. * @hidden Internal use only
  27726. */
  27727. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  27728. /**
  27729. * The set of event that will be linked to this animation
  27730. */
  27731. private _events;
  27732. /**
  27733. * Stores an array of target property paths
  27734. */
  27735. targetPropertyPath: string[];
  27736. /**
  27737. * Stores the blending speed of the animation
  27738. */
  27739. blendingSpeed: number;
  27740. /**
  27741. * Stores the animation ranges for the animation
  27742. */
  27743. private _ranges;
  27744. /**
  27745. * @hidden Internal use
  27746. */
  27747. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  27748. /**
  27749. * Sets up an animation
  27750. * @param property The property to animate
  27751. * @param animationType The animation type to apply
  27752. * @param framePerSecond The frames per second of the animation
  27753. * @param easingFunction The easing function used in the animation
  27754. * @returns The created animation
  27755. */
  27756. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  27757. /**
  27758. * Create and start an animation on a node
  27759. * @param name defines the name of the global animation that will be run on all nodes
  27760. * @param node defines the root node where the animation will take place
  27761. * @param targetProperty defines property to animate
  27762. * @param framePerSecond defines the number of frame per second yo use
  27763. * @param totalFrame defines the number of frames in total
  27764. * @param from defines the initial value
  27765. * @param to defines the final value
  27766. * @param loopMode defines which loop mode you want to use (off by default)
  27767. * @param easingFunction defines the easing function to use (linear by default)
  27768. * @param onAnimationEnd defines the callback to call when animation end
  27769. * @returns the animatable created for this animation
  27770. */
  27771. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27772. /**
  27773. * Create and start an animation on a node and its descendants
  27774. * @param name defines the name of the global animation that will be run on all nodes
  27775. * @param node defines the root node where the animation will take place
  27776. * @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
  27777. * @param targetProperty defines property to animate
  27778. * @param framePerSecond defines the number of frame per second to use
  27779. * @param totalFrame defines the number of frames in total
  27780. * @param from defines the initial value
  27781. * @param to defines the final value
  27782. * @param loopMode defines which loop mode you want to use (off by default)
  27783. * @param easingFunction defines the easing function to use (linear by default)
  27784. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27785. * @returns the list of animatables created for all nodes
  27786. * @example https://www.babylonjs-playground.com/#MH0VLI
  27787. */
  27788. 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[]>;
  27789. /**
  27790. * Creates a new animation, merges it with the existing animations and starts it
  27791. * @param name Name of the animation
  27792. * @param node Node which contains the scene that begins the animations
  27793. * @param targetProperty Specifies which property to animate
  27794. * @param framePerSecond The frames per second of the animation
  27795. * @param totalFrame The total number of frames
  27796. * @param from The frame at the beginning of the animation
  27797. * @param to The frame at the end of the animation
  27798. * @param loopMode Specifies the loop mode of the animation
  27799. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  27800. * @param onAnimationEnd Callback to run once the animation is complete
  27801. * @returns Nullable animation
  27802. */
  27803. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27804. /**
  27805. * Transition property of an host to the target Value
  27806. * @param property The property to transition
  27807. * @param targetValue The target Value of the property
  27808. * @param host The object where the property to animate belongs
  27809. * @param scene Scene used to run the animation
  27810. * @param frameRate Framerate (in frame/s) to use
  27811. * @param transition The transition type we want to use
  27812. * @param duration The duration of the animation, in milliseconds
  27813. * @param onAnimationEnd Callback trigger at the end of the animation
  27814. * @returns Nullable animation
  27815. */
  27816. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  27817. /**
  27818. * Return the array of runtime animations currently using this animation
  27819. */
  27820. readonly runtimeAnimations: RuntimeAnimation[];
  27821. /**
  27822. * Specifies if any of the runtime animations are currently running
  27823. */
  27824. readonly hasRunningRuntimeAnimations: boolean;
  27825. /**
  27826. * Initializes the animation
  27827. * @param name Name of the animation
  27828. * @param targetProperty Property to animate
  27829. * @param framePerSecond The frames per second of the animation
  27830. * @param dataType The data type of the animation
  27831. * @param loopMode The loop mode of the animation
  27832. * @param enableBlending Specifies if blending should be enabled
  27833. */
  27834. constructor(
  27835. /**Name of the animation */
  27836. name: string,
  27837. /**Property to animate */
  27838. targetProperty: string,
  27839. /**The frames per second of the animation */
  27840. framePerSecond: number,
  27841. /**The data type of the animation */
  27842. dataType: number,
  27843. /**The loop mode of the animation */
  27844. loopMode?: number | undefined,
  27845. /**Specifies if blending should be enabled */
  27846. enableBlending?: boolean | undefined);
  27847. /**
  27848. * Converts the animation to a string
  27849. * @param fullDetails support for multiple levels of logging within scene loading
  27850. * @returns String form of the animation
  27851. */
  27852. toString(fullDetails?: boolean): string;
  27853. /**
  27854. * Add an event to this animation
  27855. * @param event Event to add
  27856. */
  27857. addEvent(event: AnimationEvent): void;
  27858. /**
  27859. * Remove all events found at the given frame
  27860. * @param frame The frame to remove events from
  27861. */
  27862. removeEvents(frame: number): void;
  27863. /**
  27864. * Retrieves all the events from the animation
  27865. * @returns Events from the animation
  27866. */
  27867. getEvents(): AnimationEvent[];
  27868. /**
  27869. * Creates an animation range
  27870. * @param name Name of the animation range
  27871. * @param from Starting frame of the animation range
  27872. * @param to Ending frame of the animation
  27873. */
  27874. createRange(name: string, from: number, to: number): void;
  27875. /**
  27876. * Deletes an animation range by name
  27877. * @param name Name of the animation range to delete
  27878. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  27879. */
  27880. deleteRange(name: string, deleteFrames?: boolean): void;
  27881. /**
  27882. * Gets the animation range by name, or null if not defined
  27883. * @param name Name of the animation range
  27884. * @returns Nullable animation range
  27885. */
  27886. getRange(name: string): Nullable<AnimationRange>;
  27887. /**
  27888. * Gets the key frames from the animation
  27889. * @returns The key frames of the animation
  27890. */
  27891. getKeys(): Array<IAnimationKey>;
  27892. /**
  27893. * Gets the highest frame rate of the animation
  27894. * @returns Highest frame rate of the animation
  27895. */
  27896. getHighestFrame(): number;
  27897. /**
  27898. * Gets the easing function of the animation
  27899. * @returns Easing function of the animation
  27900. */
  27901. getEasingFunction(): IEasingFunction;
  27902. /**
  27903. * Sets the easing function of the animation
  27904. * @param easingFunction A custom mathematical formula for animation
  27905. */
  27906. setEasingFunction(easingFunction: EasingFunction): void;
  27907. /**
  27908. * Interpolates a scalar linearly
  27909. * @param startValue Start value of the animation curve
  27910. * @param endValue End value of the animation curve
  27911. * @param gradient Scalar amount to interpolate
  27912. * @returns Interpolated scalar value
  27913. */
  27914. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  27915. /**
  27916. * Interpolates a scalar cubically
  27917. * @param startValue Start value of the animation curve
  27918. * @param outTangent End tangent of the animation
  27919. * @param endValue End value of the animation curve
  27920. * @param inTangent Start tangent of the animation curve
  27921. * @param gradient Scalar amount to interpolate
  27922. * @returns Interpolated scalar value
  27923. */
  27924. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  27925. /**
  27926. * Interpolates a quaternion using a spherical linear interpolation
  27927. * @param startValue Start value of the animation curve
  27928. * @param endValue End value of the animation curve
  27929. * @param gradient Scalar amount to interpolate
  27930. * @returns Interpolated quaternion value
  27931. */
  27932. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  27933. /**
  27934. * Interpolates a quaternion cubically
  27935. * @param startValue Start value of the animation curve
  27936. * @param outTangent End tangent of the animation curve
  27937. * @param endValue End value of the animation curve
  27938. * @param inTangent Start tangent of the animation curve
  27939. * @param gradient Scalar amount to interpolate
  27940. * @returns Interpolated quaternion value
  27941. */
  27942. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  27943. /**
  27944. * Interpolates a Vector3 linearl
  27945. * @param startValue Start value of the animation curve
  27946. * @param endValue End value of the animation curve
  27947. * @param gradient Scalar amount to interpolate
  27948. * @returns Interpolated scalar value
  27949. */
  27950. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  27951. /**
  27952. * Interpolates a Vector3 cubically
  27953. * @param startValue Start value of the animation curve
  27954. * @param outTangent End tangent of the animation
  27955. * @param endValue End value of the animation curve
  27956. * @param inTangent Start tangent of the animation curve
  27957. * @param gradient Scalar amount to interpolate
  27958. * @returns InterpolatedVector3 value
  27959. */
  27960. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  27961. /**
  27962. * Interpolates a Vector2 linearly
  27963. * @param startValue Start value of the animation curve
  27964. * @param endValue End value of the animation curve
  27965. * @param gradient Scalar amount to interpolate
  27966. * @returns Interpolated Vector2 value
  27967. */
  27968. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  27969. /**
  27970. * Interpolates a Vector2 cubically
  27971. * @param startValue Start value of the animation curve
  27972. * @param outTangent End tangent of the animation
  27973. * @param endValue End value of the animation curve
  27974. * @param inTangent Start tangent of the animation curve
  27975. * @param gradient Scalar amount to interpolate
  27976. * @returns Interpolated Vector2 value
  27977. */
  27978. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  27979. /**
  27980. * Interpolates a size linearly
  27981. * @param startValue Start value of the animation curve
  27982. * @param endValue End value of the animation curve
  27983. * @param gradient Scalar amount to interpolate
  27984. * @returns Interpolated Size value
  27985. */
  27986. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  27987. /**
  27988. * Interpolates a Color3 linearly
  27989. * @param startValue Start value of the animation curve
  27990. * @param endValue End value of the animation curve
  27991. * @param gradient Scalar amount to interpolate
  27992. * @returns Interpolated Color3 value
  27993. */
  27994. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  27995. /**
  27996. * @hidden Internal use only
  27997. */
  27998. _getKeyValue(value: any): any;
  27999. /**
  28000. * @hidden Internal use only
  28001. */
  28002. _interpolate(currentFrame: number, state: _IAnimationState): any;
  28003. /**
  28004. * Defines the function to use to interpolate matrices
  28005. * @param startValue defines the start matrix
  28006. * @param endValue defines the end matrix
  28007. * @param gradient defines the gradient between both matrices
  28008. * @param result defines an optional target matrix where to store the interpolation
  28009. * @returns the interpolated matrix
  28010. */
  28011. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  28012. /**
  28013. * Makes a copy of the animation
  28014. * @returns Cloned animation
  28015. */
  28016. clone(): Animation;
  28017. /**
  28018. * Sets the key frames of the animation
  28019. * @param values The animation key frames to set
  28020. */
  28021. setKeys(values: Array<IAnimationKey>): void;
  28022. /**
  28023. * Serializes the animation to an object
  28024. * @returns Serialized object
  28025. */
  28026. serialize(): any;
  28027. /**
  28028. * Float animation type
  28029. */
  28030. private static _ANIMATIONTYPE_FLOAT;
  28031. /**
  28032. * Vector3 animation type
  28033. */
  28034. private static _ANIMATIONTYPE_VECTOR3;
  28035. /**
  28036. * Quaternion animation type
  28037. */
  28038. private static _ANIMATIONTYPE_QUATERNION;
  28039. /**
  28040. * Matrix animation type
  28041. */
  28042. private static _ANIMATIONTYPE_MATRIX;
  28043. /**
  28044. * Color3 animation type
  28045. */
  28046. private static _ANIMATIONTYPE_COLOR3;
  28047. /**
  28048. * Vector2 animation type
  28049. */
  28050. private static _ANIMATIONTYPE_VECTOR2;
  28051. /**
  28052. * Size animation type
  28053. */
  28054. private static _ANIMATIONTYPE_SIZE;
  28055. /**
  28056. * Relative Loop Mode
  28057. */
  28058. private static _ANIMATIONLOOPMODE_RELATIVE;
  28059. /**
  28060. * Cycle Loop Mode
  28061. */
  28062. private static _ANIMATIONLOOPMODE_CYCLE;
  28063. /**
  28064. * Constant Loop Mode
  28065. */
  28066. private static _ANIMATIONLOOPMODE_CONSTANT;
  28067. /**
  28068. * Get the float animation type
  28069. */
  28070. static readonly ANIMATIONTYPE_FLOAT: number;
  28071. /**
  28072. * Get the Vector3 animation type
  28073. */
  28074. static readonly ANIMATIONTYPE_VECTOR3: number;
  28075. /**
  28076. * Get the Vector2 animation type
  28077. */
  28078. static readonly ANIMATIONTYPE_VECTOR2: number;
  28079. /**
  28080. * Get the Size animation type
  28081. */
  28082. static readonly ANIMATIONTYPE_SIZE: number;
  28083. /**
  28084. * Get the Quaternion animation type
  28085. */
  28086. static readonly ANIMATIONTYPE_QUATERNION: number;
  28087. /**
  28088. * Get the Matrix animation type
  28089. */
  28090. static readonly ANIMATIONTYPE_MATRIX: number;
  28091. /**
  28092. * Get the Color3 animation type
  28093. */
  28094. static readonly ANIMATIONTYPE_COLOR3: number;
  28095. /**
  28096. * Get the Relative Loop Mode
  28097. */
  28098. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28099. /**
  28100. * Get the Cycle Loop Mode
  28101. */
  28102. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28103. /**
  28104. * Get the Constant Loop Mode
  28105. */
  28106. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28107. /** @hidden */
  28108. static _UniversalLerp(left: any, right: any, amount: number): any;
  28109. /**
  28110. * Parses an animation object and creates an animation
  28111. * @param parsedAnimation Parsed animation object
  28112. * @returns Animation object
  28113. */
  28114. static Parse(parsedAnimation: any): Animation;
  28115. /**
  28116. * Appends the serialized animations from the source animations
  28117. * @param source Source containing the animations
  28118. * @param destination Target to store the animations
  28119. */
  28120. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28121. }
  28122. }
  28123. declare module "babylonjs/Animations/animatable.interface" {
  28124. import { Nullable } from "babylonjs/types";
  28125. import { Animation } from "babylonjs/Animations/animation";
  28126. /**
  28127. * Interface containing an array of animations
  28128. */
  28129. export interface IAnimatable {
  28130. /**
  28131. * Array of animations
  28132. */
  28133. animations: Nullable<Array<Animation>>;
  28134. }
  28135. }
  28136. declare module "babylonjs/Materials/fresnelParameters" {
  28137. import { Color3 } from "babylonjs/Maths/math.color";
  28138. /**
  28139. * This represents all the required information to add a fresnel effect on a material:
  28140. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28141. */
  28142. export class FresnelParameters {
  28143. private _isEnabled;
  28144. /**
  28145. * Define if the fresnel effect is enable or not.
  28146. */
  28147. isEnabled: boolean;
  28148. /**
  28149. * Define the color used on edges (grazing angle)
  28150. */
  28151. leftColor: Color3;
  28152. /**
  28153. * Define the color used on center
  28154. */
  28155. rightColor: Color3;
  28156. /**
  28157. * Define bias applied to computed fresnel term
  28158. */
  28159. bias: number;
  28160. /**
  28161. * Defined the power exponent applied to fresnel term
  28162. */
  28163. power: number;
  28164. /**
  28165. * Clones the current fresnel and its valuues
  28166. * @returns a clone fresnel configuration
  28167. */
  28168. clone(): FresnelParameters;
  28169. /**
  28170. * Serializes the current fresnel parameters to a JSON representation.
  28171. * @return the JSON serialization
  28172. */
  28173. serialize(): any;
  28174. /**
  28175. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28176. * @param parsedFresnelParameters Define the JSON representation
  28177. * @returns the parsed parameters
  28178. */
  28179. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28180. }
  28181. }
  28182. declare module "babylonjs/Misc/decorators" {
  28183. import { Nullable } from "babylonjs/types";
  28184. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28185. import { Scene } from "babylonjs/scene";
  28186. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28187. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28188. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28189. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28190. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28191. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28192. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28193. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28194. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28195. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28196. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28197. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28198. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28199. /**
  28200. * Decorator used to define property that can be serialized as reference to a camera
  28201. * @param sourceName defines the name of the property to decorate
  28202. */
  28203. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28204. /**
  28205. * Class used to help serialization objects
  28206. */
  28207. export class SerializationHelper {
  28208. /** @hidden */
  28209. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28210. /** @hidden */
  28211. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28212. /** @hidden */
  28213. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28214. /** @hidden */
  28215. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28216. /**
  28217. * Appends the serialized animations from the source animations
  28218. * @param source Source containing the animations
  28219. * @param destination Target to store the animations
  28220. */
  28221. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28222. /**
  28223. * Static function used to serialized a specific entity
  28224. * @param entity defines the entity to serialize
  28225. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28226. * @returns a JSON compatible object representing the serialization of the entity
  28227. */
  28228. static Serialize<T>(entity: T, serializationObject?: any): any;
  28229. /**
  28230. * Creates a new entity from a serialization data object
  28231. * @param creationFunction defines a function used to instanciated the new entity
  28232. * @param source defines the source serialization data
  28233. * @param scene defines the hosting scene
  28234. * @param rootUrl defines the root url for resources
  28235. * @returns a new entity
  28236. */
  28237. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28238. /**
  28239. * Clones an object
  28240. * @param creationFunction defines the function used to instanciate the new object
  28241. * @param source defines the source object
  28242. * @returns the cloned object
  28243. */
  28244. static Clone<T>(creationFunction: () => T, source: T): T;
  28245. /**
  28246. * Instanciates a new object based on a source one (some data will be shared between both object)
  28247. * @param creationFunction defines the function used to instanciate the new object
  28248. * @param source defines the source object
  28249. * @returns the new object
  28250. */
  28251. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28252. }
  28253. }
  28254. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  28255. import { Nullable } from "babylonjs/types";
  28256. /**
  28257. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  28258. */
  28259. export interface CubeMapInfo {
  28260. /**
  28261. * The pixel array for the front face.
  28262. * This is stored in format, left to right, up to down format.
  28263. */
  28264. front: Nullable<ArrayBufferView>;
  28265. /**
  28266. * The pixel array for the back face.
  28267. * This is stored in format, left to right, up to down format.
  28268. */
  28269. back: Nullable<ArrayBufferView>;
  28270. /**
  28271. * The pixel array for the left face.
  28272. * This is stored in format, left to right, up to down format.
  28273. */
  28274. left: Nullable<ArrayBufferView>;
  28275. /**
  28276. * The pixel array for the right face.
  28277. * This is stored in format, left to right, up to down format.
  28278. */
  28279. right: Nullable<ArrayBufferView>;
  28280. /**
  28281. * The pixel array for the up face.
  28282. * This is stored in format, left to right, up to down format.
  28283. */
  28284. up: Nullable<ArrayBufferView>;
  28285. /**
  28286. * The pixel array for the down face.
  28287. * This is stored in format, left to right, up to down format.
  28288. */
  28289. down: Nullable<ArrayBufferView>;
  28290. /**
  28291. * The size of the cubemap stored.
  28292. *
  28293. * Each faces will be size * size pixels.
  28294. */
  28295. size: number;
  28296. /**
  28297. * The format of the texture.
  28298. *
  28299. * RGBA, RGB.
  28300. */
  28301. format: number;
  28302. /**
  28303. * The type of the texture data.
  28304. *
  28305. * UNSIGNED_INT, FLOAT.
  28306. */
  28307. type: number;
  28308. /**
  28309. * Specifies whether the texture is in gamma space.
  28310. */
  28311. gammaSpace: boolean;
  28312. }
  28313. /**
  28314. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  28315. */
  28316. export class PanoramaToCubeMapTools {
  28317. private static FACE_FRONT;
  28318. private static FACE_BACK;
  28319. private static FACE_RIGHT;
  28320. private static FACE_LEFT;
  28321. private static FACE_DOWN;
  28322. private static FACE_UP;
  28323. /**
  28324. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  28325. *
  28326. * @param float32Array The source data.
  28327. * @param inputWidth The width of the input panorama.
  28328. * @param inputHeight The height of the input panorama.
  28329. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  28330. * @return The cubemap data
  28331. */
  28332. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  28333. private static CreateCubemapTexture;
  28334. private static CalcProjectionSpherical;
  28335. }
  28336. }
  28337. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  28338. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28339. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28340. import { Nullable } from "babylonjs/types";
  28341. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  28342. /**
  28343. * Helper class dealing with the extraction of spherical polynomial dataArray
  28344. * from a cube map.
  28345. */
  28346. export class CubeMapToSphericalPolynomialTools {
  28347. private static FileFaces;
  28348. /**
  28349. * Converts a texture to the according Spherical Polynomial data.
  28350. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28351. *
  28352. * @param texture The texture to extract the information from.
  28353. * @return The Spherical Polynomial data.
  28354. */
  28355. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  28356. /**
  28357. * Converts a cubemap to the according Spherical Polynomial data.
  28358. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28359. *
  28360. * @param cubeInfo The Cube map to extract the information from.
  28361. * @return The Spherical Polynomial data.
  28362. */
  28363. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  28364. }
  28365. }
  28366. declare module "babylonjs/Misc/guid" {
  28367. /**
  28368. * Class used to manipulate GUIDs
  28369. */
  28370. export class GUID {
  28371. /**
  28372. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28373. * Be aware Math.random() could cause collisions, but:
  28374. * "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"
  28375. * @returns a pseudo random id
  28376. */
  28377. static RandomId(): string;
  28378. }
  28379. }
  28380. declare module "babylonjs/Materials/Textures/baseTexture" {
  28381. import { Observable } from "babylonjs/Misc/observable";
  28382. import { Nullable } from "babylonjs/types";
  28383. import { Scene } from "babylonjs/scene";
  28384. import { Matrix } from "babylonjs/Maths/math.vector";
  28385. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28386. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28387. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28388. import { ISize } from "babylonjs/Maths/math.size";
  28389. /**
  28390. * Base class of all the textures in babylon.
  28391. * It groups all the common properties the materials, post process, lights... might need
  28392. * in order to make a correct use of the texture.
  28393. */
  28394. export class BaseTexture implements IAnimatable {
  28395. /**
  28396. * Default anisotropic filtering level for the application.
  28397. * It is set to 4 as a good tradeoff between perf and quality.
  28398. */
  28399. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28400. /**
  28401. * Gets or sets the unique id of the texture
  28402. */
  28403. uniqueId: number;
  28404. /**
  28405. * Define the name of the texture.
  28406. */
  28407. name: string;
  28408. /**
  28409. * Gets or sets an object used to store user defined information.
  28410. */
  28411. metadata: any;
  28412. /**
  28413. * For internal use only. Please do not use.
  28414. */
  28415. reservedDataStore: any;
  28416. private _hasAlpha;
  28417. /**
  28418. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28419. */
  28420. hasAlpha: boolean;
  28421. /**
  28422. * Defines if the alpha value should be determined via the rgb values.
  28423. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28424. */
  28425. getAlphaFromRGB: boolean;
  28426. /**
  28427. * Intensity or strength of the texture.
  28428. * It is commonly used by materials to fine tune the intensity of the texture
  28429. */
  28430. level: number;
  28431. /**
  28432. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28433. * This is part of the texture as textures usually maps to one uv set.
  28434. */
  28435. coordinatesIndex: number;
  28436. private _coordinatesMode;
  28437. /**
  28438. * How a texture is mapped.
  28439. *
  28440. * | Value | Type | Description |
  28441. * | ----- | ----------------------------------- | ----------- |
  28442. * | 0 | EXPLICIT_MODE | |
  28443. * | 1 | SPHERICAL_MODE | |
  28444. * | 2 | PLANAR_MODE | |
  28445. * | 3 | CUBIC_MODE | |
  28446. * | 4 | PROJECTION_MODE | |
  28447. * | 5 | SKYBOX_MODE | |
  28448. * | 6 | INVCUBIC_MODE | |
  28449. * | 7 | EQUIRECTANGULAR_MODE | |
  28450. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28451. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28452. */
  28453. coordinatesMode: number;
  28454. /**
  28455. * | Value | Type | Description |
  28456. * | ----- | ------------------ | ----------- |
  28457. * | 0 | CLAMP_ADDRESSMODE | |
  28458. * | 1 | WRAP_ADDRESSMODE | |
  28459. * | 2 | MIRROR_ADDRESSMODE | |
  28460. */
  28461. wrapU: number;
  28462. /**
  28463. * | Value | Type | Description |
  28464. * | ----- | ------------------ | ----------- |
  28465. * | 0 | CLAMP_ADDRESSMODE | |
  28466. * | 1 | WRAP_ADDRESSMODE | |
  28467. * | 2 | MIRROR_ADDRESSMODE | |
  28468. */
  28469. wrapV: number;
  28470. /**
  28471. * | Value | Type | Description |
  28472. * | ----- | ------------------ | ----------- |
  28473. * | 0 | CLAMP_ADDRESSMODE | |
  28474. * | 1 | WRAP_ADDRESSMODE | |
  28475. * | 2 | MIRROR_ADDRESSMODE | |
  28476. */
  28477. wrapR: number;
  28478. /**
  28479. * With compliant hardware and browser (supporting anisotropic filtering)
  28480. * this defines the level of anisotropic filtering in the texture.
  28481. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  28482. */
  28483. anisotropicFilteringLevel: number;
  28484. /**
  28485. * Define if the texture is a cube texture or if false a 2d texture.
  28486. */
  28487. isCube: boolean;
  28488. /**
  28489. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  28490. */
  28491. is3D: boolean;
  28492. /**
  28493. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  28494. * HDR texture are usually stored in linear space.
  28495. * This only impacts the PBR and Background materials
  28496. */
  28497. gammaSpace: boolean;
  28498. /**
  28499. * Gets or sets whether or not the texture contains RGBD data.
  28500. */
  28501. isRGBD: boolean;
  28502. /**
  28503. * Is Z inverted in the texture (useful in a cube texture).
  28504. */
  28505. invertZ: boolean;
  28506. /**
  28507. * Are mip maps generated for this texture or not.
  28508. */
  28509. readonly noMipmap: boolean;
  28510. /**
  28511. * @hidden
  28512. */
  28513. lodLevelInAlpha: boolean;
  28514. /**
  28515. * With prefiltered texture, defined the offset used during the prefiltering steps.
  28516. */
  28517. lodGenerationOffset: number;
  28518. /**
  28519. * With prefiltered texture, defined the scale used during the prefiltering steps.
  28520. */
  28521. lodGenerationScale: number;
  28522. /**
  28523. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  28524. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  28525. * average roughness values.
  28526. */
  28527. linearSpecularLOD: boolean;
  28528. /**
  28529. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  28530. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  28531. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  28532. */
  28533. irradianceTexture: Nullable<BaseTexture>;
  28534. /**
  28535. * Define if the texture is a render target.
  28536. */
  28537. isRenderTarget: boolean;
  28538. /**
  28539. * Define the unique id of the texture in the scene.
  28540. */
  28541. readonly uid: string;
  28542. /**
  28543. * Return a string representation of the texture.
  28544. * @returns the texture as a string
  28545. */
  28546. toString(): string;
  28547. /**
  28548. * Get the class name of the texture.
  28549. * @returns "BaseTexture"
  28550. */
  28551. getClassName(): string;
  28552. /**
  28553. * Define the list of animation attached to the texture.
  28554. */
  28555. animations: import("babylonjs/Animations/animation").Animation[];
  28556. /**
  28557. * An event triggered when the texture is disposed.
  28558. */
  28559. onDisposeObservable: Observable<BaseTexture>;
  28560. private _onDisposeObserver;
  28561. /**
  28562. * Callback triggered when the texture has been disposed.
  28563. * Kept for back compatibility, you can use the onDisposeObservable instead.
  28564. */
  28565. onDispose: () => void;
  28566. /**
  28567. * Define the current state of the loading sequence when in delayed load mode.
  28568. */
  28569. delayLoadState: number;
  28570. private _scene;
  28571. /** @hidden */
  28572. _texture: Nullable<InternalTexture>;
  28573. private _uid;
  28574. /**
  28575. * Define if the texture is preventinga material to render or not.
  28576. * If not and the texture is not ready, the engine will use a default black texture instead.
  28577. */
  28578. readonly isBlocking: boolean;
  28579. /**
  28580. * Instantiates a new BaseTexture.
  28581. * Base class of all the textures in babylon.
  28582. * It groups all the common properties the materials, post process, lights... might need
  28583. * in order to make a correct use of the texture.
  28584. * @param scene Define the scene the texture blongs to
  28585. */
  28586. constructor(scene: Nullable<Scene>);
  28587. /**
  28588. * Get the scene the texture belongs to.
  28589. * @returns the scene or null if undefined
  28590. */
  28591. getScene(): Nullable<Scene>;
  28592. /**
  28593. * Get the texture transform matrix used to offset tile the texture for istance.
  28594. * @returns the transformation matrix
  28595. */
  28596. getTextureMatrix(): Matrix;
  28597. /**
  28598. * Get the texture reflection matrix used to rotate/transform the reflection.
  28599. * @returns the reflection matrix
  28600. */
  28601. getReflectionTextureMatrix(): Matrix;
  28602. /**
  28603. * Get the underlying lower level texture from Babylon.
  28604. * @returns the insternal texture
  28605. */
  28606. getInternalTexture(): Nullable<InternalTexture>;
  28607. /**
  28608. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  28609. * @returns true if ready or not blocking
  28610. */
  28611. isReadyOrNotBlocking(): boolean;
  28612. /**
  28613. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  28614. * @returns true if fully ready
  28615. */
  28616. isReady(): boolean;
  28617. private _cachedSize;
  28618. /**
  28619. * Get the size of the texture.
  28620. * @returns the texture size.
  28621. */
  28622. getSize(): ISize;
  28623. /**
  28624. * Get the base size of the texture.
  28625. * It can be different from the size if the texture has been resized for POT for instance
  28626. * @returns the base size
  28627. */
  28628. getBaseSize(): ISize;
  28629. /**
  28630. * Update the sampling mode of the texture.
  28631. * Default is Trilinear mode.
  28632. *
  28633. * | Value | Type | Description |
  28634. * | ----- | ------------------ | ----------- |
  28635. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  28636. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  28637. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  28638. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  28639. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  28640. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  28641. * | 7 | NEAREST_LINEAR | |
  28642. * | 8 | NEAREST_NEAREST | |
  28643. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  28644. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  28645. * | 11 | LINEAR_LINEAR | |
  28646. * | 12 | LINEAR_NEAREST | |
  28647. *
  28648. * > _mag_: magnification filter (close to the viewer)
  28649. * > _min_: minification filter (far from the viewer)
  28650. * > _mip_: filter used between mip map levels
  28651. *@param samplingMode Define the new sampling mode of the texture
  28652. */
  28653. updateSamplingMode(samplingMode: number): void;
  28654. /**
  28655. * Scales the texture if is `canRescale()`
  28656. * @param ratio the resize factor we want to use to rescale
  28657. */
  28658. scale(ratio: number): void;
  28659. /**
  28660. * Get if the texture can rescale.
  28661. */
  28662. readonly canRescale: boolean;
  28663. /** @hidden */
  28664. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  28665. /** @hidden */
  28666. _rebuild(): void;
  28667. /**
  28668. * Triggers the load sequence in delayed load mode.
  28669. */
  28670. delayLoad(): void;
  28671. /**
  28672. * Clones the texture.
  28673. * @returns the cloned texture
  28674. */
  28675. clone(): Nullable<BaseTexture>;
  28676. /**
  28677. * Get the texture underlying type (INT, FLOAT...)
  28678. */
  28679. readonly textureType: number;
  28680. /**
  28681. * Get the texture underlying format (RGB, RGBA...)
  28682. */
  28683. readonly textureFormat: number;
  28684. /**
  28685. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  28686. * This will returns an RGBA array buffer containing either in values (0-255) or
  28687. * float values (0-1) depending of the underlying buffer type.
  28688. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  28689. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  28690. * @param buffer defines a user defined buffer to fill with data (can be null)
  28691. * @returns The Array buffer containing the pixels data.
  28692. */
  28693. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  28694. /**
  28695. * Release and destroy the underlying lower level texture aka internalTexture.
  28696. */
  28697. releaseInternalTexture(): void;
  28698. /**
  28699. * Get the polynomial representation of the texture data.
  28700. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  28701. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  28702. */
  28703. sphericalPolynomial: Nullable<SphericalPolynomial>;
  28704. /** @hidden */
  28705. readonly _lodTextureHigh: Nullable<BaseTexture>;
  28706. /** @hidden */
  28707. readonly _lodTextureMid: Nullable<BaseTexture>;
  28708. /** @hidden */
  28709. readonly _lodTextureLow: Nullable<BaseTexture>;
  28710. /**
  28711. * Dispose the texture and release its associated resources.
  28712. */
  28713. dispose(): void;
  28714. /**
  28715. * Serialize the texture into a JSON representation that can be parsed later on.
  28716. * @returns the JSON representation of the texture
  28717. */
  28718. serialize(): any;
  28719. /**
  28720. * Helper function to be called back once a list of texture contains only ready textures.
  28721. * @param textures Define the list of textures to wait for
  28722. * @param callback Define the callback triggered once the entire list will be ready
  28723. */
  28724. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  28725. }
  28726. }
  28727. declare module "babylonjs/Materials/Textures/internalTexture" {
  28728. import { Observable } from "babylonjs/Misc/observable";
  28729. import { Nullable, int } from "babylonjs/types";
  28730. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28731. import { Engine } from "babylonjs/Engines/engine";
  28732. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28733. /**
  28734. * Class used to store data associated with WebGL texture data for the engine
  28735. * This class should not be used directly
  28736. */
  28737. export class InternalTexture {
  28738. /** @hidden */
  28739. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  28740. /**
  28741. * The source of the texture data is unknown
  28742. */
  28743. static DATASOURCE_UNKNOWN: number;
  28744. /**
  28745. * Texture data comes from an URL
  28746. */
  28747. static DATASOURCE_URL: number;
  28748. /**
  28749. * Texture data is only used for temporary storage
  28750. */
  28751. static DATASOURCE_TEMP: number;
  28752. /**
  28753. * Texture data comes from raw data (ArrayBuffer)
  28754. */
  28755. static DATASOURCE_RAW: number;
  28756. /**
  28757. * Texture content is dynamic (video or dynamic texture)
  28758. */
  28759. static DATASOURCE_DYNAMIC: number;
  28760. /**
  28761. * Texture content is generated by rendering to it
  28762. */
  28763. static DATASOURCE_RENDERTARGET: number;
  28764. /**
  28765. * Texture content is part of a multi render target process
  28766. */
  28767. static DATASOURCE_MULTIRENDERTARGET: number;
  28768. /**
  28769. * Texture data comes from a cube data file
  28770. */
  28771. static DATASOURCE_CUBE: number;
  28772. /**
  28773. * Texture data comes from a raw cube data
  28774. */
  28775. static DATASOURCE_CUBERAW: number;
  28776. /**
  28777. * Texture data come from a prefiltered cube data file
  28778. */
  28779. static DATASOURCE_CUBEPREFILTERED: number;
  28780. /**
  28781. * Texture content is raw 3D data
  28782. */
  28783. static DATASOURCE_RAW3D: number;
  28784. /**
  28785. * Texture content is a depth texture
  28786. */
  28787. static DATASOURCE_DEPTHTEXTURE: number;
  28788. /**
  28789. * Texture data comes from a raw cube data encoded with RGBD
  28790. */
  28791. static DATASOURCE_CUBERAW_RGBD: number;
  28792. /**
  28793. * Defines if the texture is ready
  28794. */
  28795. isReady: boolean;
  28796. /**
  28797. * Defines if the texture is a cube texture
  28798. */
  28799. isCube: boolean;
  28800. /**
  28801. * Defines if the texture contains 3D data
  28802. */
  28803. is3D: boolean;
  28804. /**
  28805. * Defines if the texture contains multiview data
  28806. */
  28807. isMultiview: boolean;
  28808. /**
  28809. * Gets the URL used to load this texture
  28810. */
  28811. url: string;
  28812. /**
  28813. * Gets the sampling mode of the texture
  28814. */
  28815. samplingMode: number;
  28816. /**
  28817. * Gets a boolean indicating if the texture needs mipmaps generation
  28818. */
  28819. generateMipMaps: boolean;
  28820. /**
  28821. * Gets the number of samples used by the texture (WebGL2+ only)
  28822. */
  28823. samples: number;
  28824. /**
  28825. * Gets the type of the texture (int, float...)
  28826. */
  28827. type: number;
  28828. /**
  28829. * Gets the format of the texture (RGB, RGBA...)
  28830. */
  28831. format: number;
  28832. /**
  28833. * Observable called when the texture is loaded
  28834. */
  28835. onLoadedObservable: Observable<InternalTexture>;
  28836. /**
  28837. * Gets the width of the texture
  28838. */
  28839. width: number;
  28840. /**
  28841. * Gets the height of the texture
  28842. */
  28843. height: number;
  28844. /**
  28845. * Gets the depth of the texture
  28846. */
  28847. depth: number;
  28848. /**
  28849. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  28850. */
  28851. baseWidth: number;
  28852. /**
  28853. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  28854. */
  28855. baseHeight: number;
  28856. /**
  28857. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  28858. */
  28859. baseDepth: number;
  28860. /**
  28861. * Gets a boolean indicating if the texture is inverted on Y axis
  28862. */
  28863. invertY: boolean;
  28864. /** @hidden */
  28865. _invertVScale: boolean;
  28866. /** @hidden */
  28867. _associatedChannel: number;
  28868. /** @hidden */
  28869. _dataSource: number;
  28870. /** @hidden */
  28871. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  28872. /** @hidden */
  28873. _bufferView: Nullable<ArrayBufferView>;
  28874. /** @hidden */
  28875. _bufferViewArray: Nullable<ArrayBufferView[]>;
  28876. /** @hidden */
  28877. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  28878. /** @hidden */
  28879. _size: number;
  28880. /** @hidden */
  28881. _extension: string;
  28882. /** @hidden */
  28883. _files: Nullable<string[]>;
  28884. /** @hidden */
  28885. _workingCanvas: Nullable<HTMLCanvasElement>;
  28886. /** @hidden */
  28887. _workingContext: Nullable<CanvasRenderingContext2D>;
  28888. /** @hidden */
  28889. _framebuffer: Nullable<WebGLFramebuffer>;
  28890. /** @hidden */
  28891. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  28892. /** @hidden */
  28893. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  28894. /** @hidden */
  28895. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  28896. /** @hidden */
  28897. _attachments: Nullable<number[]>;
  28898. /** @hidden */
  28899. _cachedCoordinatesMode: Nullable<number>;
  28900. /** @hidden */
  28901. _cachedWrapU: Nullable<number>;
  28902. /** @hidden */
  28903. _cachedWrapV: Nullable<number>;
  28904. /** @hidden */
  28905. _cachedWrapR: Nullable<number>;
  28906. /** @hidden */
  28907. _cachedAnisotropicFilteringLevel: Nullable<number>;
  28908. /** @hidden */
  28909. _isDisabled: boolean;
  28910. /** @hidden */
  28911. _compression: Nullable<string>;
  28912. /** @hidden */
  28913. _generateStencilBuffer: boolean;
  28914. /** @hidden */
  28915. _generateDepthBuffer: boolean;
  28916. /** @hidden */
  28917. _comparisonFunction: number;
  28918. /** @hidden */
  28919. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  28920. /** @hidden */
  28921. _lodGenerationScale: number;
  28922. /** @hidden */
  28923. _lodGenerationOffset: number;
  28924. /** @hidden */
  28925. _colorTextureArray: Nullable<WebGLTexture>;
  28926. /** @hidden */
  28927. _depthStencilTextureArray: Nullable<WebGLTexture>;
  28928. /** @hidden */
  28929. _lodTextureHigh: Nullable<BaseTexture>;
  28930. /** @hidden */
  28931. _lodTextureMid: Nullable<BaseTexture>;
  28932. /** @hidden */
  28933. _lodTextureLow: Nullable<BaseTexture>;
  28934. /** @hidden */
  28935. _isRGBD: boolean;
  28936. /** @hidden */
  28937. _linearSpecularLOD: boolean;
  28938. /** @hidden */
  28939. _irradianceTexture: Nullable<BaseTexture>;
  28940. /** @hidden */
  28941. _webGLTexture: Nullable<WebGLTexture>;
  28942. /** @hidden */
  28943. _references: number;
  28944. private _engine;
  28945. /**
  28946. * Gets the Engine the texture belongs to.
  28947. * @returns The babylon engine
  28948. */
  28949. getEngine(): Engine;
  28950. /**
  28951. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  28952. */
  28953. readonly dataSource: number;
  28954. /**
  28955. * Creates a new InternalTexture
  28956. * @param engine defines the engine to use
  28957. * @param dataSource defines the type of data that will be used
  28958. * @param delayAllocation if the texture allocation should be delayed (default: false)
  28959. */
  28960. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  28961. /**
  28962. * Increments the number of references (ie. the number of Texture that point to it)
  28963. */
  28964. incrementReferences(): void;
  28965. /**
  28966. * Change the size of the texture (not the size of the content)
  28967. * @param width defines the new width
  28968. * @param height defines the new height
  28969. * @param depth defines the new depth (1 by default)
  28970. */
  28971. updateSize(width: int, height: int, depth?: int): void;
  28972. /** @hidden */
  28973. _rebuild(): void;
  28974. /** @hidden */
  28975. _swapAndDie(target: InternalTexture): void;
  28976. /**
  28977. * Dispose the current allocated resources
  28978. */
  28979. dispose(): void;
  28980. }
  28981. }
  28982. declare module "babylonjs/Materials/effect" {
  28983. import { Observable } from "babylonjs/Misc/observable";
  28984. import { Nullable } from "babylonjs/types";
  28985. import { IDisposable } from "babylonjs/scene";
  28986. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  28987. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  28988. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  28989. import { Engine } from "babylonjs/Engines/engine";
  28990. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28991. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28992. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  28993. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  28994. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  28995. /**
  28996. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  28997. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  28998. */
  28999. export class EffectFallbacks {
  29000. private _defines;
  29001. private _currentRank;
  29002. private _maxRank;
  29003. private _mesh;
  29004. /**
  29005. * Removes the fallback from the bound mesh.
  29006. */
  29007. unBindMesh(): void;
  29008. /**
  29009. * Adds a fallback on the specified property.
  29010. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  29011. * @param define The name of the define in the shader
  29012. */
  29013. addFallback(rank: number, define: string): void;
  29014. /**
  29015. * Sets the mesh to use CPU skinning when needing to fallback.
  29016. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  29017. * @param mesh The mesh to use the fallbacks.
  29018. */
  29019. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  29020. /**
  29021. * Checks to see if more fallbacks are still availible.
  29022. */
  29023. readonly hasMoreFallbacks: boolean;
  29024. /**
  29025. * Removes the defines that should be removed when falling back.
  29026. * @param currentDefines defines the current define statements for the shader.
  29027. * @param effect defines the current effect we try to compile
  29028. * @returns The resulting defines with defines of the current rank removed.
  29029. */
  29030. reduce(currentDefines: string, effect: Effect): string;
  29031. }
  29032. /**
  29033. * Options to be used when creating an effect.
  29034. */
  29035. export class EffectCreationOptions {
  29036. /**
  29037. * Atrributes that will be used in the shader.
  29038. */
  29039. attributes: string[];
  29040. /**
  29041. * Uniform varible names that will be set in the shader.
  29042. */
  29043. uniformsNames: string[];
  29044. /**
  29045. * Uniform buffer varible names that will be set in the shader.
  29046. */
  29047. uniformBuffersNames: string[];
  29048. /**
  29049. * Sampler texture variable names that will be set in the shader.
  29050. */
  29051. samplers: string[];
  29052. /**
  29053. * Define statements that will be set in the shader.
  29054. */
  29055. defines: any;
  29056. /**
  29057. * Possible fallbacks for this effect to improve performance when needed.
  29058. */
  29059. fallbacks: Nullable<EffectFallbacks>;
  29060. /**
  29061. * Callback that will be called when the shader is compiled.
  29062. */
  29063. onCompiled: Nullable<(effect: Effect) => void>;
  29064. /**
  29065. * Callback that will be called if an error occurs during shader compilation.
  29066. */
  29067. onError: Nullable<(effect: Effect, errors: string) => void>;
  29068. /**
  29069. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29070. */
  29071. indexParameters: any;
  29072. /**
  29073. * Max number of lights that can be used in the shader.
  29074. */
  29075. maxSimultaneousLights: number;
  29076. /**
  29077. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  29078. */
  29079. transformFeedbackVaryings: Nullable<string[]>;
  29080. }
  29081. /**
  29082. * Effect containing vertex and fragment shader that can be executed on an object.
  29083. */
  29084. export class Effect implements IDisposable {
  29085. /**
  29086. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  29087. */
  29088. static ShadersRepository: string;
  29089. /**
  29090. * Name of the effect.
  29091. */
  29092. name: any;
  29093. /**
  29094. * String container all the define statements that should be set on the shader.
  29095. */
  29096. defines: string;
  29097. /**
  29098. * Callback that will be called when the shader is compiled.
  29099. */
  29100. onCompiled: Nullable<(effect: Effect) => void>;
  29101. /**
  29102. * Callback that will be called if an error occurs during shader compilation.
  29103. */
  29104. onError: Nullable<(effect: Effect, errors: string) => void>;
  29105. /**
  29106. * Callback that will be called when effect is bound.
  29107. */
  29108. onBind: Nullable<(effect: Effect) => void>;
  29109. /**
  29110. * Unique ID of the effect.
  29111. */
  29112. uniqueId: number;
  29113. /**
  29114. * Observable that will be called when the shader is compiled.
  29115. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29116. */
  29117. onCompileObservable: Observable<Effect>;
  29118. /**
  29119. * Observable that will be called if an error occurs during shader compilation.
  29120. */
  29121. onErrorObservable: Observable<Effect>;
  29122. /** @hidden */
  29123. _onBindObservable: Nullable<Observable<Effect>>;
  29124. /**
  29125. * Observable that will be called when effect is bound.
  29126. */
  29127. readonly onBindObservable: Observable<Effect>;
  29128. /** @hidden */
  29129. _bonesComputationForcedToCPU: boolean;
  29130. private static _uniqueIdSeed;
  29131. private _engine;
  29132. private _uniformBuffersNames;
  29133. private _uniformsNames;
  29134. private _samplerList;
  29135. private _samplers;
  29136. private _isReady;
  29137. private _compilationError;
  29138. private _attributesNames;
  29139. private _attributes;
  29140. private _uniforms;
  29141. /**
  29142. * Key for the effect.
  29143. * @hidden
  29144. */
  29145. _key: string;
  29146. private _indexParameters;
  29147. private _fallbacks;
  29148. private _vertexSourceCode;
  29149. private _fragmentSourceCode;
  29150. private _vertexSourceCodeOverride;
  29151. private _fragmentSourceCodeOverride;
  29152. private _transformFeedbackVaryings;
  29153. /**
  29154. * Compiled shader to webGL program.
  29155. * @hidden
  29156. */
  29157. _pipelineContext: Nullable<IPipelineContext>;
  29158. private _valueCache;
  29159. private static _baseCache;
  29160. /**
  29161. * Instantiates an effect.
  29162. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29163. * @param baseName Name of the effect.
  29164. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29165. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29166. * @param samplers List of sampler variables that will be passed to the shader.
  29167. * @param engine Engine to be used to render the effect
  29168. * @param defines Define statements to be added to the shader.
  29169. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29170. * @param onCompiled Callback that will be called when the shader is compiled.
  29171. * @param onError Callback that will be called if an error occurs during shader compilation.
  29172. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29173. */
  29174. 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);
  29175. private _useFinalCode;
  29176. /**
  29177. * Unique key for this effect
  29178. */
  29179. readonly key: string;
  29180. /**
  29181. * If the effect has been compiled and prepared.
  29182. * @returns if the effect is compiled and prepared.
  29183. */
  29184. isReady(): boolean;
  29185. private _isReadyInternal;
  29186. /**
  29187. * The engine the effect was initialized with.
  29188. * @returns the engine.
  29189. */
  29190. getEngine(): Engine;
  29191. /**
  29192. * The pipeline context for this effect
  29193. * @returns the associated pipeline context
  29194. */
  29195. getPipelineContext(): Nullable<IPipelineContext>;
  29196. /**
  29197. * The set of names of attribute variables for the shader.
  29198. * @returns An array of attribute names.
  29199. */
  29200. getAttributesNames(): string[];
  29201. /**
  29202. * Returns the attribute at the given index.
  29203. * @param index The index of the attribute.
  29204. * @returns The location of the attribute.
  29205. */
  29206. getAttributeLocation(index: number): number;
  29207. /**
  29208. * Returns the attribute based on the name of the variable.
  29209. * @param name of the attribute to look up.
  29210. * @returns the attribute location.
  29211. */
  29212. getAttributeLocationByName(name: string): number;
  29213. /**
  29214. * The number of attributes.
  29215. * @returns the numnber of attributes.
  29216. */
  29217. getAttributesCount(): number;
  29218. /**
  29219. * Gets the index of a uniform variable.
  29220. * @param uniformName of the uniform to look up.
  29221. * @returns the index.
  29222. */
  29223. getUniformIndex(uniformName: string): number;
  29224. /**
  29225. * Returns the attribute based on the name of the variable.
  29226. * @param uniformName of the uniform to look up.
  29227. * @returns the location of the uniform.
  29228. */
  29229. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29230. /**
  29231. * Returns an array of sampler variable names
  29232. * @returns The array of sampler variable neames.
  29233. */
  29234. getSamplers(): string[];
  29235. /**
  29236. * The error from the last compilation.
  29237. * @returns the error string.
  29238. */
  29239. getCompilationError(): string;
  29240. /**
  29241. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29242. * @param func The callback to be used.
  29243. */
  29244. executeWhenCompiled(func: (effect: Effect) => void): void;
  29245. private _checkIsReady;
  29246. /** @hidden */
  29247. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  29248. /** @hidden */
  29249. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  29250. /** @hidden */
  29251. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  29252. /**
  29253. * Recompiles the webGL program
  29254. * @param vertexSourceCode The source code for the vertex shader.
  29255. * @param fragmentSourceCode The source code for the fragment shader.
  29256. * @param onCompiled Callback called when completed.
  29257. * @param onError Callback called on error.
  29258. * @hidden
  29259. */
  29260. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29261. /**
  29262. * Prepares the effect
  29263. * @hidden
  29264. */
  29265. _prepareEffect(): void;
  29266. private _processCompilationErrors;
  29267. /**
  29268. * Checks if the effect is supported. (Must be called after compilation)
  29269. */
  29270. readonly isSupported: boolean;
  29271. /**
  29272. * Binds a texture to the engine to be used as output of the shader.
  29273. * @param channel Name of the output variable.
  29274. * @param texture Texture to bind.
  29275. * @hidden
  29276. */
  29277. _bindTexture(channel: string, texture: InternalTexture): void;
  29278. /**
  29279. * Sets a texture on the engine to be used in the shader.
  29280. * @param channel Name of the sampler variable.
  29281. * @param texture Texture to set.
  29282. */
  29283. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29284. /**
  29285. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29286. * @param channel Name of the sampler variable.
  29287. * @param texture Texture to set.
  29288. */
  29289. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29290. /**
  29291. * Sets an array of textures on the engine to be used in the shader.
  29292. * @param channel Name of the variable.
  29293. * @param textures Textures to set.
  29294. */
  29295. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29296. /**
  29297. * 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)
  29298. * @param channel Name of the sampler variable.
  29299. * @param postProcess Post process to get the input texture from.
  29300. */
  29301. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29302. /**
  29303. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29304. * 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)
  29305. * @param channel Name of the sampler variable.
  29306. * @param postProcess Post process to get the output texture from.
  29307. */
  29308. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29309. /** @hidden */
  29310. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29311. /** @hidden */
  29312. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29313. /** @hidden */
  29314. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29315. /** @hidden */
  29316. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29317. /**
  29318. * Binds a buffer to a uniform.
  29319. * @param buffer Buffer to bind.
  29320. * @param name Name of the uniform variable to bind to.
  29321. */
  29322. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29323. /**
  29324. * Binds block to a uniform.
  29325. * @param blockName Name of the block to bind.
  29326. * @param index Index to bind.
  29327. */
  29328. bindUniformBlock(blockName: string, index: number): void;
  29329. /**
  29330. * Sets an interger value on a uniform variable.
  29331. * @param uniformName Name of the variable.
  29332. * @param value Value to be set.
  29333. * @returns this effect.
  29334. */
  29335. setInt(uniformName: string, value: number): Effect;
  29336. /**
  29337. * Sets an int array on a uniform variable.
  29338. * @param uniformName Name of the variable.
  29339. * @param array array to be set.
  29340. * @returns this effect.
  29341. */
  29342. setIntArray(uniformName: string, array: Int32Array): Effect;
  29343. /**
  29344. * 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)
  29345. * @param uniformName Name of the variable.
  29346. * @param array array to be set.
  29347. * @returns this effect.
  29348. */
  29349. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29350. /**
  29351. * 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)
  29352. * @param uniformName Name of the variable.
  29353. * @param array array to be set.
  29354. * @returns this effect.
  29355. */
  29356. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29357. /**
  29358. * 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)
  29359. * @param uniformName Name of the variable.
  29360. * @param array array to be set.
  29361. * @returns this effect.
  29362. */
  29363. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29364. /**
  29365. * Sets an float array on a uniform variable.
  29366. * @param uniformName Name of the variable.
  29367. * @param array array to be set.
  29368. * @returns this effect.
  29369. */
  29370. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29371. /**
  29372. * 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)
  29373. * @param uniformName Name of the variable.
  29374. * @param array array to be set.
  29375. * @returns this effect.
  29376. */
  29377. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29378. /**
  29379. * 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)
  29380. * @param uniformName Name of the variable.
  29381. * @param array array to be set.
  29382. * @returns this effect.
  29383. */
  29384. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29385. /**
  29386. * 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)
  29387. * @param uniformName Name of the variable.
  29388. * @param array array to be set.
  29389. * @returns this effect.
  29390. */
  29391. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29392. /**
  29393. * Sets an array on a uniform variable.
  29394. * @param uniformName Name of the variable.
  29395. * @param array array to be set.
  29396. * @returns this effect.
  29397. */
  29398. setArray(uniformName: string, array: number[]): Effect;
  29399. /**
  29400. * 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)
  29401. * @param uniformName Name of the variable.
  29402. * @param array array to be set.
  29403. * @returns this effect.
  29404. */
  29405. setArray2(uniformName: string, array: number[]): Effect;
  29406. /**
  29407. * 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)
  29408. * @param uniformName Name of the variable.
  29409. * @param array array to be set.
  29410. * @returns this effect.
  29411. */
  29412. setArray3(uniformName: string, array: number[]): Effect;
  29413. /**
  29414. * 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)
  29415. * @param uniformName Name of the variable.
  29416. * @param array array to be set.
  29417. * @returns this effect.
  29418. */
  29419. setArray4(uniformName: string, array: number[]): Effect;
  29420. /**
  29421. * Sets matrices on a uniform variable.
  29422. * @param uniformName Name of the variable.
  29423. * @param matrices matrices to be set.
  29424. * @returns this effect.
  29425. */
  29426. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29427. /**
  29428. * Sets matrix on a uniform variable.
  29429. * @param uniformName Name of the variable.
  29430. * @param matrix matrix to be set.
  29431. * @returns this effect.
  29432. */
  29433. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29434. /**
  29435. * 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)
  29436. * @param uniformName Name of the variable.
  29437. * @param matrix matrix to be set.
  29438. * @returns this effect.
  29439. */
  29440. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29441. /**
  29442. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29443. * @param uniformName Name of the variable.
  29444. * @param matrix matrix to be set.
  29445. * @returns this effect.
  29446. */
  29447. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29448. /**
  29449. * Sets a float on a uniform variable.
  29450. * @param uniformName Name of the variable.
  29451. * @param value value to be set.
  29452. * @returns this effect.
  29453. */
  29454. setFloat(uniformName: string, value: number): Effect;
  29455. /**
  29456. * Sets a boolean on a uniform variable.
  29457. * @param uniformName Name of the variable.
  29458. * @param bool value to be set.
  29459. * @returns this effect.
  29460. */
  29461. setBool(uniformName: string, bool: boolean): Effect;
  29462. /**
  29463. * Sets a Vector2 on a uniform variable.
  29464. * @param uniformName Name of the variable.
  29465. * @param vector2 vector2 to be set.
  29466. * @returns this effect.
  29467. */
  29468. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29469. /**
  29470. * Sets a float2 on a uniform variable.
  29471. * @param uniformName Name of the variable.
  29472. * @param x First float in float2.
  29473. * @param y Second float in float2.
  29474. * @returns this effect.
  29475. */
  29476. setFloat2(uniformName: string, x: number, y: number): Effect;
  29477. /**
  29478. * Sets a Vector3 on a uniform variable.
  29479. * @param uniformName Name of the variable.
  29480. * @param vector3 Value to be set.
  29481. * @returns this effect.
  29482. */
  29483. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29484. /**
  29485. * Sets a float3 on a uniform variable.
  29486. * @param uniformName Name of the variable.
  29487. * @param x First float in float3.
  29488. * @param y Second float in float3.
  29489. * @param z Third float in float3.
  29490. * @returns this effect.
  29491. */
  29492. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29493. /**
  29494. * Sets a Vector4 on a uniform variable.
  29495. * @param uniformName Name of the variable.
  29496. * @param vector4 Value to be set.
  29497. * @returns this effect.
  29498. */
  29499. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29500. /**
  29501. * Sets a float4 on a uniform variable.
  29502. * @param uniformName Name of the variable.
  29503. * @param x First float in float4.
  29504. * @param y Second float in float4.
  29505. * @param z Third float in float4.
  29506. * @param w Fourth float in float4.
  29507. * @returns this effect.
  29508. */
  29509. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29510. /**
  29511. * Sets a Color3 on a uniform variable.
  29512. * @param uniformName Name of the variable.
  29513. * @param color3 Value to be set.
  29514. * @returns this effect.
  29515. */
  29516. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29517. /**
  29518. * Sets a Color4 on a uniform variable.
  29519. * @param uniformName Name of the variable.
  29520. * @param color3 Value to be set.
  29521. * @param alpha Alpha value to be set.
  29522. * @returns this effect.
  29523. */
  29524. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29525. /**
  29526. * Sets a Color4 on a uniform variable
  29527. * @param uniformName defines the name of the variable
  29528. * @param color4 defines the value to be set
  29529. * @returns this effect.
  29530. */
  29531. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29532. /** Release all associated resources */
  29533. dispose(): void;
  29534. /**
  29535. * This function will add a new shader to the shader store
  29536. * @param name the name of the shader
  29537. * @param pixelShader optional pixel shader content
  29538. * @param vertexShader optional vertex shader content
  29539. */
  29540. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29541. /**
  29542. * Store of each shader (The can be looked up using effect.key)
  29543. */
  29544. static ShadersStore: {
  29545. [key: string]: string;
  29546. };
  29547. /**
  29548. * Store of each included file for a shader (The can be looked up using effect.key)
  29549. */
  29550. static IncludesShadersStore: {
  29551. [key: string]: string;
  29552. };
  29553. /**
  29554. * Resets the cache of effects.
  29555. */
  29556. static ResetCache(): void;
  29557. }
  29558. }
  29559. declare module "babylonjs/Materials/uniformBuffer" {
  29560. import { Nullable, FloatArray } from "babylonjs/types";
  29561. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  29562. import { Engine } from "babylonjs/Engines/engine";
  29563. import { Effect } from "babylonjs/Materials/effect";
  29564. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29565. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29566. import { Color3 } from "babylonjs/Maths/math.color";
  29567. /**
  29568. * Uniform buffer objects.
  29569. *
  29570. * Handles blocks of uniform on the GPU.
  29571. *
  29572. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29573. *
  29574. * For more information, please refer to :
  29575. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29576. */
  29577. export class UniformBuffer {
  29578. private _engine;
  29579. private _buffer;
  29580. private _data;
  29581. private _bufferData;
  29582. private _dynamic?;
  29583. private _uniformLocations;
  29584. private _uniformSizes;
  29585. private _uniformLocationPointer;
  29586. private _needSync;
  29587. private _noUBO;
  29588. private _currentEffect;
  29589. private static _MAX_UNIFORM_SIZE;
  29590. private static _tempBuffer;
  29591. /**
  29592. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  29593. * This is dynamic to allow compat with webgl 1 and 2.
  29594. * You will need to pass the name of the uniform as well as the value.
  29595. */
  29596. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  29597. /**
  29598. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  29599. * This is dynamic to allow compat with webgl 1 and 2.
  29600. * You will need to pass the name of the uniform as well as the value.
  29601. */
  29602. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  29603. /**
  29604. * Lambda to Update a single float in a uniform buffer.
  29605. * This is dynamic to allow compat with webgl 1 and 2.
  29606. * You will need to pass the name of the uniform as well as the value.
  29607. */
  29608. updateFloat: (name: string, x: number) => void;
  29609. /**
  29610. * Lambda to Update a vec2 of float in a uniform buffer.
  29611. * This is dynamic to allow compat with webgl 1 and 2.
  29612. * You will need to pass the name of the uniform as well as the value.
  29613. */
  29614. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  29615. /**
  29616. * Lambda to Update a vec3 of float in a uniform buffer.
  29617. * This is dynamic to allow compat with webgl 1 and 2.
  29618. * You will need to pass the name of the uniform as well as the value.
  29619. */
  29620. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  29621. /**
  29622. * Lambda to Update a vec4 of float in a uniform buffer.
  29623. * This is dynamic to allow compat with webgl 1 and 2.
  29624. * You will need to pass the name of the uniform as well as the value.
  29625. */
  29626. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  29627. /**
  29628. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  29629. * This is dynamic to allow compat with webgl 1 and 2.
  29630. * You will need to pass the name of the uniform as well as the value.
  29631. */
  29632. updateMatrix: (name: string, mat: Matrix) => void;
  29633. /**
  29634. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  29635. * This is dynamic to allow compat with webgl 1 and 2.
  29636. * You will need to pass the name of the uniform as well as the value.
  29637. */
  29638. updateVector3: (name: string, vector: Vector3) => void;
  29639. /**
  29640. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  29641. * This is dynamic to allow compat with webgl 1 and 2.
  29642. * You will need to pass the name of the uniform as well as the value.
  29643. */
  29644. updateVector4: (name: string, vector: Vector4) => void;
  29645. /**
  29646. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  29647. * This is dynamic to allow compat with webgl 1 and 2.
  29648. * You will need to pass the name of the uniform as well as the value.
  29649. */
  29650. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  29651. /**
  29652. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  29653. * This is dynamic to allow compat with webgl 1 and 2.
  29654. * You will need to pass the name of the uniform as well as the value.
  29655. */
  29656. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  29657. /**
  29658. * Instantiates a new Uniform buffer objects.
  29659. *
  29660. * Handles blocks of uniform on the GPU.
  29661. *
  29662. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29663. *
  29664. * For more information, please refer to :
  29665. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29666. * @param engine Define the engine the buffer is associated with
  29667. * @param data Define the data contained in the buffer
  29668. * @param dynamic Define if the buffer is updatable
  29669. */
  29670. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  29671. /**
  29672. * Indicates if the buffer is using the WebGL2 UBO implementation,
  29673. * or just falling back on setUniformXXX calls.
  29674. */
  29675. readonly useUbo: boolean;
  29676. /**
  29677. * Indicates if the WebGL underlying uniform buffer is in sync
  29678. * with the javascript cache data.
  29679. */
  29680. readonly isSync: boolean;
  29681. /**
  29682. * Indicates if the WebGL underlying uniform buffer is dynamic.
  29683. * Also, a dynamic UniformBuffer will disable cache verification and always
  29684. * update the underlying WebGL uniform buffer to the GPU.
  29685. * @returns if Dynamic, otherwise false
  29686. */
  29687. isDynamic(): boolean;
  29688. /**
  29689. * The data cache on JS side.
  29690. * @returns the underlying data as a float array
  29691. */
  29692. getData(): Float32Array;
  29693. /**
  29694. * The underlying WebGL Uniform buffer.
  29695. * @returns the webgl buffer
  29696. */
  29697. getBuffer(): Nullable<DataBuffer>;
  29698. /**
  29699. * std140 layout specifies how to align data within an UBO structure.
  29700. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  29701. * for specs.
  29702. */
  29703. private _fillAlignment;
  29704. /**
  29705. * Adds an uniform in the buffer.
  29706. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  29707. * for the layout to be correct !
  29708. * @param name Name of the uniform, as used in the uniform block in the shader.
  29709. * @param size Data size, or data directly.
  29710. */
  29711. addUniform(name: string, size: number | number[]): void;
  29712. /**
  29713. * Adds a Matrix 4x4 to the uniform buffer.
  29714. * @param name Name of the uniform, as used in the uniform block in the shader.
  29715. * @param mat A 4x4 matrix.
  29716. */
  29717. addMatrix(name: string, mat: Matrix): void;
  29718. /**
  29719. * Adds a vec2 to the uniform buffer.
  29720. * @param name Name of the uniform, as used in the uniform block in the shader.
  29721. * @param x Define the x component value of the vec2
  29722. * @param y Define the y component value of the vec2
  29723. */
  29724. addFloat2(name: string, x: number, y: number): void;
  29725. /**
  29726. * Adds a vec3 to the uniform buffer.
  29727. * @param name Name of the uniform, as used in the uniform block in the shader.
  29728. * @param x Define the x component value of the vec3
  29729. * @param y Define the y component value of the vec3
  29730. * @param z Define the z component value of the vec3
  29731. */
  29732. addFloat3(name: string, x: number, y: number, z: number): void;
  29733. /**
  29734. * Adds a vec3 to the uniform buffer.
  29735. * @param name Name of the uniform, as used in the uniform block in the shader.
  29736. * @param color Define the vec3 from a Color
  29737. */
  29738. addColor3(name: string, color: Color3): void;
  29739. /**
  29740. * Adds a vec4 to the uniform buffer.
  29741. * @param name Name of the uniform, as used in the uniform block in the shader.
  29742. * @param color Define the rgb components from a Color
  29743. * @param alpha Define the a component of the vec4
  29744. */
  29745. addColor4(name: string, color: Color3, alpha: number): void;
  29746. /**
  29747. * Adds a vec3 to the uniform buffer.
  29748. * @param name Name of the uniform, as used in the uniform block in the shader.
  29749. * @param vector Define the vec3 components from a Vector
  29750. */
  29751. addVector3(name: string, vector: Vector3): void;
  29752. /**
  29753. * Adds a Matrix 3x3 to the uniform buffer.
  29754. * @param name Name of the uniform, as used in the uniform block in the shader.
  29755. */
  29756. addMatrix3x3(name: string): void;
  29757. /**
  29758. * Adds a Matrix 2x2 to the uniform buffer.
  29759. * @param name Name of the uniform, as used in the uniform block in the shader.
  29760. */
  29761. addMatrix2x2(name: string): void;
  29762. /**
  29763. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  29764. */
  29765. create(): void;
  29766. /** @hidden */
  29767. _rebuild(): void;
  29768. /**
  29769. * Updates the WebGL Uniform Buffer on the GPU.
  29770. * If the `dynamic` flag is set to true, no cache comparison is done.
  29771. * Otherwise, the buffer will be updated only if the cache differs.
  29772. */
  29773. update(): void;
  29774. /**
  29775. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  29776. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29777. * @param data Define the flattened data
  29778. * @param size Define the size of the data.
  29779. */
  29780. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  29781. private _valueCache;
  29782. private _cacheMatrix;
  29783. private _updateMatrix3x3ForUniform;
  29784. private _updateMatrix3x3ForEffect;
  29785. private _updateMatrix2x2ForEffect;
  29786. private _updateMatrix2x2ForUniform;
  29787. private _updateFloatForEffect;
  29788. private _updateFloatForUniform;
  29789. private _updateFloat2ForEffect;
  29790. private _updateFloat2ForUniform;
  29791. private _updateFloat3ForEffect;
  29792. private _updateFloat3ForUniform;
  29793. private _updateFloat4ForEffect;
  29794. private _updateFloat4ForUniform;
  29795. private _updateMatrixForEffect;
  29796. private _updateMatrixForUniform;
  29797. private _updateVector3ForEffect;
  29798. private _updateVector3ForUniform;
  29799. private _updateVector4ForEffect;
  29800. private _updateVector4ForUniform;
  29801. private _updateColor3ForEffect;
  29802. private _updateColor3ForUniform;
  29803. private _updateColor4ForEffect;
  29804. private _updateColor4ForUniform;
  29805. /**
  29806. * Sets a sampler uniform on the effect.
  29807. * @param name Define the name of the sampler.
  29808. * @param texture Define the texture to set in the sampler
  29809. */
  29810. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  29811. /**
  29812. * Directly updates the value of the uniform in the cache AND on the GPU.
  29813. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29814. * @param data Define the flattened data
  29815. */
  29816. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  29817. /**
  29818. * Binds this uniform buffer to an effect.
  29819. * @param effect Define the effect to bind the buffer to
  29820. * @param name Name of the uniform block in the shader.
  29821. */
  29822. bindToEffect(effect: Effect, name: string): void;
  29823. /**
  29824. * Disposes the uniform buffer.
  29825. */
  29826. dispose(): void;
  29827. }
  29828. }
  29829. declare module "babylonjs/Audio/analyser" {
  29830. import { Scene } from "babylonjs/scene";
  29831. /**
  29832. * Class used to work with sound analyzer using fast fourier transform (FFT)
  29833. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29834. */
  29835. export class Analyser {
  29836. /**
  29837. * Gets or sets the smoothing
  29838. * @ignorenaming
  29839. */
  29840. SMOOTHING: number;
  29841. /**
  29842. * Gets or sets the FFT table size
  29843. * @ignorenaming
  29844. */
  29845. FFT_SIZE: number;
  29846. /**
  29847. * Gets or sets the bar graph amplitude
  29848. * @ignorenaming
  29849. */
  29850. BARGRAPHAMPLITUDE: number;
  29851. /**
  29852. * Gets or sets the position of the debug canvas
  29853. * @ignorenaming
  29854. */
  29855. DEBUGCANVASPOS: {
  29856. x: number;
  29857. y: number;
  29858. };
  29859. /**
  29860. * Gets or sets the debug canvas size
  29861. * @ignorenaming
  29862. */
  29863. DEBUGCANVASSIZE: {
  29864. width: number;
  29865. height: number;
  29866. };
  29867. private _byteFreqs;
  29868. private _byteTime;
  29869. private _floatFreqs;
  29870. private _webAudioAnalyser;
  29871. private _debugCanvas;
  29872. private _debugCanvasContext;
  29873. private _scene;
  29874. private _registerFunc;
  29875. private _audioEngine;
  29876. /**
  29877. * Creates a new analyser
  29878. * @param scene defines hosting scene
  29879. */
  29880. constructor(scene: Scene);
  29881. /**
  29882. * Get the number of data values you will have to play with for the visualization
  29883. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  29884. * @returns a number
  29885. */
  29886. getFrequencyBinCount(): number;
  29887. /**
  29888. * Gets the current frequency data as a byte array
  29889. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29890. * @returns a Uint8Array
  29891. */
  29892. getByteFrequencyData(): Uint8Array;
  29893. /**
  29894. * Gets the current waveform as a byte array
  29895. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  29896. * @returns a Uint8Array
  29897. */
  29898. getByteTimeDomainData(): Uint8Array;
  29899. /**
  29900. * Gets the current frequency data as a float array
  29901. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29902. * @returns a Float32Array
  29903. */
  29904. getFloatFrequencyData(): Float32Array;
  29905. /**
  29906. * Renders the debug canvas
  29907. */
  29908. drawDebugCanvas(): void;
  29909. /**
  29910. * Stops rendering the debug canvas and removes it
  29911. */
  29912. stopDebugCanvas(): void;
  29913. /**
  29914. * Connects two audio nodes
  29915. * @param inputAudioNode defines first node to connect
  29916. * @param outputAudioNode defines second node to connect
  29917. */
  29918. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  29919. /**
  29920. * Releases all associated resources
  29921. */
  29922. dispose(): void;
  29923. }
  29924. }
  29925. declare module "babylonjs/Audio/audioEngine" {
  29926. import { IDisposable } from "babylonjs/scene";
  29927. import { Analyser } from "babylonjs/Audio/analyser";
  29928. import { Nullable } from "babylonjs/types";
  29929. import { Observable } from "babylonjs/Misc/observable";
  29930. /**
  29931. * This represents an audio engine and it is responsible
  29932. * to play, synchronize and analyse sounds throughout the application.
  29933. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29934. */
  29935. export interface IAudioEngine extends IDisposable {
  29936. /**
  29937. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29938. */
  29939. readonly canUseWebAudio: boolean;
  29940. /**
  29941. * Gets the current AudioContext if available.
  29942. */
  29943. readonly audioContext: Nullable<AudioContext>;
  29944. /**
  29945. * The master gain node defines the global audio volume of your audio engine.
  29946. */
  29947. readonly masterGain: GainNode;
  29948. /**
  29949. * Gets whether or not mp3 are supported by your browser.
  29950. */
  29951. readonly isMP3supported: boolean;
  29952. /**
  29953. * Gets whether or not ogg are supported by your browser.
  29954. */
  29955. readonly isOGGsupported: boolean;
  29956. /**
  29957. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29958. * @ignoreNaming
  29959. */
  29960. WarnedWebAudioUnsupported: boolean;
  29961. /**
  29962. * Defines if the audio engine relies on a custom unlocked button.
  29963. * In this case, the embedded button will not be displayed.
  29964. */
  29965. useCustomUnlockedButton: boolean;
  29966. /**
  29967. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  29968. */
  29969. readonly unlocked: boolean;
  29970. /**
  29971. * Event raised when audio has been unlocked on the browser.
  29972. */
  29973. onAudioUnlockedObservable: Observable<AudioEngine>;
  29974. /**
  29975. * Event raised when audio has been locked on the browser.
  29976. */
  29977. onAudioLockedObservable: Observable<AudioEngine>;
  29978. /**
  29979. * Flags the audio engine in Locked state.
  29980. * This happens due to new browser policies preventing audio to autoplay.
  29981. */
  29982. lock(): void;
  29983. /**
  29984. * Unlocks the audio engine once a user action has been done on the dom.
  29985. * This is helpful to resume play once browser policies have been satisfied.
  29986. */
  29987. unlock(): void;
  29988. }
  29989. /**
  29990. * This represents the default audio engine used in babylon.
  29991. * It is responsible to play, synchronize and analyse sounds throughout the application.
  29992. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29993. */
  29994. export class AudioEngine implements IAudioEngine {
  29995. private _audioContext;
  29996. private _audioContextInitialized;
  29997. private _muteButton;
  29998. private _hostElement;
  29999. /**
  30000. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  30001. */
  30002. canUseWebAudio: boolean;
  30003. /**
  30004. * The master gain node defines the global audio volume of your audio engine.
  30005. */
  30006. masterGain: GainNode;
  30007. /**
  30008. * Defines if Babylon should emit a warning if WebAudio is not supported.
  30009. * @ignoreNaming
  30010. */
  30011. WarnedWebAudioUnsupported: boolean;
  30012. /**
  30013. * Gets whether or not mp3 are supported by your browser.
  30014. */
  30015. isMP3supported: boolean;
  30016. /**
  30017. * Gets whether or not ogg are supported by your browser.
  30018. */
  30019. isOGGsupported: boolean;
  30020. /**
  30021. * Gets whether audio has been unlocked on the device.
  30022. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  30023. * a user interaction has happened.
  30024. */
  30025. unlocked: boolean;
  30026. /**
  30027. * Defines if the audio engine relies on a custom unlocked button.
  30028. * In this case, the embedded button will not be displayed.
  30029. */
  30030. useCustomUnlockedButton: boolean;
  30031. /**
  30032. * Event raised when audio has been unlocked on the browser.
  30033. */
  30034. onAudioUnlockedObservable: Observable<AudioEngine>;
  30035. /**
  30036. * Event raised when audio has been locked on the browser.
  30037. */
  30038. onAudioLockedObservable: Observable<AudioEngine>;
  30039. /**
  30040. * Gets the current AudioContext if available.
  30041. */
  30042. readonly audioContext: Nullable<AudioContext>;
  30043. private _connectedAnalyser;
  30044. /**
  30045. * Instantiates a new audio engine.
  30046. *
  30047. * There should be only one per page as some browsers restrict the number
  30048. * of audio contexts you can create.
  30049. * @param hostElement defines the host element where to display the mute icon if necessary
  30050. */
  30051. constructor(hostElement?: Nullable<HTMLElement>);
  30052. /**
  30053. * Flags the audio engine in Locked state.
  30054. * This happens due to new browser policies preventing audio to autoplay.
  30055. */
  30056. lock(): void;
  30057. /**
  30058. * Unlocks the audio engine once a user action has been done on the dom.
  30059. * This is helpful to resume play once browser policies have been satisfied.
  30060. */
  30061. unlock(): void;
  30062. private _resumeAudioContext;
  30063. private _initializeAudioContext;
  30064. private _tryToRun;
  30065. private _triggerRunningState;
  30066. private _triggerSuspendedState;
  30067. private _displayMuteButton;
  30068. private _moveButtonToTopLeft;
  30069. private _onResize;
  30070. private _hideMuteButton;
  30071. /**
  30072. * Destroy and release the resources associated with the audio ccontext.
  30073. */
  30074. dispose(): void;
  30075. /**
  30076. * Gets the global volume sets on the master gain.
  30077. * @returns the global volume if set or -1 otherwise
  30078. */
  30079. getGlobalVolume(): number;
  30080. /**
  30081. * Sets the global volume of your experience (sets on the master gain).
  30082. * @param newVolume Defines the new global volume of the application
  30083. */
  30084. setGlobalVolume(newVolume: number): void;
  30085. /**
  30086. * Connect the audio engine to an audio analyser allowing some amazing
  30087. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  30088. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  30089. * @param analyser The analyser to connect to the engine
  30090. */
  30091. connectToAnalyser(analyser: Analyser): void;
  30092. }
  30093. }
  30094. declare module "babylonjs/Loading/loadingScreen" {
  30095. /**
  30096. * Interface used to present a loading screen while loading a scene
  30097. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30098. */
  30099. export interface ILoadingScreen {
  30100. /**
  30101. * Function called to display the loading screen
  30102. */
  30103. displayLoadingUI: () => void;
  30104. /**
  30105. * Function called to hide the loading screen
  30106. */
  30107. hideLoadingUI: () => void;
  30108. /**
  30109. * Gets or sets the color to use for the background
  30110. */
  30111. loadingUIBackgroundColor: string;
  30112. /**
  30113. * Gets or sets the text to display while loading
  30114. */
  30115. loadingUIText: string;
  30116. }
  30117. /**
  30118. * Class used for the default loading screen
  30119. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30120. */
  30121. export class DefaultLoadingScreen implements ILoadingScreen {
  30122. private _renderingCanvas;
  30123. private _loadingText;
  30124. private _loadingDivBackgroundColor;
  30125. private _loadingDiv;
  30126. private _loadingTextDiv;
  30127. /** Gets or sets the logo url to use for the default loading screen */
  30128. static DefaultLogoUrl: string;
  30129. /** Gets or sets the spinner url to use for the default loading screen */
  30130. static DefaultSpinnerUrl: string;
  30131. /**
  30132. * Creates a new default loading screen
  30133. * @param _renderingCanvas defines the canvas used to render the scene
  30134. * @param _loadingText defines the default text to display
  30135. * @param _loadingDivBackgroundColor defines the default background color
  30136. */
  30137. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  30138. /**
  30139. * Function called to display the loading screen
  30140. */
  30141. displayLoadingUI(): void;
  30142. /**
  30143. * Function called to hide the loading screen
  30144. */
  30145. hideLoadingUI(): void;
  30146. /**
  30147. * Gets or sets the text to display while loading
  30148. */
  30149. loadingUIText: string;
  30150. /**
  30151. * Gets or sets the color to use for the background
  30152. */
  30153. loadingUIBackgroundColor: string;
  30154. private _resizeLoadingUI;
  30155. }
  30156. }
  30157. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  30158. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30159. import { Engine } from "babylonjs/Engines/engine";
  30160. import { Nullable } from "babylonjs/types";
  30161. /** @hidden */
  30162. export class WebGLPipelineContext implements IPipelineContext {
  30163. engine: Engine;
  30164. program: Nullable<WebGLProgram>;
  30165. context?: WebGLRenderingContext;
  30166. vertexShader?: WebGLShader;
  30167. fragmentShader?: WebGLShader;
  30168. isParallelCompiled: boolean;
  30169. onCompiled?: () => void;
  30170. transformFeedback?: WebGLTransformFeedback | null;
  30171. readonly isAsync: boolean;
  30172. readonly isReady: boolean;
  30173. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  30174. }
  30175. }
  30176. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  30177. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30178. /** @hidden */
  30179. export class WebGLDataBuffer extends DataBuffer {
  30180. private _buffer;
  30181. constructor(resource: WebGLBuffer);
  30182. readonly underlyingResource: any;
  30183. }
  30184. }
  30185. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  30186. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30187. /** @hidden */
  30188. export class WebGL2ShaderProcessor implements IShaderProcessor {
  30189. attributeProcessor(attribute: string): string;
  30190. varyingProcessor(varying: string, isFragment: boolean): string;
  30191. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  30192. }
  30193. }
  30194. declare module "babylonjs/Misc/perfCounter" {
  30195. /**
  30196. * This class is used to track a performance counter which is number based.
  30197. * The user has access to many properties which give statistics of different nature.
  30198. *
  30199. * The implementer can track two kinds of Performance Counter: time and count.
  30200. * 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.
  30201. * 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.
  30202. */
  30203. export class PerfCounter {
  30204. /**
  30205. * Gets or sets a global boolean to turn on and off all the counters
  30206. */
  30207. static Enabled: boolean;
  30208. /**
  30209. * Returns the smallest value ever
  30210. */
  30211. readonly min: number;
  30212. /**
  30213. * Returns the biggest value ever
  30214. */
  30215. readonly max: number;
  30216. /**
  30217. * Returns the average value since the performance counter is running
  30218. */
  30219. readonly average: number;
  30220. /**
  30221. * Returns the average value of the last second the counter was monitored
  30222. */
  30223. readonly lastSecAverage: number;
  30224. /**
  30225. * Returns the current value
  30226. */
  30227. readonly current: number;
  30228. /**
  30229. * Gets the accumulated total
  30230. */
  30231. readonly total: number;
  30232. /**
  30233. * Gets the total value count
  30234. */
  30235. readonly count: number;
  30236. /**
  30237. * Creates a new counter
  30238. */
  30239. constructor();
  30240. /**
  30241. * Call this method to start monitoring a new frame.
  30242. * 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.
  30243. */
  30244. fetchNewFrame(): void;
  30245. /**
  30246. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  30247. * @param newCount the count value to add to the monitored count
  30248. * @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.
  30249. */
  30250. addCount(newCount: number, fetchResult: boolean): void;
  30251. /**
  30252. * Start monitoring this performance counter
  30253. */
  30254. beginMonitoring(): void;
  30255. /**
  30256. * Compute the time lapsed since the previous beginMonitoring() call.
  30257. * @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
  30258. */
  30259. endMonitoring(newFrame?: boolean): void;
  30260. private _fetchResult;
  30261. private _startMonitoringTime;
  30262. private _min;
  30263. private _max;
  30264. private _average;
  30265. private _current;
  30266. private _totalValueCount;
  30267. private _totalAccumulated;
  30268. private _lastSecAverage;
  30269. private _lastSecAccumulated;
  30270. private _lastSecTime;
  30271. private _lastSecValueCount;
  30272. }
  30273. }
  30274. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  30275. /**
  30276. * Interface for any object that can request an animation frame
  30277. */
  30278. export interface ICustomAnimationFrameRequester {
  30279. /**
  30280. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  30281. */
  30282. renderFunction?: Function;
  30283. /**
  30284. * Called to request the next frame to render to
  30285. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  30286. */
  30287. requestAnimationFrame: Function;
  30288. /**
  30289. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  30290. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  30291. */
  30292. requestID?: number;
  30293. }
  30294. }
  30295. declare module "babylonjs/Materials/Textures/videoTexture" {
  30296. import { Observable } from "babylonjs/Misc/observable";
  30297. import { Nullable } from "babylonjs/types";
  30298. import { Scene } from "babylonjs/scene";
  30299. import { Texture } from "babylonjs/Materials/Textures/texture";
  30300. /**
  30301. * Settings for finer control over video usage
  30302. */
  30303. export interface VideoTextureSettings {
  30304. /**
  30305. * Applies `autoplay` to video, if specified
  30306. */
  30307. autoPlay?: boolean;
  30308. /**
  30309. * Applies `loop` to video, if specified
  30310. */
  30311. loop?: boolean;
  30312. /**
  30313. * Automatically updates internal texture from video at every frame in the render loop
  30314. */
  30315. autoUpdateTexture: boolean;
  30316. /**
  30317. * Image src displayed during the video loading or until the user interacts with the video.
  30318. */
  30319. poster?: string;
  30320. }
  30321. /**
  30322. * If you want to display a video in your scene, this is the special texture for that.
  30323. * This special texture works similar to other textures, with the exception of a few parameters.
  30324. * @see https://doc.babylonjs.com/how_to/video_texture
  30325. */
  30326. export class VideoTexture extends Texture {
  30327. /**
  30328. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  30329. */
  30330. readonly autoUpdateTexture: boolean;
  30331. /**
  30332. * The video instance used by the texture internally
  30333. */
  30334. readonly video: HTMLVideoElement;
  30335. private _onUserActionRequestedObservable;
  30336. /**
  30337. * Event triggerd when a dom action is required by the user to play the video.
  30338. * This happens due to recent changes in browser policies preventing video to auto start.
  30339. */
  30340. readonly onUserActionRequestedObservable: Observable<Texture>;
  30341. private _generateMipMaps;
  30342. private _engine;
  30343. private _stillImageCaptured;
  30344. private _displayingPosterTexture;
  30345. private _settings;
  30346. private _createInternalTextureOnEvent;
  30347. private _frameId;
  30348. /**
  30349. * Creates a video texture.
  30350. * If you want to display a video in your scene, this is the special texture for that.
  30351. * This special texture works similar to other textures, with the exception of a few parameters.
  30352. * @see https://doc.babylonjs.com/how_to/video_texture
  30353. * @param name optional name, will detect from video source, if not defined
  30354. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  30355. * @param scene is obviously the current scene.
  30356. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  30357. * @param invertY is false by default but can be used to invert video on Y axis
  30358. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  30359. * @param settings allows finer control over video usage
  30360. */
  30361. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  30362. private _getName;
  30363. private _getVideo;
  30364. private _createInternalTexture;
  30365. private reset;
  30366. /**
  30367. * @hidden Internal method to initiate `update`.
  30368. */
  30369. _rebuild(): void;
  30370. /**
  30371. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  30372. */
  30373. update(): void;
  30374. /**
  30375. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  30376. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  30377. */
  30378. updateTexture(isVisible: boolean): void;
  30379. protected _updateInternalTexture: () => void;
  30380. /**
  30381. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  30382. * @param url New url.
  30383. */
  30384. updateURL(url: string): void;
  30385. /**
  30386. * Dispose the texture and release its associated resources.
  30387. */
  30388. dispose(): void;
  30389. /**
  30390. * Creates a video texture straight from a stream.
  30391. * @param scene Define the scene the texture should be created in
  30392. * @param stream Define the stream the texture should be created from
  30393. * @returns The created video texture as a promise
  30394. */
  30395. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  30396. /**
  30397. * Creates a video texture straight from your WebCam video feed.
  30398. * @param scene Define the scene the texture should be created in
  30399. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30400. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30401. * @returns The created video texture as a promise
  30402. */
  30403. static CreateFromWebCamAsync(scene: Scene, constraints: {
  30404. minWidth: number;
  30405. maxWidth: number;
  30406. minHeight: number;
  30407. maxHeight: number;
  30408. deviceId: string;
  30409. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  30410. /**
  30411. * Creates a video texture straight from your WebCam video feed.
  30412. * @param scene Define the scene the texture should be created in
  30413. * @param onReady Define a callback to triggered once the texture will be ready
  30414. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30415. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30416. */
  30417. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  30418. minWidth: number;
  30419. maxWidth: number;
  30420. minHeight: number;
  30421. maxHeight: number;
  30422. deviceId: string;
  30423. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  30424. }
  30425. }
  30426. declare module "babylonjs/Engines/engine" {
  30427. import { Observable } from "babylonjs/Misc/observable";
  30428. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  30429. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  30430. import { Scene } from "babylonjs/scene";
  30431. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  30432. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  30433. import { Effect, EffectCreationOptions, EffectFallbacks } from "babylonjs/Materials/effect";
  30434. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  30435. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30436. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30437. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  30438. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  30439. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  30440. import { _DepthCullingState, _StencilState, _AlphaState } from "babylonjs/States/index";
  30441. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  30442. import { WebRequest } from "babylonjs/Misc/webRequest";
  30443. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30444. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30445. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30446. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  30447. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  30448. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  30449. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  30450. import { Material } from "babylonjs/Materials/material";
  30451. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  30452. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  30453. /**
  30454. * Defines the interface used by objects containing a viewport (like a camera)
  30455. */
  30456. interface IViewportOwnerLike {
  30457. /**
  30458. * Gets or sets the viewport
  30459. */
  30460. viewport: IViewportLike;
  30461. }
  30462. /**
  30463. * Interface for attribute information associated with buffer instanciation
  30464. */
  30465. export class InstancingAttributeInfo {
  30466. /**
  30467. * Index/offset of the attribute in the vertex shader
  30468. */
  30469. index: number;
  30470. /**
  30471. * size of the attribute, 1, 2, 3 or 4
  30472. */
  30473. attributeSize: number;
  30474. /**
  30475. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  30476. * default is FLOAT
  30477. */
  30478. attribyteType: number;
  30479. /**
  30480. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  30481. */
  30482. normalized: boolean;
  30483. /**
  30484. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  30485. */
  30486. offset: number;
  30487. /**
  30488. * Name of the GLSL attribute, for debugging purpose only
  30489. */
  30490. attributeName: string;
  30491. }
  30492. /**
  30493. * Define options used to create a depth texture
  30494. */
  30495. export class DepthTextureCreationOptions {
  30496. /** Specifies whether or not a stencil should be allocated in the texture */
  30497. generateStencil?: boolean;
  30498. /** Specifies whether or not bilinear filtering is enable on the texture */
  30499. bilinearFiltering?: boolean;
  30500. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  30501. comparisonFunction?: number;
  30502. /** Specifies if the created texture is a cube texture */
  30503. isCube?: boolean;
  30504. }
  30505. /**
  30506. * Class used to describe the capabilities of the engine relatively to the current browser
  30507. */
  30508. export class EngineCapabilities {
  30509. /** Maximum textures units per fragment shader */
  30510. maxTexturesImageUnits: number;
  30511. /** Maximum texture units per vertex shader */
  30512. maxVertexTextureImageUnits: number;
  30513. /** Maximum textures units in the entire pipeline */
  30514. maxCombinedTexturesImageUnits: number;
  30515. /** Maximum texture size */
  30516. maxTextureSize: number;
  30517. /** Maximum cube texture size */
  30518. maxCubemapTextureSize: number;
  30519. /** Maximum render texture size */
  30520. maxRenderTextureSize: number;
  30521. /** Maximum number of vertex attributes */
  30522. maxVertexAttribs: number;
  30523. /** Maximum number of varyings */
  30524. maxVaryingVectors: number;
  30525. /** Maximum number of uniforms per vertex shader */
  30526. maxVertexUniformVectors: number;
  30527. /** Maximum number of uniforms per fragment shader */
  30528. maxFragmentUniformVectors: number;
  30529. /** Defines if standard derivates (dx/dy) are supported */
  30530. standardDerivatives: boolean;
  30531. /** Defines if s3tc texture compression is supported */
  30532. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  30533. /** Defines if pvrtc texture compression is supported */
  30534. pvrtc: any;
  30535. /** Defines if etc1 texture compression is supported */
  30536. etc1: any;
  30537. /** Defines if etc2 texture compression is supported */
  30538. etc2: any;
  30539. /** Defines if astc texture compression is supported */
  30540. astc: any;
  30541. /** Defines if float textures are supported */
  30542. textureFloat: boolean;
  30543. /** Defines if vertex array objects are supported */
  30544. vertexArrayObject: boolean;
  30545. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  30546. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  30547. /** Gets the maximum level of anisotropy supported */
  30548. maxAnisotropy: number;
  30549. /** Defines if instancing is supported */
  30550. instancedArrays: boolean;
  30551. /** Defines if 32 bits indices are supported */
  30552. uintIndices: boolean;
  30553. /** Defines if high precision shaders are supported */
  30554. highPrecisionShaderSupported: boolean;
  30555. /** Defines if depth reading in the fragment shader is supported */
  30556. fragmentDepthSupported: boolean;
  30557. /** Defines if float texture linear filtering is supported*/
  30558. textureFloatLinearFiltering: boolean;
  30559. /** Defines if rendering to float textures is supported */
  30560. textureFloatRender: boolean;
  30561. /** Defines if half float textures are supported*/
  30562. textureHalfFloat: boolean;
  30563. /** Defines if half float texture linear filtering is supported*/
  30564. textureHalfFloatLinearFiltering: boolean;
  30565. /** Defines if rendering to half float textures is supported */
  30566. textureHalfFloatRender: boolean;
  30567. /** Defines if textureLOD shader command is supported */
  30568. textureLOD: boolean;
  30569. /** Defines if draw buffers extension is supported */
  30570. drawBuffersExtension: boolean;
  30571. /** Defines if depth textures are supported */
  30572. depthTextureExtension: boolean;
  30573. /** Defines if float color buffer are supported */
  30574. colorBufferFloat: boolean;
  30575. /** Gets disjoint timer query extension (null if not supported) */
  30576. timerQuery: EXT_disjoint_timer_query;
  30577. /** Defines if timestamp can be used with timer query */
  30578. canUseTimestampForTimerQuery: boolean;
  30579. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  30580. multiview: any;
  30581. /** Function used to let the system compiles shaders in background */
  30582. parallelShaderCompile: {
  30583. COMPLETION_STATUS_KHR: number;
  30584. };
  30585. /** Max number of texture samples for MSAA */
  30586. maxMSAASamples: number;
  30587. }
  30588. /** Interface defining initialization parameters for Engine class */
  30589. export interface EngineOptions extends WebGLContextAttributes {
  30590. /**
  30591. * Defines if the engine should no exceed a specified device ratio
  30592. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  30593. */
  30594. limitDeviceRatio?: number;
  30595. /**
  30596. * Defines if webvr should be enabled automatically
  30597. * @see http://doc.babylonjs.com/how_to/webvr_camera
  30598. */
  30599. autoEnableWebVR?: boolean;
  30600. /**
  30601. * Defines if webgl2 should be turned off even if supported
  30602. * @see http://doc.babylonjs.com/features/webgl2
  30603. */
  30604. disableWebGL2Support?: boolean;
  30605. /**
  30606. * Defines if webaudio should be initialized as well
  30607. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30608. */
  30609. audioEngine?: boolean;
  30610. /**
  30611. * Defines if animations should run using a deterministic lock step
  30612. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30613. */
  30614. deterministicLockstep?: boolean;
  30615. /** Defines the maximum steps to use with deterministic lock step mode */
  30616. lockstepMaxSteps?: number;
  30617. /**
  30618. * Defines that engine should ignore context lost events
  30619. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  30620. */
  30621. doNotHandleContextLost?: boolean;
  30622. /**
  30623. * Defines that engine should ignore modifying touch action attribute and style
  30624. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  30625. */
  30626. doNotHandleTouchAction?: boolean;
  30627. /**
  30628. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  30629. */
  30630. useHighPrecisionFloats?: boolean;
  30631. }
  30632. /**
  30633. * Defines the interface used by display changed events
  30634. */
  30635. export interface IDisplayChangedEventArgs {
  30636. /** Gets the vrDisplay object (if any) */
  30637. vrDisplay: Nullable<any>;
  30638. /** Gets a boolean indicating if webVR is supported */
  30639. vrSupported: boolean;
  30640. }
  30641. /**
  30642. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  30643. */
  30644. export class Engine {
  30645. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  30646. static ExceptionList: ({
  30647. key: string;
  30648. capture: string;
  30649. captureConstraint: number;
  30650. targets: string[];
  30651. } | {
  30652. key: string;
  30653. capture: null;
  30654. captureConstraint: null;
  30655. targets: string[];
  30656. })[];
  30657. /** Gets the list of created engines */
  30658. static readonly Instances: Engine[];
  30659. /**
  30660. * Gets the latest created engine
  30661. */
  30662. static readonly LastCreatedEngine: Nullable<Engine>;
  30663. /**
  30664. * Gets the latest created scene
  30665. */
  30666. static readonly LastCreatedScene: Nullable<Scene>;
  30667. /**
  30668. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  30669. * @param flag defines which part of the materials must be marked as dirty
  30670. * @param predicate defines a predicate used to filter which materials should be affected
  30671. */
  30672. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  30673. /** @hidden */
  30674. static _TextureLoaders: IInternalTextureLoader[];
  30675. /** Defines that alpha blending is disabled */
  30676. static readonly ALPHA_DISABLE: number;
  30677. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  30678. static readonly ALPHA_ADD: number;
  30679. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  30680. static readonly ALPHA_COMBINE: number;
  30681. /** Defines that alpha blending to DEST - SRC * DEST */
  30682. static readonly ALPHA_SUBTRACT: number;
  30683. /** Defines that alpha blending to SRC * DEST */
  30684. static readonly ALPHA_MULTIPLY: number;
  30685. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  30686. static readonly ALPHA_MAXIMIZED: number;
  30687. /** Defines that alpha blending to SRC + DEST */
  30688. static readonly ALPHA_ONEONE: number;
  30689. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  30690. static readonly ALPHA_PREMULTIPLIED: number;
  30691. /**
  30692. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  30693. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  30694. */
  30695. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  30696. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  30697. static readonly ALPHA_INTERPOLATE: number;
  30698. /**
  30699. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  30700. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  30701. */
  30702. static readonly ALPHA_SCREENMODE: number;
  30703. /** Defines that the ressource is not delayed*/
  30704. static readonly DELAYLOADSTATE_NONE: number;
  30705. /** Defines that the ressource was successfully delay loaded */
  30706. static readonly DELAYLOADSTATE_LOADED: number;
  30707. /** Defines that the ressource is currently delay loading */
  30708. static readonly DELAYLOADSTATE_LOADING: number;
  30709. /** Defines that the ressource is delayed and has not started loading */
  30710. static readonly DELAYLOADSTATE_NOTLOADED: number;
  30711. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  30712. static readonly NEVER: number;
  30713. /** 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 */
  30714. static readonly ALWAYS: number;
  30715. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  30716. static readonly LESS: number;
  30717. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  30718. static readonly EQUAL: number;
  30719. /** 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 */
  30720. static readonly LEQUAL: number;
  30721. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  30722. static readonly GREATER: number;
  30723. /** 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 */
  30724. static readonly GEQUAL: number;
  30725. /** 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 */
  30726. static readonly NOTEQUAL: number;
  30727. /** Passed to stencilOperation to specify that stencil value must be kept */
  30728. static readonly KEEP: number;
  30729. /** Passed to stencilOperation to specify that stencil value must be replaced */
  30730. static readonly REPLACE: number;
  30731. /** Passed to stencilOperation to specify that stencil value must be incremented */
  30732. static readonly INCR: number;
  30733. /** Passed to stencilOperation to specify that stencil value must be decremented */
  30734. static readonly DECR: number;
  30735. /** Passed to stencilOperation to specify that stencil value must be inverted */
  30736. static readonly INVERT: number;
  30737. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  30738. static readonly INCR_WRAP: number;
  30739. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  30740. static readonly DECR_WRAP: number;
  30741. /** Texture is not repeating outside of 0..1 UVs */
  30742. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  30743. /** Texture is repeating outside of 0..1 UVs */
  30744. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  30745. /** Texture is repeating and mirrored */
  30746. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  30747. /** ALPHA */
  30748. static readonly TEXTUREFORMAT_ALPHA: number;
  30749. /** LUMINANCE */
  30750. static readonly TEXTUREFORMAT_LUMINANCE: number;
  30751. /** LUMINANCE_ALPHA */
  30752. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  30753. /** RGB */
  30754. static readonly TEXTUREFORMAT_RGB: number;
  30755. /** RGBA */
  30756. static readonly TEXTUREFORMAT_RGBA: number;
  30757. /** RED */
  30758. static readonly TEXTUREFORMAT_RED: number;
  30759. /** RED (2nd reference) */
  30760. static readonly TEXTUREFORMAT_R: number;
  30761. /** RG */
  30762. static readonly TEXTUREFORMAT_RG: number;
  30763. /** RED_INTEGER */
  30764. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  30765. /** RED_INTEGER (2nd reference) */
  30766. static readonly TEXTUREFORMAT_R_INTEGER: number;
  30767. /** RG_INTEGER */
  30768. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  30769. /** RGB_INTEGER */
  30770. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  30771. /** RGBA_INTEGER */
  30772. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  30773. /** UNSIGNED_BYTE */
  30774. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  30775. /** UNSIGNED_BYTE (2nd reference) */
  30776. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  30777. /** FLOAT */
  30778. static readonly TEXTURETYPE_FLOAT: number;
  30779. /** HALF_FLOAT */
  30780. static readonly TEXTURETYPE_HALF_FLOAT: number;
  30781. /** BYTE */
  30782. static readonly TEXTURETYPE_BYTE: number;
  30783. /** SHORT */
  30784. static readonly TEXTURETYPE_SHORT: number;
  30785. /** UNSIGNED_SHORT */
  30786. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  30787. /** INT */
  30788. static readonly TEXTURETYPE_INT: number;
  30789. /** UNSIGNED_INT */
  30790. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  30791. /** UNSIGNED_SHORT_4_4_4_4 */
  30792. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  30793. /** UNSIGNED_SHORT_5_5_5_1 */
  30794. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  30795. /** UNSIGNED_SHORT_5_6_5 */
  30796. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  30797. /** UNSIGNED_INT_2_10_10_10_REV */
  30798. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  30799. /** UNSIGNED_INT_24_8 */
  30800. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  30801. /** UNSIGNED_INT_10F_11F_11F_REV */
  30802. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  30803. /** UNSIGNED_INT_5_9_9_9_REV */
  30804. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  30805. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  30806. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  30807. /** nearest is mag = nearest and min = nearest and mip = linear */
  30808. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  30809. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30810. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  30811. /** Trilinear is mag = linear and min = linear and mip = linear */
  30812. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  30813. /** nearest is mag = nearest and min = nearest and mip = linear */
  30814. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  30815. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30816. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  30817. /** Trilinear is mag = linear and min = linear and mip = linear */
  30818. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  30819. /** mag = nearest and min = nearest and mip = nearest */
  30820. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  30821. /** mag = nearest and min = linear and mip = nearest */
  30822. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  30823. /** mag = nearest and min = linear and mip = linear */
  30824. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  30825. /** mag = nearest and min = linear and mip = none */
  30826. static readonly TEXTURE_NEAREST_LINEAR: number;
  30827. /** mag = nearest and min = nearest and mip = none */
  30828. static readonly TEXTURE_NEAREST_NEAREST: number;
  30829. /** mag = linear and min = nearest and mip = nearest */
  30830. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  30831. /** mag = linear and min = nearest and mip = linear */
  30832. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  30833. /** mag = linear and min = linear and mip = none */
  30834. static readonly TEXTURE_LINEAR_LINEAR: number;
  30835. /** mag = linear and min = nearest and mip = none */
  30836. static readonly TEXTURE_LINEAR_NEAREST: number;
  30837. /** Explicit coordinates mode */
  30838. static readonly TEXTURE_EXPLICIT_MODE: number;
  30839. /** Spherical coordinates mode */
  30840. static readonly TEXTURE_SPHERICAL_MODE: number;
  30841. /** Planar coordinates mode */
  30842. static readonly TEXTURE_PLANAR_MODE: number;
  30843. /** Cubic coordinates mode */
  30844. static readonly TEXTURE_CUBIC_MODE: number;
  30845. /** Projection coordinates mode */
  30846. static readonly TEXTURE_PROJECTION_MODE: number;
  30847. /** Skybox coordinates mode */
  30848. static readonly TEXTURE_SKYBOX_MODE: number;
  30849. /** Inverse Cubic coordinates mode */
  30850. static readonly TEXTURE_INVCUBIC_MODE: number;
  30851. /** Equirectangular coordinates mode */
  30852. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  30853. /** Equirectangular Fixed coordinates mode */
  30854. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  30855. /** Equirectangular Fixed Mirrored coordinates mode */
  30856. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  30857. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  30858. static readonly SCALEMODE_FLOOR: number;
  30859. /** Defines that texture rescaling will look for the nearest power of 2 size */
  30860. static readonly SCALEMODE_NEAREST: number;
  30861. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  30862. static readonly SCALEMODE_CEILING: number;
  30863. /**
  30864. * Returns the current npm package of the sdk
  30865. */
  30866. static readonly NpmPackage: string;
  30867. /**
  30868. * Returns the current version of the framework
  30869. */
  30870. static readonly Version: string;
  30871. /**
  30872. * Returns a string describing the current engine
  30873. */
  30874. readonly description: string;
  30875. /**
  30876. * Gets or sets the epsilon value used by collision engine
  30877. */
  30878. static CollisionsEpsilon: number;
  30879. /**
  30880. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30881. */
  30882. static ShadersRepository: string;
  30883. /**
  30884. * Method called to create the default loading screen.
  30885. * This can be overriden in your own app.
  30886. * @param canvas The rendering canvas element
  30887. * @returns The loading screen
  30888. */
  30889. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  30890. /**
  30891. * Method called to create the default rescale post process on each engine.
  30892. */
  30893. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  30894. /** @hidden */
  30895. _shaderProcessor: IShaderProcessor;
  30896. /**
  30897. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30898. */
  30899. forcePOTTextures: boolean;
  30900. /**
  30901. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30902. */
  30903. isFullscreen: boolean;
  30904. /**
  30905. * Gets a boolean indicating if the pointer is currently locked
  30906. */
  30907. isPointerLock: boolean;
  30908. /**
  30909. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30910. */
  30911. cullBackFaces: boolean;
  30912. /**
  30913. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30914. */
  30915. renderEvenInBackground: boolean;
  30916. /**
  30917. * Gets or sets a boolean indicating that cache can be kept between frames
  30918. */
  30919. preventCacheWipeBetweenFrames: boolean;
  30920. /**
  30921. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  30922. **/
  30923. enableOfflineSupport: boolean;
  30924. /**
  30925. * 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)
  30926. **/
  30927. disableManifestCheck: boolean;
  30928. /**
  30929. * Gets the list of created scenes
  30930. */
  30931. scenes: Scene[];
  30932. /**
  30933. * Event raised when a new scene is created
  30934. */
  30935. onNewSceneAddedObservable: Observable<Scene>;
  30936. /**
  30937. * Gets the list of created postprocesses
  30938. */
  30939. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  30940. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30941. validateShaderPrograms: boolean;
  30942. /**
  30943. * Observable event triggered each time the rendering canvas is resized
  30944. */
  30945. onResizeObservable: Observable<Engine>;
  30946. /**
  30947. * Observable event triggered each time the canvas loses focus
  30948. */
  30949. onCanvasBlurObservable: Observable<Engine>;
  30950. /**
  30951. * Observable event triggered each time the canvas gains focus
  30952. */
  30953. onCanvasFocusObservable: Observable<Engine>;
  30954. /**
  30955. * Observable event triggered each time the canvas receives pointerout event
  30956. */
  30957. onCanvasPointerOutObservable: Observable<PointerEvent>;
  30958. /**
  30959. * Observable event triggered before each texture is initialized
  30960. */
  30961. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30962. /**
  30963. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30964. */
  30965. disableUniformBuffers: boolean;
  30966. /** @hidden */
  30967. _uniformBuffers: UniformBuffer[];
  30968. /**
  30969. * Gets a boolean indicating that the engine supports uniform buffers
  30970. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30971. */
  30972. readonly supportsUniformBuffers: boolean;
  30973. /**
  30974. * Observable raised when the engine begins a new frame
  30975. */
  30976. onBeginFrameObservable: Observable<Engine>;
  30977. /**
  30978. * If set, will be used to request the next animation frame for the render loop
  30979. */
  30980. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  30981. /**
  30982. * Observable raised when the engine ends the current frame
  30983. */
  30984. onEndFrameObservable: Observable<Engine>;
  30985. /**
  30986. * Observable raised when the engine is about to compile a shader
  30987. */
  30988. onBeforeShaderCompilationObservable: Observable<Engine>;
  30989. /**
  30990. * Observable raised when the engine has jsut compiled a shader
  30991. */
  30992. onAfterShaderCompilationObservable: Observable<Engine>;
  30993. /** @hidden */
  30994. _gl: WebGLRenderingContext;
  30995. private _renderingCanvas;
  30996. private _windowIsBackground;
  30997. protected _webGLVersion: number;
  30998. protected _highPrecisionShadersAllowed: boolean;
  30999. /** @hidden */
  31000. readonly _shouldUseHighPrecisionShader: boolean;
  31001. /**
  31002. * Gets a boolean indicating that only power of 2 textures are supported
  31003. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  31004. */
  31005. readonly needPOTTextures: boolean;
  31006. /** @hidden */
  31007. _badOS: boolean;
  31008. /** @hidden */
  31009. _badDesktopOS: boolean;
  31010. /**
  31011. * Gets the audio engine
  31012. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31013. * @ignorenaming
  31014. */
  31015. static audioEngine: IAudioEngine;
  31016. /**
  31017. * Default AudioEngine factory responsible of creating the Audio Engine.
  31018. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  31019. */
  31020. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  31021. /**
  31022. * Default offline support factory responsible of creating a tool used to store data locally.
  31023. * By default, this will create a Database object if the workload has been embedded.
  31024. */
  31025. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  31026. private _onFocus;
  31027. private _onBlur;
  31028. private _onCanvasPointerOut;
  31029. private _onCanvasBlur;
  31030. private _onCanvasFocus;
  31031. private _onFullscreenChange;
  31032. private _onPointerLockChange;
  31033. private _hardwareScalingLevel;
  31034. /** @hidden */
  31035. _caps: EngineCapabilities;
  31036. private _pointerLockRequested;
  31037. private _isStencilEnable;
  31038. protected _colorWrite: boolean;
  31039. private _loadingScreen;
  31040. /** @hidden */
  31041. _drawCalls: PerfCounter;
  31042. private _glVersion;
  31043. private _glRenderer;
  31044. private _glVendor;
  31045. private _videoTextureSupported;
  31046. private _renderingQueueLaunched;
  31047. private _activeRenderLoops;
  31048. private _deterministicLockstep;
  31049. private _lockstepMaxSteps;
  31050. /**
  31051. * Observable signaled when a context lost event is raised
  31052. */
  31053. onContextLostObservable: Observable<Engine>;
  31054. /**
  31055. * Observable signaled when a context restored event is raised
  31056. */
  31057. onContextRestoredObservable: Observable<Engine>;
  31058. private _onContextLost;
  31059. private _onContextRestored;
  31060. private _contextWasLost;
  31061. /** @hidden */
  31062. _doNotHandleContextLost: boolean;
  31063. /**
  31064. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  31065. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  31066. */
  31067. doNotHandleContextLost: boolean;
  31068. private _performanceMonitor;
  31069. private _fps;
  31070. private _deltaTime;
  31071. /**
  31072. * Turn this value on if you want to pause FPS computation when in background
  31073. */
  31074. disablePerformanceMonitorInBackground: boolean;
  31075. /**
  31076. * Gets the performance monitor attached to this engine
  31077. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  31078. */
  31079. readonly performanceMonitor: PerformanceMonitor;
  31080. /**
  31081. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  31082. */
  31083. disableVertexArrayObjects: boolean;
  31084. /** @hidden */
  31085. protected _depthCullingState: _DepthCullingState;
  31086. /** @hidden */
  31087. protected _stencilState: _StencilState;
  31088. /** @hidden */
  31089. protected _alphaState: _AlphaState;
  31090. /** @hidden */
  31091. protected _alphaMode: number;
  31092. /** @hidden */
  31093. _internalTexturesCache: InternalTexture[];
  31094. /** @hidden */
  31095. protected _activeChannel: number;
  31096. private _currentTextureChannel;
  31097. /** @hidden */
  31098. protected _boundTexturesCache: {
  31099. [key: string]: Nullable<InternalTexture>;
  31100. };
  31101. /** @hidden */
  31102. protected _currentEffect: Nullable<Effect>;
  31103. /** @hidden */
  31104. protected _currentProgram: Nullable<WebGLProgram>;
  31105. private _compiledEffects;
  31106. private _vertexAttribArraysEnabled;
  31107. /** @hidden */
  31108. protected _cachedViewport: Nullable<IViewportLike>;
  31109. private _cachedVertexArrayObject;
  31110. /** @hidden */
  31111. protected _cachedVertexBuffers: any;
  31112. /** @hidden */
  31113. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  31114. /** @hidden */
  31115. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  31116. /** @hidden */
  31117. _currentRenderTarget: Nullable<InternalTexture>;
  31118. private _uintIndicesCurrentlySet;
  31119. private _currentBoundBuffer;
  31120. /** @hidden */
  31121. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  31122. private _currentBufferPointers;
  31123. private _currentInstanceLocations;
  31124. private _currentInstanceBuffers;
  31125. private _textureUnits;
  31126. /** @hidden */
  31127. _workingCanvas: Nullable<HTMLCanvasElement>;
  31128. /** @hidden */
  31129. _workingContext: Nullable<CanvasRenderingContext2D>;
  31130. private _rescalePostProcess;
  31131. private _dummyFramebuffer;
  31132. private _externalData;
  31133. /** @hidden */
  31134. _bindedRenderFunction: any;
  31135. private _vaoRecordInProgress;
  31136. private _mustWipeVertexAttributes;
  31137. private _emptyTexture;
  31138. private _emptyCubeTexture;
  31139. private _emptyTexture3D;
  31140. /** @hidden */
  31141. _frameHandler: number;
  31142. private _nextFreeTextureSlots;
  31143. private _maxSimultaneousTextures;
  31144. private _activeRequests;
  31145. private _texturesSupported;
  31146. /** @hidden */
  31147. _textureFormatInUse: Nullable<string>;
  31148. /**
  31149. * Gets the list of texture formats supported
  31150. */
  31151. readonly texturesSupported: Array<string>;
  31152. /**
  31153. * Gets the list of texture formats in use
  31154. */
  31155. readonly textureFormatInUse: Nullable<string>;
  31156. /**
  31157. * Gets the current viewport
  31158. */
  31159. readonly currentViewport: Nullable<IViewportLike>;
  31160. /**
  31161. * Gets the default empty texture
  31162. */
  31163. readonly emptyTexture: InternalTexture;
  31164. /**
  31165. * Gets the default empty 3D texture
  31166. */
  31167. readonly emptyTexture3D: InternalTexture;
  31168. /**
  31169. * Gets the default empty cube texture
  31170. */
  31171. readonly emptyCubeTexture: InternalTexture;
  31172. /**
  31173. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  31174. */
  31175. readonly premultipliedAlpha: boolean;
  31176. /**
  31177. * Creates a new engine
  31178. * @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
  31179. * @param antialias defines enable antialiasing (default: false)
  31180. * @param options defines further options to be sent to the getContext() function
  31181. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  31182. */
  31183. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  31184. /**
  31185. * Initializes a webVR display and starts listening to display change events
  31186. * The onVRDisplayChangedObservable will be notified upon these changes
  31187. * @returns The onVRDisplayChangedObservable
  31188. */
  31189. initWebVR(): Observable<IDisplayChangedEventArgs>;
  31190. /** @hidden */
  31191. _prepareVRComponent(): void;
  31192. /** @hidden */
  31193. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  31194. /** @hidden */
  31195. _submitVRFrame(): void;
  31196. /**
  31197. * Call this function to leave webVR mode
  31198. * Will do nothing if webVR is not supported or if there is no webVR device
  31199. * @see http://doc.babylonjs.com/how_to/webvr_camera
  31200. */
  31201. disableVR(): void;
  31202. /**
  31203. * Gets a boolean indicating that the system is in VR mode and is presenting
  31204. * @returns true if VR mode is engaged
  31205. */
  31206. isVRPresenting(): boolean;
  31207. /** @hidden */
  31208. _requestVRFrame(): void;
  31209. private _disableTouchAction;
  31210. private _rebuildInternalTextures;
  31211. private _rebuildEffects;
  31212. /**
  31213. * Gets a boolean indicating if all created effects are ready
  31214. * @returns true if all effects are ready
  31215. */
  31216. areAllEffectsReady(): boolean;
  31217. private _rebuildBuffers;
  31218. private _initGLContext;
  31219. /**
  31220. * Gets version of the current webGL context
  31221. */
  31222. readonly webGLVersion: number;
  31223. /**
  31224. * Gets a string idenfifying the name of the class
  31225. * @returns "Engine" string
  31226. */
  31227. getClassName(): string;
  31228. /**
  31229. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  31230. */
  31231. readonly isStencilEnable: boolean;
  31232. /** @hidden */
  31233. _prepareWorkingCanvas(): void;
  31234. /**
  31235. * Reset the texture cache to empty state
  31236. */
  31237. resetTextureCache(): void;
  31238. /**
  31239. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  31240. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31241. * @returns true if engine is in deterministic lock step mode
  31242. */
  31243. isDeterministicLockStep(): boolean;
  31244. /**
  31245. * Gets the max steps when engine is running in deterministic lock step
  31246. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31247. * @returns the max steps
  31248. */
  31249. getLockstepMaxSteps(): number;
  31250. /**
  31251. * Gets an object containing information about the current webGL context
  31252. * @returns an object containing the vender, the renderer and the version of the current webGL context
  31253. */
  31254. getGlInfo(): {
  31255. vendor: string;
  31256. renderer: string;
  31257. version: string;
  31258. };
  31259. /**
  31260. * Gets current aspect ratio
  31261. * @param viewportOwner defines the camera to use to get the aspect ratio
  31262. * @param useScreen defines if screen size must be used (or the current render target if any)
  31263. * @returns a number defining the aspect ratio
  31264. */
  31265. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  31266. /**
  31267. * Gets current screen aspect ratio
  31268. * @returns a number defining the aspect ratio
  31269. */
  31270. getScreenAspectRatio(): number;
  31271. /**
  31272. * Gets the current render width
  31273. * @param useScreen defines if screen size must be used (or the current render target if any)
  31274. * @returns a number defining the current render width
  31275. */
  31276. getRenderWidth(useScreen?: boolean): number;
  31277. /**
  31278. * Gets the current render height
  31279. * @param useScreen defines if screen size must be used (or the current render target if any)
  31280. * @returns a number defining the current render height
  31281. */
  31282. getRenderHeight(useScreen?: boolean): number;
  31283. /**
  31284. * Gets the HTML canvas attached with the current webGL context
  31285. * @returns a HTML canvas
  31286. */
  31287. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  31288. /**
  31289. * Gets host window
  31290. * @returns the host window object
  31291. */
  31292. getHostWindow(): Window;
  31293. /**
  31294. * Gets host document
  31295. * @returns the host document object
  31296. */
  31297. getHostDocument(): Document;
  31298. /**
  31299. * Gets the client rect of the HTML canvas attached with the current webGL context
  31300. * @returns a client rectanglee
  31301. */
  31302. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  31303. /**
  31304. * Defines the hardware scaling level.
  31305. * By default the hardware scaling level is computed from the window device ratio.
  31306. * 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.
  31307. * @param level defines the level to use
  31308. */
  31309. setHardwareScalingLevel(level: number): void;
  31310. /**
  31311. * Gets the current hardware scaling level.
  31312. * By default the hardware scaling level is computed from the window device ratio.
  31313. * 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.
  31314. * @returns a number indicating the current hardware scaling level
  31315. */
  31316. getHardwareScalingLevel(): number;
  31317. /**
  31318. * Gets the list of loaded textures
  31319. * @returns an array containing all loaded textures
  31320. */
  31321. getLoadedTexturesCache(): InternalTexture[];
  31322. /**
  31323. * Gets the object containing all engine capabilities
  31324. * @returns the EngineCapabilities object
  31325. */
  31326. getCaps(): EngineCapabilities;
  31327. /**
  31328. * Gets the current depth function
  31329. * @returns a number defining the depth function
  31330. */
  31331. getDepthFunction(): Nullable<number>;
  31332. /**
  31333. * Sets the current depth function
  31334. * @param depthFunc defines the function to use
  31335. */
  31336. setDepthFunction(depthFunc: number): void;
  31337. /**
  31338. * Sets the current depth function to GREATER
  31339. */
  31340. setDepthFunctionToGreater(): void;
  31341. /**
  31342. * Sets the current depth function to GEQUAL
  31343. */
  31344. setDepthFunctionToGreaterOrEqual(): void;
  31345. /**
  31346. * Sets the current depth function to LESS
  31347. */
  31348. setDepthFunctionToLess(): void;
  31349. private _cachedStencilBuffer;
  31350. private _cachedStencilFunction;
  31351. private _cachedStencilMask;
  31352. private _cachedStencilOperationPass;
  31353. private _cachedStencilOperationFail;
  31354. private _cachedStencilOperationDepthFail;
  31355. private _cachedStencilReference;
  31356. /**
  31357. * Caches the the state of the stencil buffer
  31358. */
  31359. cacheStencilState(): void;
  31360. /**
  31361. * Restores the state of the stencil buffer
  31362. */
  31363. restoreStencilState(): void;
  31364. /**
  31365. * Sets the current depth function to LEQUAL
  31366. */
  31367. setDepthFunctionToLessOrEqual(): void;
  31368. /**
  31369. * Gets a boolean indicating if stencil buffer is enabled
  31370. * @returns the current stencil buffer state
  31371. */
  31372. getStencilBuffer(): boolean;
  31373. /**
  31374. * Enable or disable the stencil buffer
  31375. * @param enable defines if the stencil buffer must be enabled or disabled
  31376. */
  31377. setStencilBuffer(enable: boolean): void;
  31378. /**
  31379. * Gets the current stencil mask
  31380. * @returns a number defining the new stencil mask to use
  31381. */
  31382. getStencilMask(): number;
  31383. /**
  31384. * Sets the current stencil mask
  31385. * @param mask defines the new stencil mask to use
  31386. */
  31387. setStencilMask(mask: number): void;
  31388. /**
  31389. * Gets the current stencil function
  31390. * @returns a number defining the stencil function to use
  31391. */
  31392. getStencilFunction(): number;
  31393. /**
  31394. * Gets the current stencil reference value
  31395. * @returns a number defining the stencil reference value to use
  31396. */
  31397. getStencilFunctionReference(): number;
  31398. /**
  31399. * Gets the current stencil mask
  31400. * @returns a number defining the stencil mask to use
  31401. */
  31402. getStencilFunctionMask(): number;
  31403. /**
  31404. * Sets the current stencil function
  31405. * @param stencilFunc defines the new stencil function to use
  31406. */
  31407. setStencilFunction(stencilFunc: number): void;
  31408. /**
  31409. * Sets the current stencil reference
  31410. * @param reference defines the new stencil reference to use
  31411. */
  31412. setStencilFunctionReference(reference: number): void;
  31413. /**
  31414. * Sets the current stencil mask
  31415. * @param mask defines the new stencil mask to use
  31416. */
  31417. setStencilFunctionMask(mask: number): void;
  31418. /**
  31419. * Gets the current stencil operation when stencil fails
  31420. * @returns a number defining stencil operation to use when stencil fails
  31421. */
  31422. getStencilOperationFail(): number;
  31423. /**
  31424. * Gets the current stencil operation when depth fails
  31425. * @returns a number defining stencil operation to use when depth fails
  31426. */
  31427. getStencilOperationDepthFail(): number;
  31428. /**
  31429. * Gets the current stencil operation when stencil passes
  31430. * @returns a number defining stencil operation to use when stencil passes
  31431. */
  31432. getStencilOperationPass(): number;
  31433. /**
  31434. * Sets the stencil operation to use when stencil fails
  31435. * @param operation defines the stencil operation to use when stencil fails
  31436. */
  31437. setStencilOperationFail(operation: number): void;
  31438. /**
  31439. * Sets the stencil operation to use when depth fails
  31440. * @param operation defines the stencil operation to use when depth fails
  31441. */
  31442. setStencilOperationDepthFail(operation: number): void;
  31443. /**
  31444. * Sets the stencil operation to use when stencil passes
  31445. * @param operation defines the stencil operation to use when stencil passes
  31446. */
  31447. setStencilOperationPass(operation: number): void;
  31448. /**
  31449. * Sets a boolean indicating if the dithering state is enabled or disabled
  31450. * @param value defines the dithering state
  31451. */
  31452. setDitheringState(value: boolean): void;
  31453. /**
  31454. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  31455. * @param value defines the rasterizer state
  31456. */
  31457. setRasterizerState(value: boolean): void;
  31458. /**
  31459. * stop executing a render loop function and remove it from the execution array
  31460. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  31461. */
  31462. stopRenderLoop(renderFunction?: () => void): void;
  31463. /** @hidden */
  31464. _renderLoop(): void;
  31465. /**
  31466. * Can be used to override the current requestAnimationFrame requester.
  31467. * @hidden
  31468. */
  31469. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  31470. /**
  31471. * Register and execute a render loop. The engine can have more than one render function
  31472. * @param renderFunction defines the function to continuously execute
  31473. */
  31474. runRenderLoop(renderFunction: () => void): void;
  31475. /**
  31476. * Toggle full screen mode
  31477. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31478. */
  31479. switchFullscreen(requestPointerLock: boolean): void;
  31480. /**
  31481. * Enters full screen mode
  31482. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31483. */
  31484. enterFullscreen(requestPointerLock: boolean): void;
  31485. /**
  31486. * Exits full screen mode
  31487. */
  31488. exitFullscreen(): void;
  31489. /**
  31490. * Enters Pointerlock mode
  31491. */
  31492. enterPointerlock(): void;
  31493. /**
  31494. * Exits Pointerlock mode
  31495. */
  31496. exitPointerlock(): void;
  31497. /**
  31498. * Clear the current render buffer or the current render target (if any is set up)
  31499. * @param color defines the color to use
  31500. * @param backBuffer defines if the back buffer must be cleared
  31501. * @param depth defines if the depth buffer must be cleared
  31502. * @param stencil defines if the stencil buffer must be cleared
  31503. */
  31504. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  31505. /**
  31506. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  31507. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31508. * @param y defines the y-coordinate of the corner of the clear rectangle
  31509. * @param width defines the width of the clear rectangle
  31510. * @param height defines the height of the clear rectangle
  31511. * @param clearColor defines the clear color
  31512. */
  31513. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  31514. /**
  31515. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  31516. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31517. * @param y defines the y-coordinate of the corner of the clear rectangle
  31518. * @param width defines the width of the clear rectangle
  31519. * @param height defines the height of the clear rectangle
  31520. */
  31521. enableScissor(x: number, y: number, width: number, height: number): void;
  31522. /**
  31523. * Disable previously set scissor test rectangle
  31524. */
  31525. disableScissor(): void;
  31526. private _viewportCached;
  31527. /** @hidden */
  31528. _viewport(x: number, y: number, width: number, height: number): void;
  31529. /**
  31530. * Set the WebGL's viewport
  31531. * @param viewport defines the viewport element to be used
  31532. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  31533. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  31534. */
  31535. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  31536. /**
  31537. * Directly set the WebGL Viewport
  31538. * @param x defines the x coordinate of the viewport (in screen space)
  31539. * @param y defines the y coordinate of the viewport (in screen space)
  31540. * @param width defines the width of the viewport (in screen space)
  31541. * @param height defines the height of the viewport (in screen space)
  31542. * @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
  31543. */
  31544. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  31545. /**
  31546. * Begin a new frame
  31547. */
  31548. beginFrame(): void;
  31549. /**
  31550. * Enf the current frame
  31551. */
  31552. endFrame(): void;
  31553. /**
  31554. * Resize the view according to the canvas' size
  31555. */
  31556. resize(): void;
  31557. /**
  31558. * Force a specific size of the canvas
  31559. * @param width defines the new canvas' width
  31560. * @param height defines the new canvas' height
  31561. */
  31562. setSize(width: number, height: number): void;
  31563. /**
  31564. * Binds the frame buffer to the specified texture.
  31565. * @param texture The texture to render to or null for the default canvas
  31566. * @param faceIndex The face of the texture to render to in case of cube texture
  31567. * @param requiredWidth The width of the target to render to
  31568. * @param requiredHeight The height of the target to render to
  31569. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  31570. * @param depthStencilTexture The depth stencil texture to use to render
  31571. * @param lodLevel defines le lod level to bind to the frame buffer
  31572. */
  31573. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  31574. /** @hidden */
  31575. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  31576. /**
  31577. * Unbind the current render target texture from the webGL context
  31578. * @param texture defines the render target texture to unbind
  31579. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  31580. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  31581. */
  31582. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  31583. /**
  31584. * Force the mipmap generation for the given render target texture
  31585. * @param texture defines the render target texture to use
  31586. */
  31587. generateMipMapsForCubemap(texture: InternalTexture): void;
  31588. /**
  31589. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  31590. */
  31591. flushFramebuffer(): void;
  31592. /**
  31593. * Unbind the current render target and bind the default framebuffer
  31594. */
  31595. restoreDefaultFramebuffer(): void;
  31596. /**
  31597. * Create an uniform buffer
  31598. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31599. * @param elements defines the content of the uniform buffer
  31600. * @returns the webGL uniform buffer
  31601. */
  31602. createUniformBuffer(elements: FloatArray): DataBuffer;
  31603. /**
  31604. * Create a dynamic uniform buffer
  31605. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31606. * @param elements defines the content of the uniform buffer
  31607. * @returns the webGL uniform buffer
  31608. */
  31609. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  31610. /**
  31611. * Update an existing uniform buffer
  31612. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31613. * @param uniformBuffer defines the target uniform buffer
  31614. * @param elements defines the content to update
  31615. * @param offset defines the offset in the uniform buffer where update should start
  31616. * @param count defines the size of the data to update
  31617. */
  31618. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  31619. private _resetVertexBufferBinding;
  31620. /**
  31621. * Creates a vertex buffer
  31622. * @param data the data for the vertex buffer
  31623. * @returns the new WebGL static buffer
  31624. */
  31625. createVertexBuffer(data: DataArray): DataBuffer;
  31626. /**
  31627. * Creates a dynamic vertex buffer
  31628. * @param data the data for the dynamic vertex buffer
  31629. * @returns the new WebGL dynamic buffer
  31630. */
  31631. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  31632. /**
  31633. * Update a dynamic index buffer
  31634. * @param indexBuffer defines the target index buffer
  31635. * @param indices defines the data to update
  31636. * @param offset defines the offset in the target index buffer where update should start
  31637. */
  31638. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  31639. /**
  31640. * Updates a dynamic vertex buffer.
  31641. * @param vertexBuffer the vertex buffer to update
  31642. * @param data the data used to update the vertex buffer
  31643. * @param byteOffset the byte offset of the data
  31644. * @param byteLength the byte length of the data
  31645. */
  31646. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  31647. private _resetIndexBufferBinding;
  31648. /**
  31649. * Creates a new index buffer
  31650. * @param indices defines the content of the index buffer
  31651. * @param updatable defines if the index buffer must be updatable
  31652. * @returns a new webGL buffer
  31653. */
  31654. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  31655. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  31656. /**
  31657. * Bind a webGL buffer to the webGL context
  31658. * @param buffer defines the buffer to bind
  31659. */
  31660. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  31661. /**
  31662. * Bind an uniform buffer to the current webGL context
  31663. * @param buffer defines the buffer to bind
  31664. */
  31665. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  31666. /**
  31667. * Bind a buffer to the current webGL context at a given location
  31668. * @param buffer defines the buffer to bind
  31669. * @param location defines the index where to bind the buffer
  31670. */
  31671. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  31672. /**
  31673. * Bind a specific block at a given index in a specific shader program
  31674. * @param pipelineContext defines the pipeline context to use
  31675. * @param blockName defines the block name
  31676. * @param index defines the index where to bind the block
  31677. */
  31678. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  31679. private bindIndexBuffer;
  31680. private bindBuffer;
  31681. /**
  31682. * update the bound buffer with the given data
  31683. * @param data defines the data to update
  31684. */
  31685. updateArrayBuffer(data: Float32Array): void;
  31686. private _vertexAttribPointer;
  31687. private _bindIndexBufferWithCache;
  31688. private _bindVertexBuffersAttributes;
  31689. /**
  31690. * Records a vertex array object
  31691. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31692. * @param vertexBuffers defines the list of vertex buffers to store
  31693. * @param indexBuffer defines the index buffer to store
  31694. * @param effect defines the effect to store
  31695. * @returns the new vertex array object
  31696. */
  31697. recordVertexArrayObject(vertexBuffers: {
  31698. [key: string]: VertexBuffer;
  31699. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  31700. /**
  31701. * Bind a specific vertex array object
  31702. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31703. * @param vertexArrayObject defines the vertex array object to bind
  31704. * @param indexBuffer defines the index buffer to bind
  31705. */
  31706. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  31707. /**
  31708. * Bind webGl buffers directly to the webGL context
  31709. * @param vertexBuffer defines the vertex buffer to bind
  31710. * @param indexBuffer defines the index buffer to bind
  31711. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  31712. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  31713. * @param effect defines the effect associated with the vertex buffer
  31714. */
  31715. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  31716. private _unbindVertexArrayObject;
  31717. /**
  31718. * Bind a list of vertex buffers to the webGL context
  31719. * @param vertexBuffers defines the list of vertex buffers to bind
  31720. * @param indexBuffer defines the index buffer to bind
  31721. * @param effect defines the effect associated with the vertex buffers
  31722. */
  31723. bindBuffers(vertexBuffers: {
  31724. [key: string]: Nullable<VertexBuffer>;
  31725. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  31726. /**
  31727. * Unbind all instance attributes
  31728. */
  31729. unbindInstanceAttributes(): void;
  31730. /**
  31731. * Release and free the memory of a vertex array object
  31732. * @param vao defines the vertex array object to delete
  31733. */
  31734. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  31735. /** @hidden */
  31736. _releaseBuffer(buffer: DataBuffer): boolean;
  31737. protected _deleteBuffer(buffer: DataBuffer): void;
  31738. /**
  31739. * Creates a webGL buffer to use with instanciation
  31740. * @param capacity defines the size of the buffer
  31741. * @returns the webGL buffer
  31742. */
  31743. createInstancesBuffer(capacity: number): DataBuffer;
  31744. /**
  31745. * Delete a webGL buffer used with instanciation
  31746. * @param buffer defines the webGL buffer to delete
  31747. */
  31748. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  31749. /**
  31750. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  31751. * @param instancesBuffer defines the webGL buffer to update and bind
  31752. * @param data defines the data to store in the buffer
  31753. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  31754. */
  31755. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  31756. /**
  31757. * Apply all cached states (depth, culling, stencil and alpha)
  31758. */
  31759. applyStates(): void;
  31760. /**
  31761. * Send a draw order
  31762. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31763. * @param indexStart defines the starting index
  31764. * @param indexCount defines the number of index to draw
  31765. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31766. */
  31767. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  31768. /**
  31769. * Draw a list of points
  31770. * @param verticesStart defines the index of first vertex to draw
  31771. * @param verticesCount defines the count of vertices to draw
  31772. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31773. */
  31774. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31775. /**
  31776. * Draw a list of unindexed primitives
  31777. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31778. * @param verticesStart defines the index of first vertex to draw
  31779. * @param verticesCount defines the count of vertices to draw
  31780. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31781. */
  31782. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31783. /**
  31784. * Draw a list of indexed primitives
  31785. * @param fillMode defines the primitive to use
  31786. * @param indexStart defines the starting index
  31787. * @param indexCount defines the number of index to draw
  31788. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31789. */
  31790. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  31791. /**
  31792. * Draw a list of unindexed primitives
  31793. * @param fillMode defines the primitive to use
  31794. * @param verticesStart defines the index of first vertex to draw
  31795. * @param verticesCount defines the count of vertices to draw
  31796. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31797. */
  31798. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31799. private _drawMode;
  31800. /** @hidden */
  31801. _releaseEffect(effect: Effect): void;
  31802. /** @hidden */
  31803. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  31804. /**
  31805. * Create a new effect (used to store vertex/fragment shaders)
  31806. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  31807. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  31808. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  31809. * @param samplers defines an array of string used to represent textures
  31810. * @param defines defines the string containing the defines to use to compile the shaders
  31811. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  31812. * @param onCompiled defines a function to call when the effect creation is successful
  31813. * @param onError defines a function to call when the effect creation has failed
  31814. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  31815. * @returns the new Effect
  31816. */
  31817. 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;
  31818. protected static _concatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  31819. private _compileShader;
  31820. private _compileRawShader;
  31821. /**
  31822. * Directly creates a webGL program
  31823. * @param pipelineContext defines the pipeline context to attach to
  31824. * @param vertexCode defines the vertex shader code to use
  31825. * @param fragmentCode defines the fragment shader code to use
  31826. * @param context defines the webGL context to use (if not set, the current one will be used)
  31827. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31828. * @returns the new webGL program
  31829. */
  31830. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31831. /**
  31832. * Creates a webGL program
  31833. * @param pipelineContext defines the pipeline context to attach to
  31834. * @param vertexCode defines the vertex shader code to use
  31835. * @param fragmentCode defines the fragment shader code to use
  31836. * @param defines defines the string containing the defines to use to compile the shaders
  31837. * @param context defines the webGL context to use (if not set, the current one will be used)
  31838. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31839. * @returns the new webGL program
  31840. */
  31841. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31842. /**
  31843. * Creates a new pipeline context
  31844. * @returns the new pipeline
  31845. */
  31846. createPipelineContext(): IPipelineContext;
  31847. private _createShaderProgram;
  31848. private _finalizePipelineContext;
  31849. /** @hidden */
  31850. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  31851. /** @hidden */
  31852. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  31853. /** @hidden */
  31854. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  31855. /**
  31856. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  31857. * @param pipelineContext defines the pipeline context to use
  31858. * @param uniformsNames defines the list of uniform names
  31859. * @returns an array of webGL uniform locations
  31860. */
  31861. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  31862. /**
  31863. * Gets the lsit of active attributes for a given webGL program
  31864. * @param pipelineContext defines the pipeline context to use
  31865. * @param attributesNames defines the list of attribute names to get
  31866. * @returns an array of indices indicating the offset of each attribute
  31867. */
  31868. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  31869. /**
  31870. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  31871. * @param effect defines the effect to activate
  31872. */
  31873. enableEffect(effect: Nullable<Effect>): void;
  31874. /**
  31875. * Set the value of an uniform to an array of int32
  31876. * @param uniform defines the webGL uniform location where to store the value
  31877. * @param array defines the array of int32 to store
  31878. */
  31879. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31880. /**
  31881. * Set the value of an uniform to an array of int32 (stored as vec2)
  31882. * @param uniform defines the webGL uniform location where to store the value
  31883. * @param array defines the array of int32 to store
  31884. */
  31885. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31886. /**
  31887. * Set the value of an uniform to an array of int32 (stored as vec3)
  31888. * @param uniform defines the webGL uniform location where to store the value
  31889. * @param array defines the array of int32 to store
  31890. */
  31891. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31892. /**
  31893. * Set the value of an uniform to an array of int32 (stored as vec4)
  31894. * @param uniform defines the webGL uniform location where to store the value
  31895. * @param array defines the array of int32 to store
  31896. */
  31897. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31898. /**
  31899. * Set the value of an uniform to an array of float32
  31900. * @param uniform defines the webGL uniform location where to store the value
  31901. * @param array defines the array of float32 to store
  31902. */
  31903. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31904. /**
  31905. * Set the value of an uniform to an array of float32 (stored as vec2)
  31906. * @param uniform defines the webGL uniform location where to store the value
  31907. * @param array defines the array of float32 to store
  31908. */
  31909. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31910. /**
  31911. * Set the value of an uniform to an array of float32 (stored as vec3)
  31912. * @param uniform defines the webGL uniform location where to store the value
  31913. * @param array defines the array of float32 to store
  31914. */
  31915. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31916. /**
  31917. * Set the value of an uniform to an array of float32 (stored as vec4)
  31918. * @param uniform defines the webGL uniform location where to store the value
  31919. * @param array defines the array of float32 to store
  31920. */
  31921. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31922. /**
  31923. * Set the value of an uniform to an array of number
  31924. * @param uniform defines the webGL uniform location where to store the value
  31925. * @param array defines the array of number to store
  31926. */
  31927. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31928. /**
  31929. * Set the value of an uniform to an array of number (stored as vec2)
  31930. * @param uniform defines the webGL uniform location where to store the value
  31931. * @param array defines the array of number to store
  31932. */
  31933. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31934. /**
  31935. * Set the value of an uniform to an array of number (stored as vec3)
  31936. * @param uniform defines the webGL uniform location where to store the value
  31937. * @param array defines the array of number to store
  31938. */
  31939. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31940. /**
  31941. * Set the value of an uniform to an array of number (stored as vec4)
  31942. * @param uniform defines the webGL uniform location where to store the value
  31943. * @param array defines the array of number to store
  31944. */
  31945. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31946. /**
  31947. * Set the value of an uniform to an array of float32 (stored as matrices)
  31948. * @param uniform defines the webGL uniform location where to store the value
  31949. * @param matrices defines the array of float32 to store
  31950. */
  31951. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  31952. /**
  31953. * Set the value of an uniform to a matrix (3x3)
  31954. * @param uniform defines the webGL uniform location where to store the value
  31955. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  31956. */
  31957. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31958. /**
  31959. * Set the value of an uniform to a matrix (2x2)
  31960. * @param uniform defines the webGL uniform location where to store the value
  31961. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  31962. */
  31963. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31964. /**
  31965. * Set the value of an uniform to a number (int)
  31966. * @param uniform defines the webGL uniform location where to store the value
  31967. * @param value defines the int number to store
  31968. */
  31969. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31970. /**
  31971. * Set the value of an uniform to a number (float)
  31972. * @param uniform defines the webGL uniform location where to store the value
  31973. * @param value defines the float number to store
  31974. */
  31975. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31976. /**
  31977. * Set the value of an uniform to a vec2
  31978. * @param uniform defines the webGL uniform location where to store the value
  31979. * @param x defines the 1st component of the value
  31980. * @param y defines the 2nd component of the value
  31981. */
  31982. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  31983. /**
  31984. * Set the value of an uniform to a vec3
  31985. * @param uniform defines the webGL uniform location where to store the value
  31986. * @param x defines the 1st component of the value
  31987. * @param y defines the 2nd component of the value
  31988. * @param z defines the 3rd component of the value
  31989. */
  31990. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  31991. /**
  31992. * Set the value of an uniform to a boolean
  31993. * @param uniform defines the webGL uniform location where to store the value
  31994. * @param bool defines the boolean to store
  31995. */
  31996. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  31997. /**
  31998. * Set the value of an uniform to a vec4
  31999. * @param uniform defines the webGL uniform location where to store the value
  32000. * @param x defines the 1st component of the value
  32001. * @param y defines the 2nd component of the value
  32002. * @param z defines the 3rd component of the value
  32003. * @param w defines the 4th component of the value
  32004. */
  32005. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  32006. /**
  32007. * Sets a Color4 on a uniform variable
  32008. * @param uniform defines the uniform location
  32009. * @param color4 defines the value to be set
  32010. */
  32011. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  32012. /**
  32013. * Set various states to the webGL context
  32014. * @param culling defines backface culling state
  32015. * @param zOffset defines the value to apply to zOffset (0 by default)
  32016. * @param force defines if states must be applied even if cache is up to date
  32017. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  32018. */
  32019. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  32020. /**
  32021. * Set the z offset to apply to current rendering
  32022. * @param value defines the offset to apply
  32023. */
  32024. setZOffset(value: number): void;
  32025. /**
  32026. * Gets the current value of the zOffset
  32027. * @returns the current zOffset state
  32028. */
  32029. getZOffset(): number;
  32030. /**
  32031. * Enable or disable depth buffering
  32032. * @param enable defines the state to set
  32033. */
  32034. setDepthBuffer(enable: boolean): void;
  32035. /**
  32036. * Gets a boolean indicating if depth writing is enabled
  32037. * @returns the current depth writing state
  32038. */
  32039. getDepthWrite(): boolean;
  32040. /**
  32041. * Enable or disable depth writing
  32042. * @param enable defines the state to set
  32043. */
  32044. setDepthWrite(enable: boolean): void;
  32045. /**
  32046. * Enable or disable color writing
  32047. * @param enable defines the state to set
  32048. */
  32049. setColorWrite(enable: boolean): void;
  32050. /**
  32051. * Gets a boolean indicating if color writing is enabled
  32052. * @returns the current color writing state
  32053. */
  32054. getColorWrite(): boolean;
  32055. /**
  32056. * Sets alpha constants used by some alpha blending modes
  32057. * @param r defines the red component
  32058. * @param g defines the green component
  32059. * @param b defines the blue component
  32060. * @param a defines the alpha component
  32061. */
  32062. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  32063. /**
  32064. * Sets the current alpha mode
  32065. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  32066. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  32067. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32068. */
  32069. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  32070. /**
  32071. * Gets the current alpha mode
  32072. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32073. * @returns the current alpha mode
  32074. */
  32075. getAlphaMode(): number;
  32076. /**
  32077. * Clears the list of texture accessible through engine.
  32078. * This can help preventing texture load conflict due to name collision.
  32079. */
  32080. clearInternalTexturesCache(): void;
  32081. /**
  32082. * Force the entire cache to be cleared
  32083. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  32084. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  32085. */
  32086. wipeCaches(bruteForce?: boolean): void;
  32087. /**
  32088. * Set the compressed texture format to use, based on the formats you have, and the formats
  32089. * supported by the hardware / browser.
  32090. *
  32091. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  32092. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  32093. * to API arguments needed to compressed textures. This puts the burden on the container
  32094. * generator to house the arcane code for determining these for current & future formats.
  32095. *
  32096. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  32097. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  32098. *
  32099. * Note: The result of this call is not taken into account when a texture is base64.
  32100. *
  32101. * @param formatsAvailable defines the list of those format families you have created
  32102. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  32103. *
  32104. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  32105. * @returns The extension selected.
  32106. */
  32107. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  32108. /** @hidden */
  32109. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  32110. min: number;
  32111. mag: number;
  32112. };
  32113. /** @hidden */
  32114. _createTexture(): WebGLTexture;
  32115. /**
  32116. * Usually called from Texture.ts.
  32117. * Passed information to create a WebGLTexture
  32118. * @param urlArg defines a value which contains one of the following:
  32119. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  32120. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  32121. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  32122. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  32123. * @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)
  32124. * @param scene needed for loading to the correct scene
  32125. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  32126. * @param onLoad optional callback to be called upon successful completion
  32127. * @param onError optional callback to be called upon failure
  32128. * @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
  32129. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  32130. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  32131. * @param forcedExtension defines the extension to use to pick the right loader
  32132. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  32133. * @returns a InternalTexture for assignment back into BABYLON.Texture
  32134. */
  32135. 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 | ArrayBufferView | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  32136. /**
  32137. * @hidden
  32138. * Rescales a texture
  32139. * @param source input texutre
  32140. * @param destination destination texture
  32141. * @param scene scene to use to render the resize
  32142. * @param internalFormat format to use when resizing
  32143. * @param onComplete callback to be called when resize has completed
  32144. */
  32145. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  32146. private _unpackFlipYCached;
  32147. /**
  32148. * In case you are sharing the context with other applications, it might
  32149. * be interested to not cache the unpack flip y state to ensure a consistent
  32150. * value would be set.
  32151. */
  32152. enableUnpackFlipYCached: boolean;
  32153. /** @hidden */
  32154. _unpackFlipY(value: boolean): void;
  32155. /** @hidden */
  32156. _getUnpackAlignement(): number;
  32157. /**
  32158. * Creates a dynamic texture
  32159. * @param width defines the width of the texture
  32160. * @param height defines the height of the texture
  32161. * @param generateMipMaps defines if the engine should generate the mip levels
  32162. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  32163. * @returns the dynamic texture inside an InternalTexture
  32164. */
  32165. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  32166. /**
  32167. * Update the sampling mode of a given texture
  32168. * @param samplingMode defines the required sampling mode
  32169. * @param texture defines the texture to update
  32170. */
  32171. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  32172. /**
  32173. * Update the content of a dynamic texture
  32174. * @param texture defines the texture to update
  32175. * @param canvas defines the canvas containing the source
  32176. * @param invertY defines if data must be stored with Y axis inverted
  32177. * @param premulAlpha defines if alpha is stored as premultiplied
  32178. * @param format defines the format of the data
  32179. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  32180. */
  32181. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  32182. /**
  32183. * Update a video texture
  32184. * @param texture defines the texture to update
  32185. * @param video defines the video element to use
  32186. * @param invertY defines if data must be stored with Y axis inverted
  32187. */
  32188. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  32189. /**
  32190. * Updates a depth texture Comparison Mode and Function.
  32191. * If the comparison Function is equal to 0, the mode will be set to none.
  32192. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  32193. * @param texture The texture to set the comparison function for
  32194. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  32195. */
  32196. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  32197. /** @hidden */
  32198. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  32199. width: number;
  32200. height: number;
  32201. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  32202. /**
  32203. * Creates a depth stencil texture.
  32204. * This is only available in WebGL 2 or with the depth texture extension available.
  32205. * @param size The size of face edge in the texture.
  32206. * @param options The options defining the texture.
  32207. * @returns The texture
  32208. */
  32209. createDepthStencilTexture(size: number | {
  32210. width: number;
  32211. height: number;
  32212. }, options: DepthTextureCreationOptions): InternalTexture;
  32213. /**
  32214. * Creates a depth stencil texture.
  32215. * This is only available in WebGL 2 or with the depth texture extension available.
  32216. * @param size The size of face edge in the texture.
  32217. * @param options The options defining the texture.
  32218. * @returns The texture
  32219. */
  32220. private _createDepthStencilTexture;
  32221. /**
  32222. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  32223. * @param renderTarget The render target to set the frame buffer for
  32224. */
  32225. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  32226. /**
  32227. * Creates a new render target texture
  32228. * @param size defines the size of the texture
  32229. * @param options defines the options used to create the texture
  32230. * @returns a new render target texture stored in an InternalTexture
  32231. */
  32232. createRenderTargetTexture(size: number | {
  32233. width: number;
  32234. height: number;
  32235. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  32236. /** @hidden */
  32237. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  32238. /**
  32239. * Updates the sample count of a render target texture
  32240. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  32241. * @param texture defines the texture to update
  32242. * @param samples defines the sample count to set
  32243. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  32244. */
  32245. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  32246. /** @hidden */
  32247. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32248. /** @hidden */
  32249. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  32250. /** @hidden */
  32251. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32252. /** @hidden */
  32253. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  32254. /**
  32255. * @hidden
  32256. */
  32257. _setCubeMapTextureParams(loadMipmap: boolean): void;
  32258. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<Scene>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  32259. private _prepareWebGLTexture;
  32260. /** @hidden */
  32261. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32262. /** @hidden */
  32263. _releaseFramebufferObjects(texture: InternalTexture): void;
  32264. /** @hidden */
  32265. _releaseTexture(texture: InternalTexture): void;
  32266. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  32267. protected _setProgram(program: WebGLProgram): void;
  32268. protected _boundUniforms: {
  32269. [key: number]: WebGLUniformLocation;
  32270. };
  32271. /**
  32272. * Binds an effect to the webGL context
  32273. * @param effect defines the effect to bind
  32274. */
  32275. bindSamplers(effect: Effect): void;
  32276. private _activateCurrentTexture;
  32277. /** @hidden */
  32278. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  32279. /** @hidden */
  32280. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  32281. /**
  32282. * Sets a texture to the webGL context from a postprocess
  32283. * @param channel defines the channel to use
  32284. * @param postProcess defines the source postprocess
  32285. */
  32286. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32287. /**
  32288. * Binds the output of the passed in post process to the texture channel specified
  32289. * @param channel The channel the texture should be bound to
  32290. * @param postProcess The post process which's output should be bound
  32291. */
  32292. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32293. /**
  32294. * Unbind all textures from the webGL context
  32295. */
  32296. unbindAllTextures(): void;
  32297. /**
  32298. * Sets a texture to the according uniform.
  32299. * @param channel The texture channel
  32300. * @param uniform The uniform to set
  32301. * @param texture The texture to apply
  32302. */
  32303. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  32304. /**
  32305. * Sets a depth stencil texture from a render target to the according uniform.
  32306. * @param channel The texture channel
  32307. * @param uniform The uniform to set
  32308. * @param texture The render target texture containing the depth stencil texture to apply
  32309. */
  32310. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32311. private _bindSamplerUniformToChannel;
  32312. private _getTextureWrapMode;
  32313. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  32314. /**
  32315. * Sets an array of texture to the webGL context
  32316. * @param channel defines the channel where the texture array must be set
  32317. * @param uniform defines the associated uniform location
  32318. * @param textures defines the array of textures to bind
  32319. */
  32320. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  32321. /** @hidden */
  32322. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  32323. private _setTextureParameterFloat;
  32324. private _setTextureParameterInteger;
  32325. /**
  32326. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32327. * @param x defines the x coordinate of the rectangle where pixels must be read
  32328. * @param y defines the y coordinate of the rectangle where pixels must be read
  32329. * @param width defines the width of the rectangle where pixels must be read
  32330. * @param height defines the height of the rectangle where pixels must be read
  32331. * @returns a Uint8Array containing RGBA colors
  32332. */
  32333. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32334. /**
  32335. * Add an externaly attached data from its key.
  32336. * This method call will fail and return false, if such key already exists.
  32337. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  32338. * @param key the unique key that identifies the data
  32339. * @param data the data object to associate to the key for this Engine instance
  32340. * @return true if no such key were already present and the data was added successfully, false otherwise
  32341. */
  32342. addExternalData<T>(key: string, data: T): boolean;
  32343. /**
  32344. * Get an externaly attached data from its key
  32345. * @param key the unique key that identifies the data
  32346. * @return the associated data, if present (can be null), or undefined if not present
  32347. */
  32348. getExternalData<T>(key: string): T;
  32349. /**
  32350. * Get an externaly attached data from its key, create it using a factory if it's not already present
  32351. * @param key the unique key that identifies the data
  32352. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  32353. * @return the associated data, can be null if the factory returned null.
  32354. */
  32355. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  32356. /**
  32357. * Remove an externaly attached data from the Engine instance
  32358. * @param key the unique key that identifies the data
  32359. * @return true if the data was successfully removed, false if it doesn't exist
  32360. */
  32361. removeExternalData(key: string): boolean;
  32362. /**
  32363. * Unbind all vertex attributes from the webGL context
  32364. */
  32365. unbindAllAttributes(): void;
  32366. /**
  32367. * 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
  32368. */
  32369. releaseEffects(): void;
  32370. /**
  32371. * Dispose and release all associated resources
  32372. */
  32373. dispose(): void;
  32374. /**
  32375. * Display the loading screen
  32376. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32377. */
  32378. displayLoadingUI(): void;
  32379. /**
  32380. * Hide the loading screen
  32381. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32382. */
  32383. hideLoadingUI(): void;
  32384. /**
  32385. * Gets the current loading screen object
  32386. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32387. */
  32388. /**
  32389. * Sets the current loading screen object
  32390. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32391. */
  32392. loadingScreen: ILoadingScreen;
  32393. /**
  32394. * Sets the current loading screen text
  32395. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32396. */
  32397. loadingUIText: string;
  32398. /**
  32399. * Sets the current loading screen background color
  32400. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32401. */
  32402. loadingUIBackgroundColor: string;
  32403. /**
  32404. * Attach a new callback raised when context lost event is fired
  32405. * @param callback defines the callback to call
  32406. */
  32407. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32408. /**
  32409. * Attach a new callback raised when context restored event is fired
  32410. * @param callback defines the callback to call
  32411. */
  32412. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32413. /**
  32414. * Gets the source code of the vertex shader associated with a specific webGL program
  32415. * @param program defines the program to use
  32416. * @returns a string containing the source code of the vertex shader associated with the program
  32417. */
  32418. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32419. /**
  32420. * Gets the source code of the fragment shader associated with a specific webGL program
  32421. * @param program defines the program to use
  32422. * @returns a string containing the source code of the fragment shader associated with the program
  32423. */
  32424. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32425. /**
  32426. * Get the current error code of the webGL context
  32427. * @returns the error code
  32428. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  32429. */
  32430. getError(): number;
  32431. /**
  32432. * Gets the current framerate
  32433. * @returns a number representing the framerate
  32434. */
  32435. getFps(): number;
  32436. /**
  32437. * Gets the time spent between current and previous frame
  32438. * @returns a number representing the delta time in ms
  32439. */
  32440. getDeltaTime(): number;
  32441. private _measureFps;
  32442. /** @hidden */
  32443. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  32444. private _canRenderToFloatFramebuffer;
  32445. private _canRenderToHalfFloatFramebuffer;
  32446. private _canRenderToFramebuffer;
  32447. /** @hidden */
  32448. _getWebGLTextureType(type: number): number;
  32449. /** @hidden */
  32450. _getInternalFormat(format: number): number;
  32451. /** @hidden */
  32452. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  32453. /** @hidden */
  32454. _getRGBAMultiSampleBufferFormat(type: number): number;
  32455. /** @hidden */
  32456. _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;
  32457. /** @hidden */
  32458. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32459. /**
  32460. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  32461. * @returns true if the engine can be created
  32462. * @ignorenaming
  32463. */
  32464. static isSupported(): boolean;
  32465. /**
  32466. * Find the next highest power of two.
  32467. * @param x Number to start search from.
  32468. * @return Next highest power of two.
  32469. */
  32470. static CeilingPOT(x: number): number;
  32471. /**
  32472. * Find the next lowest power of two.
  32473. * @param x Number to start search from.
  32474. * @return Next lowest power of two.
  32475. */
  32476. static FloorPOT(x: number): number;
  32477. /**
  32478. * Find the nearest power of two.
  32479. * @param x Number to start search from.
  32480. * @return Next nearest power of two.
  32481. */
  32482. static NearestPOT(x: number): number;
  32483. /**
  32484. * Get the closest exponent of two
  32485. * @param value defines the value to approximate
  32486. * @param max defines the maximum value to return
  32487. * @param mode defines how to define the closest value
  32488. * @returns closest exponent of two of the given value
  32489. */
  32490. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  32491. /**
  32492. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  32493. * @param func - the function to be called
  32494. * @param requester - the object that will request the next frame. Falls back to window.
  32495. * @returns frame number
  32496. */
  32497. static QueueNewFrame(func: () => void, requester?: any): number;
  32498. /**
  32499. * Ask the browser to promote the current element to pointerlock mode
  32500. * @param element defines the DOM element to promote
  32501. */
  32502. static _RequestPointerlock(element: HTMLElement): void;
  32503. /**
  32504. * Asks the browser to exit pointerlock mode
  32505. */
  32506. static _ExitPointerlock(): void;
  32507. /**
  32508. * Ask the browser to promote the current element to fullscreen rendering mode
  32509. * @param element defines the DOM element to promote
  32510. */
  32511. static _RequestFullscreen(element: HTMLElement): void;
  32512. /**
  32513. * Asks the browser to exit fullscreen mode
  32514. */
  32515. static _ExitFullscreen(): void;
  32516. }
  32517. }
  32518. declare module "babylonjs/Engines/engineStore" {
  32519. import { Nullable } from "babylonjs/types";
  32520. import { Engine } from "babylonjs/Engines/engine";
  32521. import { Scene } from "babylonjs/scene";
  32522. /**
  32523. * The engine store class is responsible to hold all the instances of Engine and Scene created
  32524. * during the life time of the application.
  32525. */
  32526. export class EngineStore {
  32527. /** Gets the list of created engines */
  32528. static Instances: import("babylonjs/Engines/engine").Engine[];
  32529. /** @hidden */
  32530. static _LastCreatedScene: Nullable<Scene>;
  32531. /**
  32532. * Gets the latest created engine
  32533. */
  32534. static readonly LastCreatedEngine: Nullable<Engine>;
  32535. /**
  32536. * Gets the latest created scene
  32537. */
  32538. static readonly LastCreatedScene: Nullable<Scene>;
  32539. /**
  32540. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32541. * @ignorenaming
  32542. */
  32543. static UseFallbackTexture: boolean;
  32544. /**
  32545. * Texture content used if a texture cannot loaded
  32546. * @ignorenaming
  32547. */
  32548. static FallbackTexture: string;
  32549. }
  32550. }
  32551. declare module "babylonjs/Misc/promise" {
  32552. /**
  32553. * Helper class that provides a small promise polyfill
  32554. */
  32555. export class PromisePolyfill {
  32556. /**
  32557. * Static function used to check if the polyfill is required
  32558. * If this is the case then the function will inject the polyfill to window.Promise
  32559. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  32560. */
  32561. static Apply(force?: boolean): void;
  32562. }
  32563. }
  32564. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  32565. /**
  32566. * Interface for screenshot methods with describe argument called `size` as object with options
  32567. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  32568. */
  32569. export interface IScreenshotSize {
  32570. /**
  32571. * number in pixels for canvas height
  32572. */
  32573. height?: number;
  32574. /**
  32575. * multiplier allowing render at a higher or lower resolution
  32576. * If value is defined then height and width will be ignored and taken from camera
  32577. */
  32578. precision?: number;
  32579. /**
  32580. * number in pixels for canvas width
  32581. */
  32582. width?: number;
  32583. }
  32584. }
  32585. declare module "babylonjs/Misc/tools" {
  32586. import { Nullable, float } from "babylonjs/types";
  32587. import { DomManagement } from "babylonjs/Misc/domManagement";
  32588. import { WebRequest } from "babylonjs/Misc/webRequest";
  32589. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  32590. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32591. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  32592. import { Camera } from "babylonjs/Cameras/camera";
  32593. import { Engine } from "babylonjs/Engines/engine";
  32594. interface IColor4Like {
  32595. r: float;
  32596. g: float;
  32597. b: float;
  32598. a: float;
  32599. }
  32600. /**
  32601. * Class containing a set of static utilities functions
  32602. */
  32603. export class Tools {
  32604. /**
  32605. * Gets or sets the base URL to use to load assets
  32606. */
  32607. static BaseUrl: string;
  32608. /**
  32609. * Enable/Disable Custom HTTP Request Headers globally.
  32610. * default = false
  32611. * @see CustomRequestHeaders
  32612. */
  32613. static UseCustomRequestHeaders: boolean;
  32614. /**
  32615. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  32616. * i.e. when loading files, where the server/service expects an Authorization header
  32617. */
  32618. static CustomRequestHeaders: {
  32619. [key: string]: string;
  32620. };
  32621. /**
  32622. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  32623. */
  32624. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  32625. /**
  32626. * Default behaviour for cors in the application.
  32627. * It can be a string if the expected behavior is identical in the entire app.
  32628. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  32629. */
  32630. static CorsBehavior: string | ((url: string | string[]) => string);
  32631. /**
  32632. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32633. * @ignorenaming
  32634. */
  32635. static UseFallbackTexture: boolean;
  32636. /**
  32637. * Use this object to register external classes like custom textures or material
  32638. * to allow the laoders to instantiate them
  32639. */
  32640. static RegisteredExternalClasses: {
  32641. [key: string]: Object;
  32642. };
  32643. /**
  32644. * Texture content used if a texture cannot loaded
  32645. * @ignorenaming
  32646. */
  32647. static fallbackTexture: string;
  32648. /**
  32649. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  32650. * @param u defines the coordinate on X axis
  32651. * @param v defines the coordinate on Y axis
  32652. * @param width defines the width of the source data
  32653. * @param height defines the height of the source data
  32654. * @param pixels defines the source byte array
  32655. * @param color defines the output color
  32656. */
  32657. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  32658. /**
  32659. * Interpolates between a and b via alpha
  32660. * @param a The lower value (returned when alpha = 0)
  32661. * @param b The upper value (returned when alpha = 1)
  32662. * @param alpha The interpolation-factor
  32663. * @return The mixed value
  32664. */
  32665. static Mix(a: number, b: number, alpha: number): number;
  32666. /**
  32667. * Tries to instantiate a new object from a given class name
  32668. * @param className defines the class name to instantiate
  32669. * @returns the new object or null if the system was not able to do the instantiation
  32670. */
  32671. static Instantiate(className: string): any;
  32672. /**
  32673. * Provides a slice function that will work even on IE
  32674. * @param data defines the array to slice
  32675. * @param start defines the start of the data (optional)
  32676. * @param end defines the end of the data (optional)
  32677. * @returns the new sliced array
  32678. */
  32679. static Slice<T>(data: T, start?: number, end?: number): T;
  32680. /**
  32681. * Polyfill for setImmediate
  32682. * @param action defines the action to execute after the current execution block
  32683. */
  32684. static SetImmediate(action: () => void): void;
  32685. /**
  32686. * Function indicating if a number is an exponent of 2
  32687. * @param value defines the value to test
  32688. * @returns true if the value is an exponent of 2
  32689. */
  32690. static IsExponentOfTwo(value: number): boolean;
  32691. private static _tmpFloatArray;
  32692. /**
  32693. * Returns the nearest 32-bit single precision float representation of a Number
  32694. * @param value A Number. If the parameter is of a different type, it will get converted
  32695. * to a number or to NaN if it cannot be converted
  32696. * @returns number
  32697. */
  32698. static FloatRound(value: number): number;
  32699. /**
  32700. * Extracts the filename from a path
  32701. * @param path defines the path to use
  32702. * @returns the filename
  32703. */
  32704. static GetFilename(path: string): string;
  32705. /**
  32706. * Extracts the "folder" part of a path (everything before the filename).
  32707. * @param uri The URI to extract the info from
  32708. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  32709. * @returns The "folder" part of the path
  32710. */
  32711. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  32712. /**
  32713. * Extracts text content from a DOM element hierarchy
  32714. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  32715. */
  32716. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  32717. /**
  32718. * Convert an angle in radians to degrees
  32719. * @param angle defines the angle to convert
  32720. * @returns the angle in degrees
  32721. */
  32722. static ToDegrees(angle: number): number;
  32723. /**
  32724. * Convert an angle in degrees to radians
  32725. * @param angle defines the angle to convert
  32726. * @returns the angle in radians
  32727. */
  32728. static ToRadians(angle: number): number;
  32729. /**
  32730. * Encode a buffer to a base64 string
  32731. * @param buffer defines the buffer to encode
  32732. * @returns the encoded string
  32733. */
  32734. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  32735. /**
  32736. * Returns an array if obj is not an array
  32737. * @param obj defines the object to evaluate as an array
  32738. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  32739. * @returns either obj directly if obj is an array or a new array containing obj
  32740. */
  32741. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  32742. /**
  32743. * Gets the pointer prefix to use
  32744. * @returns "pointer" if touch is enabled. Else returns "mouse"
  32745. */
  32746. static GetPointerPrefix(): string;
  32747. /**
  32748. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  32749. * @param url define the url we are trying
  32750. * @param element define the dom element where to configure the cors policy
  32751. */
  32752. static SetCorsBehavior(url: string | string[], element: {
  32753. crossOrigin: string | null;
  32754. }): void;
  32755. /**
  32756. * Removes unwanted characters from an url
  32757. * @param url defines the url to clean
  32758. * @returns the cleaned url
  32759. */
  32760. static CleanUrl(url: string): string;
  32761. /**
  32762. * Gets or sets a function used to pre-process url before using them to load assets
  32763. */
  32764. static PreprocessUrl: (url: string) => string;
  32765. /**
  32766. * Loads an image as an HTMLImageElement.
  32767. * @param input url string, ArrayBuffer, or Blob to load
  32768. * @param onLoad callback called when the image successfully loads
  32769. * @param onError callback called when the image fails to load
  32770. * @param offlineProvider offline provider for caching
  32771. * @returns the HTMLImageElement of the loaded image
  32772. */
  32773. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  32774. /**
  32775. * Loads a file
  32776. * @param url url string, ArrayBuffer, or Blob to load
  32777. * @param onSuccess callback called when the file successfully loads
  32778. * @param onProgress callback called while file is loading (if the server supports this mode)
  32779. * @param offlineProvider defines the offline provider for caching
  32780. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  32781. * @param onError callback called when the file fails to load
  32782. * @returns a file request object
  32783. */
  32784. 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;
  32785. /**
  32786. * Loads a file from a url
  32787. * @param url the file url to load
  32788. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  32789. */
  32790. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  32791. /**
  32792. * Load a script (identified by an url). When the url returns, the
  32793. * content of this file is added into a new script element, attached to the DOM (body element)
  32794. * @param scriptUrl defines the url of the script to laod
  32795. * @param onSuccess defines the callback called when the script is loaded
  32796. * @param onError defines the callback to call if an error occurs
  32797. * @param scriptId defines the id of the script element
  32798. */
  32799. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  32800. /**
  32801. * Load an asynchronous script (identified by an url). When the url returns, the
  32802. * content of this file is added into a new script element, attached to the DOM (body element)
  32803. * @param scriptUrl defines the url of the script to laod
  32804. * @param scriptId defines the id of the script element
  32805. * @returns a promise request object
  32806. */
  32807. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  32808. /**
  32809. * Loads a file from a blob
  32810. * @param fileToLoad defines the blob to use
  32811. * @param callback defines the callback to call when data is loaded
  32812. * @param progressCallback defines the callback to call during loading process
  32813. * @returns a file request object
  32814. */
  32815. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  32816. /**
  32817. * Loads a file
  32818. * @param fileToLoad defines the file to load
  32819. * @param callback defines the callback to call when data is loaded
  32820. * @param progressCallBack defines the callback to call during loading process
  32821. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  32822. * @returns a file request object
  32823. */
  32824. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  32825. /**
  32826. * Creates a data url from a given string content
  32827. * @param content defines the content to convert
  32828. * @returns the new data url link
  32829. */
  32830. static FileAsURL(content: string): string;
  32831. /**
  32832. * Format the given number to a specific decimal format
  32833. * @param value defines the number to format
  32834. * @param decimals defines the number of decimals to use
  32835. * @returns the formatted string
  32836. */
  32837. static Format(value: number, decimals?: number): string;
  32838. /**
  32839. * Tries to copy an object by duplicating every property
  32840. * @param source defines the source object
  32841. * @param destination defines the target object
  32842. * @param doNotCopyList defines a list of properties to avoid
  32843. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  32844. */
  32845. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  32846. /**
  32847. * Gets a boolean indicating if the given object has no own property
  32848. * @param obj defines the object to test
  32849. * @returns true if object has no own property
  32850. */
  32851. static IsEmpty(obj: any): boolean;
  32852. /**
  32853. * Function used to register events at window level
  32854. * @param windowElement defines the Window object to use
  32855. * @param events defines the events to register
  32856. */
  32857. static RegisterTopRootEvents(windowElement: Window, events: {
  32858. name: string;
  32859. handler: Nullable<(e: FocusEvent) => any>;
  32860. }[]): void;
  32861. /**
  32862. * Function used to unregister events from window level
  32863. * @param windowElement defines the Window object to use
  32864. * @param events defines the events to unregister
  32865. */
  32866. static UnregisterTopRootEvents(windowElement: Window, events: {
  32867. name: string;
  32868. handler: Nullable<(e: FocusEvent) => any>;
  32869. }[]): void;
  32870. /**
  32871. * @ignore
  32872. */
  32873. static _ScreenshotCanvas: HTMLCanvasElement;
  32874. /**
  32875. * Dumps the current bound framebuffer
  32876. * @param width defines the rendering width
  32877. * @param height defines the rendering height
  32878. * @param engine defines the hosting engine
  32879. * @param successCallback defines the callback triggered once the data are available
  32880. * @param mimeType defines the mime type of the result
  32881. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  32882. */
  32883. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32884. /**
  32885. * Converts the canvas data to blob.
  32886. * This acts as a polyfill for browsers not supporting the to blob function.
  32887. * @param canvas Defines the canvas to extract the data from
  32888. * @param successCallback Defines the callback triggered once the data are available
  32889. * @param mimeType Defines the mime type of the result
  32890. */
  32891. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  32892. /**
  32893. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  32894. * @param successCallback defines the callback triggered once the data are available
  32895. * @param mimeType defines the mime type of the result
  32896. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  32897. */
  32898. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32899. /**
  32900. * Downloads a blob in the browser
  32901. * @param blob defines the blob to download
  32902. * @param fileName defines the name of the downloaded file
  32903. */
  32904. static Download(blob: Blob, fileName: string): void;
  32905. /**
  32906. * Captures a screenshot of the current rendering
  32907. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32908. * @param engine defines the rendering engine
  32909. * @param camera defines the source camera
  32910. * @param size This parameter can be set to a single number or to an object with the
  32911. * following (optional) properties: precision, width, height. If a single number is passed,
  32912. * it will be used for both width and height. If an object is passed, the screenshot size
  32913. * will be derived from the parameters. The precision property is a multiplier allowing
  32914. * rendering at a higher or lower resolution
  32915. * @param successCallback defines the callback receives a single parameter which contains the
  32916. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32917. * src parameter of an <img> to display it
  32918. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32919. * Check your browser for supported MIME types
  32920. */
  32921. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  32922. /**
  32923. * Captures a screenshot of the current rendering
  32924. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32925. * @param engine defines the rendering engine
  32926. * @param camera defines the source camera
  32927. * @param size This parameter can be set to a single number or to an object with the
  32928. * following (optional) properties: precision, width, height. If a single number is passed,
  32929. * it will be used for both width and height. If an object is passed, the screenshot size
  32930. * will be derived from the parameters. The precision property is a multiplier allowing
  32931. * rendering at a higher or lower resolution
  32932. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32933. * Check your browser for supported MIME types
  32934. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32935. * to the src parameter of an <img> to display it
  32936. */
  32937. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  32938. /**
  32939. * Generates an image screenshot from the specified camera.
  32940. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32941. * @param engine The engine to use for rendering
  32942. * @param camera The camera to use for rendering
  32943. * @param size This parameter can be set to a single number or to an object with the
  32944. * following (optional) properties: precision, width, height. If a single number is passed,
  32945. * it will be used for both width and height. If an object is passed, the screenshot size
  32946. * will be derived from the parameters. The precision property is a multiplier allowing
  32947. * rendering at a higher or lower resolution
  32948. * @param successCallback The callback receives a single parameter which contains the
  32949. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32950. * src parameter of an <img> to display it
  32951. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32952. * Check your browser for supported MIME types
  32953. * @param samples Texture samples (default: 1)
  32954. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32955. * @param fileName A name for for the downloaded file.
  32956. */
  32957. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  32958. /**
  32959. * Generates an image screenshot from the specified camera.
  32960. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32961. * @param engine The engine to use for rendering
  32962. * @param camera The camera to use for rendering
  32963. * @param size This parameter can be set to a single number or to an object with the
  32964. * following (optional) properties: precision, width, height. If a single number is passed,
  32965. * it will be used for both width and height. If an object is passed, the screenshot size
  32966. * will be derived from the parameters. The precision property is a multiplier allowing
  32967. * rendering at a higher or lower resolution
  32968. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32969. * Check your browser for supported MIME types
  32970. * @param samples Texture samples (default: 1)
  32971. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32972. * @param fileName A name for for the downloaded file.
  32973. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32974. * to the src parameter of an <img> to display it
  32975. */
  32976. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  32977. /**
  32978. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  32979. * Be aware Math.random() could cause collisions, but:
  32980. * "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"
  32981. * @returns a pseudo random id
  32982. */
  32983. static RandomId(): string;
  32984. /**
  32985. * Test if the given uri is a base64 string
  32986. * @param uri The uri to test
  32987. * @return True if the uri is a base64 string or false otherwise
  32988. */
  32989. static IsBase64(uri: string): boolean;
  32990. /**
  32991. * Decode the given base64 uri.
  32992. * @param uri The uri to decode
  32993. * @return The decoded base64 data.
  32994. */
  32995. static DecodeBase64(uri: string): ArrayBuffer;
  32996. /**
  32997. * Gets the absolute url.
  32998. * @param url the input url
  32999. * @return the absolute url
  33000. */
  33001. static GetAbsoluteUrl(url: string): string;
  33002. /**
  33003. * No log
  33004. */
  33005. static readonly NoneLogLevel: number;
  33006. /**
  33007. * Only message logs
  33008. */
  33009. static readonly MessageLogLevel: number;
  33010. /**
  33011. * Only warning logs
  33012. */
  33013. static readonly WarningLogLevel: number;
  33014. /**
  33015. * Only error logs
  33016. */
  33017. static readonly ErrorLogLevel: number;
  33018. /**
  33019. * All logs
  33020. */
  33021. static readonly AllLogLevel: number;
  33022. /**
  33023. * Gets a value indicating the number of loading errors
  33024. * @ignorenaming
  33025. */
  33026. static readonly errorsCount: number;
  33027. /**
  33028. * Callback called when a new log is added
  33029. */
  33030. static OnNewCacheEntry: (entry: string) => void;
  33031. /**
  33032. * Log a message to the console
  33033. * @param message defines the message to log
  33034. */
  33035. static Log(message: string): void;
  33036. /**
  33037. * Write a warning message to the console
  33038. * @param message defines the message to log
  33039. */
  33040. static Warn(message: string): void;
  33041. /**
  33042. * Write an error message to the console
  33043. * @param message defines the message to log
  33044. */
  33045. static Error(message: string): void;
  33046. /**
  33047. * Gets current log cache (list of logs)
  33048. */
  33049. static readonly LogCache: string;
  33050. /**
  33051. * Clears the log cache
  33052. */
  33053. static ClearLogCache(): void;
  33054. /**
  33055. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  33056. */
  33057. static LogLevels: number;
  33058. /**
  33059. * Checks if the window object exists
  33060. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  33061. */
  33062. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  33063. /**
  33064. * No performance log
  33065. */
  33066. static readonly PerformanceNoneLogLevel: number;
  33067. /**
  33068. * Use user marks to log performance
  33069. */
  33070. static readonly PerformanceUserMarkLogLevel: number;
  33071. /**
  33072. * Log performance to the console
  33073. */
  33074. static readonly PerformanceConsoleLogLevel: number;
  33075. private static _performance;
  33076. /**
  33077. * Sets the current performance log level
  33078. */
  33079. static PerformanceLogLevel: number;
  33080. private static _StartPerformanceCounterDisabled;
  33081. private static _EndPerformanceCounterDisabled;
  33082. private static _StartUserMark;
  33083. private static _EndUserMark;
  33084. private static _StartPerformanceConsole;
  33085. private static _EndPerformanceConsole;
  33086. /**
  33087. * Starts a performance counter
  33088. */
  33089. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33090. /**
  33091. * Ends a specific performance coutner
  33092. */
  33093. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33094. /**
  33095. * Gets either window.performance.now() if supported or Date.now() else
  33096. */
  33097. static readonly Now: number;
  33098. /**
  33099. * This method will return the name of the class used to create the instance of the given object.
  33100. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  33101. * @param object the object to get the class name from
  33102. * @param isType defines if the object is actually a type
  33103. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  33104. */
  33105. static GetClassName(object: any, isType?: boolean): string;
  33106. /**
  33107. * Gets the first element of an array satisfying a given predicate
  33108. * @param array defines the array to browse
  33109. * @param predicate defines the predicate to use
  33110. * @returns null if not found or the element
  33111. */
  33112. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  33113. /**
  33114. * This method will return the name of the full name of the class, including its owning module (if any).
  33115. * 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).
  33116. * @param object the object to get the class name from
  33117. * @param isType defines if the object is actually a type
  33118. * @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.
  33119. * @ignorenaming
  33120. */
  33121. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  33122. /**
  33123. * Returns a promise that resolves after the given amount of time.
  33124. * @param delay Number of milliseconds to delay
  33125. * @returns Promise that resolves after the given amount of time
  33126. */
  33127. static DelayAsync(delay: number): Promise<void>;
  33128. }
  33129. /**
  33130. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  33131. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  33132. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  33133. * @param name The name of the class, case should be preserved
  33134. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  33135. */
  33136. export function className(name: string, module?: string): (target: Object) => void;
  33137. /**
  33138. * An implementation of a loop for asynchronous functions.
  33139. */
  33140. export class AsyncLoop {
  33141. /**
  33142. * Defines the number of iterations for the loop
  33143. */
  33144. iterations: number;
  33145. /**
  33146. * Defines the current index of the loop.
  33147. */
  33148. index: number;
  33149. private _done;
  33150. private _fn;
  33151. private _successCallback;
  33152. /**
  33153. * Constructor.
  33154. * @param iterations the number of iterations.
  33155. * @param func the function to run each iteration
  33156. * @param successCallback the callback that will be called upon succesful execution
  33157. * @param offset starting offset.
  33158. */
  33159. constructor(
  33160. /**
  33161. * Defines the number of iterations for the loop
  33162. */
  33163. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33164. /**
  33165. * Execute the next iteration. Must be called after the last iteration was finished.
  33166. */
  33167. executeNext(): void;
  33168. /**
  33169. * Break the loop and run the success callback.
  33170. */
  33171. breakLoop(): void;
  33172. /**
  33173. * Create and run an async loop.
  33174. * @param iterations the number of iterations.
  33175. * @param fn the function to run each iteration
  33176. * @param successCallback the callback that will be called upon succesful execution
  33177. * @param offset starting offset.
  33178. * @returns the created async loop object
  33179. */
  33180. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33181. /**
  33182. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33183. * @param iterations total number of iterations
  33184. * @param syncedIterations number of synchronous iterations in each async iteration.
  33185. * @param fn the function to call each iteration.
  33186. * @param callback a success call back that will be called when iterating stops.
  33187. * @param breakFunction a break condition (optional)
  33188. * @param timeout timeout settings for the setTimeout function. default - 0.
  33189. * @returns the created async loop object
  33190. */
  33191. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33192. }
  33193. }
  33194. declare module "babylonjs/Collisions/collisionCoordinator" {
  33195. import { Nullable } from "babylonjs/types";
  33196. import { Scene } from "babylonjs/scene";
  33197. import { Vector3 } from "babylonjs/Maths/math.vector";
  33198. import { Collider } from "babylonjs/Collisions/collider";
  33199. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33200. /** @hidden */
  33201. export interface ICollisionCoordinator {
  33202. createCollider(): Collider;
  33203. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33204. init(scene: Scene): void;
  33205. }
  33206. /** @hidden */
  33207. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33208. private _scene;
  33209. private _scaledPosition;
  33210. private _scaledVelocity;
  33211. private _finalPosition;
  33212. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33213. createCollider(): Collider;
  33214. init(scene: Scene): void;
  33215. private _collideWithWorld;
  33216. }
  33217. }
  33218. declare module "babylonjs/Inputs/scene.inputManager" {
  33219. import { Nullable } from "babylonjs/types";
  33220. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33221. import { Vector2 } from "babylonjs/Maths/math.vector";
  33222. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33223. import { Scene } from "babylonjs/scene";
  33224. /**
  33225. * Class used to manage all inputs for the scene.
  33226. */
  33227. export class InputManager {
  33228. /** The distance in pixel that you have to move to prevent some events */
  33229. static DragMovementThreshold: number;
  33230. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33231. static LongPressDelay: number;
  33232. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33233. static DoubleClickDelay: number;
  33234. /** If you need to check double click without raising a single click at first click, enable this flag */
  33235. static ExclusiveDoubleClickMode: boolean;
  33236. private _wheelEventName;
  33237. private _onPointerMove;
  33238. private _onPointerDown;
  33239. private _onPointerUp;
  33240. private _initClickEvent;
  33241. private _initActionManager;
  33242. private _delayedSimpleClick;
  33243. private _delayedSimpleClickTimeout;
  33244. private _previousDelayedSimpleClickTimeout;
  33245. private _meshPickProceed;
  33246. private _previousButtonPressed;
  33247. private _currentPickResult;
  33248. private _previousPickResult;
  33249. private _totalPointersPressed;
  33250. private _doubleClickOccured;
  33251. private _pointerOverMesh;
  33252. private _pickedDownMesh;
  33253. private _pickedUpMesh;
  33254. private _pointerX;
  33255. private _pointerY;
  33256. private _unTranslatedPointerX;
  33257. private _unTranslatedPointerY;
  33258. private _startingPointerPosition;
  33259. private _previousStartingPointerPosition;
  33260. private _startingPointerTime;
  33261. private _previousStartingPointerTime;
  33262. private _pointerCaptures;
  33263. private _onKeyDown;
  33264. private _onKeyUp;
  33265. private _onCanvasFocusObserver;
  33266. private _onCanvasBlurObserver;
  33267. private _scene;
  33268. /**
  33269. * Creates a new InputManager
  33270. * @param scene defines the hosting scene
  33271. */
  33272. constructor(scene: Scene);
  33273. /**
  33274. * Gets the mesh that is currently under the pointer
  33275. */
  33276. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33277. /**
  33278. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33279. */
  33280. readonly unTranslatedPointer: Vector2;
  33281. /**
  33282. * Gets or sets the current on-screen X position of the pointer
  33283. */
  33284. pointerX: number;
  33285. /**
  33286. * Gets or sets the current on-screen Y position of the pointer
  33287. */
  33288. pointerY: number;
  33289. private _updatePointerPosition;
  33290. private _processPointerMove;
  33291. private _setRayOnPointerInfo;
  33292. private _checkPrePointerObservable;
  33293. /**
  33294. * Use this method to simulate a pointer move on a mesh
  33295. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33296. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33297. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33298. */
  33299. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33300. /**
  33301. * Use this method to simulate a pointer down on a mesh
  33302. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33303. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33304. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33305. */
  33306. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33307. private _processPointerDown;
  33308. /** @hidden */
  33309. _isPointerSwiping(): boolean;
  33310. /**
  33311. * Use this method to simulate a pointer up on a mesh
  33312. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33313. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33314. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33315. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  33316. */
  33317. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  33318. private _processPointerUp;
  33319. /**
  33320. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  33321. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  33322. * @returns true if the pointer was captured
  33323. */
  33324. isPointerCaptured(pointerId?: number): boolean;
  33325. /**
  33326. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  33327. * @param attachUp defines if you want to attach events to pointerup
  33328. * @param attachDown defines if you want to attach events to pointerdown
  33329. * @param attachMove defines if you want to attach events to pointermove
  33330. */
  33331. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  33332. /**
  33333. * Detaches all event handlers
  33334. */
  33335. detachControl(): void;
  33336. /**
  33337. * Force the value of meshUnderPointer
  33338. * @param mesh defines the mesh to use
  33339. */
  33340. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  33341. /**
  33342. * Gets the mesh under the pointer
  33343. * @returns a Mesh or null if no mesh is under the pointer
  33344. */
  33345. getPointerOverMesh(): Nullable<AbstractMesh>;
  33346. }
  33347. }
  33348. declare module "babylonjs/Misc/uniqueIdGenerator" {
  33349. /**
  33350. * Helper class used to generate session unique ID
  33351. */
  33352. export class UniqueIdGenerator {
  33353. private static _UniqueIdCounter;
  33354. /**
  33355. * Gets an unique (relatively to the current scene) Id
  33356. */
  33357. static readonly UniqueId: number;
  33358. }
  33359. }
  33360. declare module "babylonjs/Animations/animationGroup" {
  33361. import { Animatable } from "babylonjs/Animations/animatable";
  33362. import { Animation } from "babylonjs/Animations/animation";
  33363. import { Scene, IDisposable } from "babylonjs/scene";
  33364. import { Observable } from "babylonjs/Misc/observable";
  33365. import { Nullable } from "babylonjs/types";
  33366. import "babylonjs/Animations/animatable";
  33367. /**
  33368. * This class defines the direct association between an animation and a target
  33369. */
  33370. export class TargetedAnimation {
  33371. /**
  33372. * Animation to perform
  33373. */
  33374. animation: Animation;
  33375. /**
  33376. * Target to animate
  33377. */
  33378. target: any;
  33379. /**
  33380. * Serialize the object
  33381. * @returns the JSON object representing the current entity
  33382. */
  33383. serialize(): any;
  33384. }
  33385. /**
  33386. * Use this class to create coordinated animations on multiple targets
  33387. */
  33388. export class AnimationGroup implements IDisposable {
  33389. /** The name of the animation group */
  33390. name: string;
  33391. private _scene;
  33392. private _targetedAnimations;
  33393. private _animatables;
  33394. private _from;
  33395. private _to;
  33396. private _isStarted;
  33397. private _isPaused;
  33398. private _speedRatio;
  33399. private _loopAnimation;
  33400. /**
  33401. * Gets or sets the unique id of the node
  33402. */
  33403. uniqueId: number;
  33404. /**
  33405. * This observable will notify when one animation have ended
  33406. */
  33407. onAnimationEndObservable: Observable<TargetedAnimation>;
  33408. /**
  33409. * Observer raised when one animation loops
  33410. */
  33411. onAnimationLoopObservable: Observable<TargetedAnimation>;
  33412. /**
  33413. * This observable will notify when all animations have ended.
  33414. */
  33415. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  33416. /**
  33417. * This observable will notify when all animations have paused.
  33418. */
  33419. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  33420. /**
  33421. * This observable will notify when all animations are playing.
  33422. */
  33423. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  33424. /**
  33425. * Gets the first frame
  33426. */
  33427. readonly from: number;
  33428. /**
  33429. * Gets the last frame
  33430. */
  33431. readonly to: number;
  33432. /**
  33433. * Define if the animations are started
  33434. */
  33435. readonly isStarted: boolean;
  33436. /**
  33437. * Gets a value indicating that the current group is playing
  33438. */
  33439. readonly isPlaying: boolean;
  33440. /**
  33441. * Gets or sets the speed ratio to use for all animations
  33442. */
  33443. /**
  33444. * Gets or sets the speed ratio to use for all animations
  33445. */
  33446. speedRatio: number;
  33447. /**
  33448. * Gets or sets if all animations should loop or not
  33449. */
  33450. loopAnimation: boolean;
  33451. /**
  33452. * Gets the targeted animations for this animation group
  33453. */
  33454. readonly targetedAnimations: Array<TargetedAnimation>;
  33455. /**
  33456. * returning the list of animatables controlled by this animation group.
  33457. */
  33458. readonly animatables: Array<Animatable>;
  33459. /**
  33460. * Instantiates a new Animation Group.
  33461. * This helps managing several animations at once.
  33462. * @see http://doc.babylonjs.com/how_to/group
  33463. * @param name Defines the name of the group
  33464. * @param scene Defines the scene the group belongs to
  33465. */
  33466. constructor(
  33467. /** The name of the animation group */
  33468. name: string, scene?: Nullable<Scene>);
  33469. /**
  33470. * Add an animation (with its target) in the group
  33471. * @param animation defines the animation we want to add
  33472. * @param target defines the target of the animation
  33473. * @returns the TargetedAnimation object
  33474. */
  33475. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  33476. /**
  33477. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  33478. * It can add constant keys at begin or end
  33479. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  33480. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  33481. * @returns the animation group
  33482. */
  33483. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  33484. /**
  33485. * Start all animations on given targets
  33486. * @param loop defines if animations must loop
  33487. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  33488. * @param from defines the from key (optional)
  33489. * @param to defines the to key (optional)
  33490. * @returns the current animation group
  33491. */
  33492. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  33493. /**
  33494. * Pause all animations
  33495. * @returns the animation group
  33496. */
  33497. pause(): AnimationGroup;
  33498. /**
  33499. * Play all animations to initial state
  33500. * This function will start() the animations if they were not started or will restart() them if they were paused
  33501. * @param loop defines if animations must loop
  33502. * @returns the animation group
  33503. */
  33504. play(loop?: boolean): AnimationGroup;
  33505. /**
  33506. * Reset all animations to initial state
  33507. * @returns the animation group
  33508. */
  33509. reset(): AnimationGroup;
  33510. /**
  33511. * Restart animations from key 0
  33512. * @returns the animation group
  33513. */
  33514. restart(): AnimationGroup;
  33515. /**
  33516. * Stop all animations
  33517. * @returns the animation group
  33518. */
  33519. stop(): AnimationGroup;
  33520. /**
  33521. * Set animation weight for all animatables
  33522. * @param weight defines the weight to use
  33523. * @return the animationGroup
  33524. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33525. */
  33526. setWeightForAllAnimatables(weight: number): AnimationGroup;
  33527. /**
  33528. * Synchronize and normalize all animatables with a source animatable
  33529. * @param root defines the root animatable to synchronize with
  33530. * @return the animationGroup
  33531. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33532. */
  33533. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  33534. /**
  33535. * Goes to a specific frame in this animation group
  33536. * @param frame the frame number to go to
  33537. * @return the animationGroup
  33538. */
  33539. goToFrame(frame: number): AnimationGroup;
  33540. /**
  33541. * Dispose all associated resources
  33542. */
  33543. dispose(): void;
  33544. private _checkAnimationGroupEnded;
  33545. /**
  33546. * Clone the current animation group and returns a copy
  33547. * @param newName defines the name of the new group
  33548. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  33549. * @returns the new aniamtion group
  33550. */
  33551. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  33552. /**
  33553. * Serializes the animationGroup to an object
  33554. * @returns Serialized object
  33555. */
  33556. serialize(): any;
  33557. /**
  33558. * Returns a new AnimationGroup object parsed from the source provided.
  33559. * @param parsedAnimationGroup defines the source
  33560. * @param scene defines the scene that will receive the animationGroup
  33561. * @returns a new AnimationGroup
  33562. */
  33563. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  33564. /**
  33565. * Returns the string "AnimationGroup"
  33566. * @returns "AnimationGroup"
  33567. */
  33568. getClassName(): string;
  33569. /**
  33570. * Creates a detailled string about the object
  33571. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  33572. * @returns a string representing the object
  33573. */
  33574. toString(fullDetails?: boolean): string;
  33575. }
  33576. }
  33577. declare module "babylonjs/scene" {
  33578. import { Nullable } from "babylonjs/types";
  33579. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  33580. import { Observable } from "babylonjs/Misc/observable";
  33581. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  33582. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  33583. import { Geometry } from "babylonjs/Meshes/geometry";
  33584. import { TransformNode } from "babylonjs/Meshes/transformNode";
  33585. import { SubMesh } from "babylonjs/Meshes/subMesh";
  33586. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33587. import { Mesh } from "babylonjs/Meshes/mesh";
  33588. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  33589. import { Bone } from "babylonjs/Bones/bone";
  33590. import { Skeleton } from "babylonjs/Bones/skeleton";
  33591. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  33592. import { Camera } from "babylonjs/Cameras/camera";
  33593. import { AbstractScene } from "babylonjs/abstractScene";
  33594. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  33595. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  33596. import { Material } from "babylonjs/Materials/material";
  33597. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  33598. import { Effect } from "babylonjs/Materials/effect";
  33599. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  33600. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  33601. import { Light } from "babylonjs/Lights/light";
  33602. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33603. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  33604. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  33605. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  33606. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  33607. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  33608. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33609. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  33610. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  33611. import { Engine } from "babylonjs/Engines/engine";
  33612. import { Node } from "babylonjs/node";
  33613. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  33614. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  33615. import { WebRequest } from "babylonjs/Misc/webRequest";
  33616. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  33617. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  33618. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33619. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  33620. import { Plane } from "babylonjs/Maths/math.plane";
  33621. import { Ray } from "babylonjs/Culling/ray";
  33622. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  33623. import { Animation } from "babylonjs/Animations/animation";
  33624. import { Animatable } from "babylonjs/Animations/animatable";
  33625. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  33626. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  33627. import { Collider } from "babylonjs/Collisions/collider";
  33628. /**
  33629. * Define an interface for all classes that will hold resources
  33630. */
  33631. export interface IDisposable {
  33632. /**
  33633. * Releases all held resources
  33634. */
  33635. dispose(): void;
  33636. }
  33637. /** Interface defining initialization parameters for Scene class */
  33638. export interface SceneOptions {
  33639. /**
  33640. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  33641. * It will improve performance when the number of geometries becomes important.
  33642. */
  33643. useGeometryUniqueIdsMap?: boolean;
  33644. /**
  33645. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  33646. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33647. */
  33648. useMaterialMeshMap?: boolean;
  33649. /**
  33650. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  33651. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33652. */
  33653. useClonedMeshhMap?: boolean;
  33654. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  33655. virtual?: boolean;
  33656. }
  33657. /**
  33658. * Represents a scene to be rendered by the engine.
  33659. * @see http://doc.babylonjs.com/features/scene
  33660. */
  33661. export class Scene extends AbstractScene implements IAnimatable {
  33662. /** The fog is deactivated */
  33663. static readonly FOGMODE_NONE: number;
  33664. /** The fog density is following an exponential function */
  33665. static readonly FOGMODE_EXP: number;
  33666. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  33667. static readonly FOGMODE_EXP2: number;
  33668. /** The fog density is following a linear function. */
  33669. static readonly FOGMODE_LINEAR: number;
  33670. /**
  33671. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  33672. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33673. */
  33674. static MinDeltaTime: number;
  33675. /**
  33676. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  33677. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33678. */
  33679. static MaxDeltaTime: number;
  33680. /**
  33681. * Factory used to create the default material.
  33682. * @param name The name of the material to create
  33683. * @param scene The scene to create the material for
  33684. * @returns The default material
  33685. */
  33686. static DefaultMaterialFactory(scene: Scene): Material;
  33687. /**
  33688. * Factory used to create the a collision coordinator.
  33689. * @returns The collision coordinator
  33690. */
  33691. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  33692. /** @hidden */
  33693. _inputManager: InputManager;
  33694. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  33695. cameraToUseForPointers: Nullable<Camera>;
  33696. /** @hidden */
  33697. readonly _isScene: boolean;
  33698. /**
  33699. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  33700. */
  33701. autoClear: boolean;
  33702. /**
  33703. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  33704. */
  33705. autoClearDepthAndStencil: boolean;
  33706. /**
  33707. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  33708. */
  33709. clearColor: Color4;
  33710. /**
  33711. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  33712. */
  33713. ambientColor: Color3;
  33714. /**
  33715. * This is use to store the default BRDF lookup for PBR materials in your scene.
  33716. * It should only be one of the following (if not the default embedded one):
  33717. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  33718. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  33719. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  33720. * The material properties need to be setup according to the type of texture in use.
  33721. */
  33722. environmentBRDFTexture: BaseTexture;
  33723. /** @hidden */
  33724. protected _environmentTexture: Nullable<BaseTexture>;
  33725. /**
  33726. * Texture used in all pbr material as the reflection texture.
  33727. * As in the majority of the scene they are the same (exception for multi room and so on),
  33728. * this is easier to reference from here than from all the materials.
  33729. */
  33730. /**
  33731. * Texture used in all pbr material as the reflection texture.
  33732. * As in the majority of the scene they are the same (exception for multi room and so on),
  33733. * this is easier to set here than in all the materials.
  33734. */
  33735. environmentTexture: Nullable<BaseTexture>;
  33736. /** @hidden */
  33737. protected _environmentIntensity: number;
  33738. /**
  33739. * Intensity of the environment in all pbr material.
  33740. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  33741. * As in the majority of the scene they are the same (exception for multi room and so on),
  33742. * this is easier to reference from here than from all the materials.
  33743. */
  33744. /**
  33745. * Intensity of the environment in all pbr material.
  33746. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  33747. * As in the majority of the scene they are the same (exception for multi room and so on),
  33748. * this is easier to set here than in all the materials.
  33749. */
  33750. environmentIntensity: number;
  33751. /** @hidden */
  33752. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  33753. /**
  33754. * Default image processing configuration used either in the rendering
  33755. * Forward main pass or through the imageProcessingPostProcess if present.
  33756. * As in the majority of the scene they are the same (exception for multi camera),
  33757. * this is easier to reference from here than from all the materials and post process.
  33758. *
  33759. * No setter as we it is a shared configuration, you can set the values instead.
  33760. */
  33761. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  33762. private _forceWireframe;
  33763. /**
  33764. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  33765. */
  33766. forceWireframe: boolean;
  33767. private _forcePointsCloud;
  33768. /**
  33769. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  33770. */
  33771. forcePointsCloud: boolean;
  33772. /**
  33773. * Gets or sets the active clipplane 1
  33774. */
  33775. clipPlane: Nullable<Plane>;
  33776. /**
  33777. * Gets or sets the active clipplane 2
  33778. */
  33779. clipPlane2: Nullable<Plane>;
  33780. /**
  33781. * Gets or sets the active clipplane 3
  33782. */
  33783. clipPlane3: Nullable<Plane>;
  33784. /**
  33785. * Gets or sets the active clipplane 4
  33786. */
  33787. clipPlane4: Nullable<Plane>;
  33788. /**
  33789. * Gets or sets a boolean indicating if animations are enabled
  33790. */
  33791. animationsEnabled: boolean;
  33792. private _animationPropertiesOverride;
  33793. /**
  33794. * Gets or sets the animation properties override
  33795. */
  33796. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  33797. /**
  33798. * Gets or sets a boolean indicating if a constant deltatime has to be used
  33799. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  33800. */
  33801. useConstantAnimationDeltaTime: boolean;
  33802. /**
  33803. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  33804. * Please note that it requires to run a ray cast through the scene on every frame
  33805. */
  33806. constantlyUpdateMeshUnderPointer: boolean;
  33807. /**
  33808. * Defines the HTML cursor to use when hovering over interactive elements
  33809. */
  33810. hoverCursor: string;
  33811. /**
  33812. * Defines the HTML default cursor to use (empty by default)
  33813. */
  33814. defaultCursor: string;
  33815. /**
  33816. * This is used to call preventDefault() on pointer down
  33817. * in order to block unwanted artifacts like system double clicks
  33818. */
  33819. preventDefaultOnPointerDown: boolean;
  33820. /**
  33821. * This is used to call preventDefault() on pointer up
  33822. * in order to block unwanted artifacts like system double clicks
  33823. */
  33824. preventDefaultOnPointerUp: boolean;
  33825. /**
  33826. * Gets or sets user defined metadata
  33827. */
  33828. metadata: any;
  33829. /**
  33830. * For internal use only. Please do not use.
  33831. */
  33832. reservedDataStore: any;
  33833. /**
  33834. * Gets the name of the plugin used to load this scene (null by default)
  33835. */
  33836. loadingPluginName: string;
  33837. /**
  33838. * Use this array to add regular expressions used to disable offline support for specific urls
  33839. */
  33840. disableOfflineSupportExceptionRules: RegExp[];
  33841. /**
  33842. * An event triggered when the scene is disposed.
  33843. */
  33844. onDisposeObservable: Observable<Scene>;
  33845. private _onDisposeObserver;
  33846. /** Sets a function to be executed when this scene is disposed. */
  33847. onDispose: () => void;
  33848. /**
  33849. * An event triggered before rendering the scene (right after animations and physics)
  33850. */
  33851. onBeforeRenderObservable: Observable<Scene>;
  33852. private _onBeforeRenderObserver;
  33853. /** Sets a function to be executed before rendering this scene */
  33854. beforeRender: Nullable<() => void>;
  33855. /**
  33856. * An event triggered after rendering the scene
  33857. */
  33858. onAfterRenderObservable: Observable<Scene>;
  33859. /**
  33860. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  33861. */
  33862. onAfterRenderCameraObservable: Observable<Camera>;
  33863. private _onAfterRenderObserver;
  33864. /** Sets a function to be executed after rendering this scene */
  33865. afterRender: Nullable<() => void>;
  33866. /**
  33867. * An event triggered before animating the scene
  33868. */
  33869. onBeforeAnimationsObservable: Observable<Scene>;
  33870. /**
  33871. * An event triggered after animations processing
  33872. */
  33873. onAfterAnimationsObservable: Observable<Scene>;
  33874. /**
  33875. * An event triggered before draw calls are ready to be sent
  33876. */
  33877. onBeforeDrawPhaseObservable: Observable<Scene>;
  33878. /**
  33879. * An event triggered after draw calls have been sent
  33880. */
  33881. onAfterDrawPhaseObservable: Observable<Scene>;
  33882. /**
  33883. * An event triggered when the scene is ready
  33884. */
  33885. onReadyObservable: Observable<Scene>;
  33886. /**
  33887. * An event triggered before rendering a camera
  33888. */
  33889. onBeforeCameraRenderObservable: Observable<Camera>;
  33890. private _onBeforeCameraRenderObserver;
  33891. /** Sets a function to be executed before rendering a camera*/
  33892. beforeCameraRender: () => void;
  33893. /**
  33894. * An event triggered after rendering a camera
  33895. */
  33896. onAfterCameraRenderObservable: Observable<Camera>;
  33897. private _onAfterCameraRenderObserver;
  33898. /** Sets a function to be executed after rendering a camera*/
  33899. afterCameraRender: () => void;
  33900. /**
  33901. * An event triggered when active meshes evaluation is about to start
  33902. */
  33903. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  33904. /**
  33905. * An event triggered when active meshes evaluation is done
  33906. */
  33907. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  33908. /**
  33909. * An event triggered when particles rendering is about to start
  33910. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33911. */
  33912. onBeforeParticlesRenderingObservable: Observable<Scene>;
  33913. /**
  33914. * An event triggered when particles rendering is done
  33915. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33916. */
  33917. onAfterParticlesRenderingObservable: Observable<Scene>;
  33918. /**
  33919. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  33920. */
  33921. onDataLoadedObservable: Observable<Scene>;
  33922. /**
  33923. * An event triggered when a camera is created
  33924. */
  33925. onNewCameraAddedObservable: Observable<Camera>;
  33926. /**
  33927. * An event triggered when a camera is removed
  33928. */
  33929. onCameraRemovedObservable: Observable<Camera>;
  33930. /**
  33931. * An event triggered when a light is created
  33932. */
  33933. onNewLightAddedObservable: Observable<Light>;
  33934. /**
  33935. * An event triggered when a light is removed
  33936. */
  33937. onLightRemovedObservable: Observable<Light>;
  33938. /**
  33939. * An event triggered when a geometry is created
  33940. */
  33941. onNewGeometryAddedObservable: Observable<Geometry>;
  33942. /**
  33943. * An event triggered when a geometry is removed
  33944. */
  33945. onGeometryRemovedObservable: Observable<Geometry>;
  33946. /**
  33947. * An event triggered when a transform node is created
  33948. */
  33949. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  33950. /**
  33951. * An event triggered when a transform node is removed
  33952. */
  33953. onTransformNodeRemovedObservable: Observable<TransformNode>;
  33954. /**
  33955. * An event triggered when a mesh is created
  33956. */
  33957. onNewMeshAddedObservable: Observable<AbstractMesh>;
  33958. /**
  33959. * An event triggered when a mesh is removed
  33960. */
  33961. onMeshRemovedObservable: Observable<AbstractMesh>;
  33962. /**
  33963. * An event triggered when a skeleton is created
  33964. */
  33965. onNewSkeletonAddedObservable: Observable<Skeleton>;
  33966. /**
  33967. * An event triggered when a skeleton is removed
  33968. */
  33969. onSkeletonRemovedObservable: Observable<Skeleton>;
  33970. /**
  33971. * An event triggered when a material is created
  33972. */
  33973. onNewMaterialAddedObservable: Observable<Material>;
  33974. /**
  33975. * An event triggered when a material is removed
  33976. */
  33977. onMaterialRemovedObservable: Observable<Material>;
  33978. /**
  33979. * An event triggered when a texture is created
  33980. */
  33981. onNewTextureAddedObservable: Observable<BaseTexture>;
  33982. /**
  33983. * An event triggered when a texture is removed
  33984. */
  33985. onTextureRemovedObservable: Observable<BaseTexture>;
  33986. /**
  33987. * An event triggered when render targets are about to be rendered
  33988. * Can happen multiple times per frame.
  33989. */
  33990. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  33991. /**
  33992. * An event triggered when render targets were rendered.
  33993. * Can happen multiple times per frame.
  33994. */
  33995. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  33996. /**
  33997. * An event triggered before calculating deterministic simulation step
  33998. */
  33999. onBeforeStepObservable: Observable<Scene>;
  34000. /**
  34001. * An event triggered after calculating deterministic simulation step
  34002. */
  34003. onAfterStepObservable: Observable<Scene>;
  34004. /**
  34005. * An event triggered when the activeCamera property is updated
  34006. */
  34007. onActiveCameraChanged: Observable<Scene>;
  34008. /**
  34009. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  34010. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34011. * 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)
  34012. */
  34013. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34014. /**
  34015. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  34016. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34017. * 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)
  34018. */
  34019. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34020. /**
  34021. * This Observable will when a mesh has been imported into the scene.
  34022. */
  34023. onMeshImportedObservable: Observable<AbstractMesh>;
  34024. /**
  34025. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  34026. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  34027. */
  34028. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  34029. /** @hidden */
  34030. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  34031. /**
  34032. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  34033. */
  34034. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  34035. /**
  34036. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  34037. */
  34038. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  34039. /**
  34040. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  34041. */
  34042. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  34043. /** Callback called when a pointer move is detected */
  34044. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34045. /** Callback called when a pointer down is detected */
  34046. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34047. /** Callback called when a pointer up is detected */
  34048. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  34049. /** Callback called when a pointer pick is detected */
  34050. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  34051. /**
  34052. * 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).
  34053. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  34054. */
  34055. onPrePointerObservable: Observable<PointerInfoPre>;
  34056. /**
  34057. * Observable event triggered each time an input event is received from the rendering canvas
  34058. */
  34059. onPointerObservable: Observable<PointerInfo>;
  34060. /**
  34061. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  34062. */
  34063. readonly unTranslatedPointer: Vector2;
  34064. /**
  34065. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  34066. */
  34067. static DragMovementThreshold: number;
  34068. /**
  34069. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  34070. */
  34071. static LongPressDelay: number;
  34072. /**
  34073. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  34074. */
  34075. static DoubleClickDelay: number;
  34076. /** If you need to check double click without raising a single click at first click, enable this flag */
  34077. static ExclusiveDoubleClickMode: boolean;
  34078. /** @hidden */
  34079. _mirroredCameraPosition: Nullable<Vector3>;
  34080. /**
  34081. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  34082. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  34083. */
  34084. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  34085. /**
  34086. * Observable event triggered each time an keyboard event is received from the hosting window
  34087. */
  34088. onKeyboardObservable: Observable<KeyboardInfo>;
  34089. private _useRightHandedSystem;
  34090. /**
  34091. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  34092. */
  34093. useRightHandedSystem: boolean;
  34094. private _timeAccumulator;
  34095. private _currentStepId;
  34096. private _currentInternalStep;
  34097. /**
  34098. * Sets the step Id used by deterministic lock step
  34099. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34100. * @param newStepId defines the step Id
  34101. */
  34102. setStepId(newStepId: number): void;
  34103. /**
  34104. * Gets the step Id used by deterministic lock step
  34105. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34106. * @returns the step Id
  34107. */
  34108. getStepId(): number;
  34109. /**
  34110. * Gets the internal step used by deterministic lock step
  34111. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34112. * @returns the internal step
  34113. */
  34114. getInternalStep(): number;
  34115. private _fogEnabled;
  34116. /**
  34117. * Gets or sets a boolean indicating if fog is enabled on this scene
  34118. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34119. * (Default is true)
  34120. */
  34121. fogEnabled: boolean;
  34122. private _fogMode;
  34123. /**
  34124. * Gets or sets the fog mode to use
  34125. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34126. * | mode | value |
  34127. * | --- | --- |
  34128. * | FOGMODE_NONE | 0 |
  34129. * | FOGMODE_EXP | 1 |
  34130. * | FOGMODE_EXP2 | 2 |
  34131. * | FOGMODE_LINEAR | 3 |
  34132. */
  34133. fogMode: number;
  34134. /**
  34135. * Gets or sets the fog color to use
  34136. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34137. * (Default is Color3(0.2, 0.2, 0.3))
  34138. */
  34139. fogColor: Color3;
  34140. /**
  34141. * Gets or sets the fog density to use
  34142. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34143. * (Default is 0.1)
  34144. */
  34145. fogDensity: number;
  34146. /**
  34147. * Gets or sets the fog start distance to use
  34148. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34149. * (Default is 0)
  34150. */
  34151. fogStart: number;
  34152. /**
  34153. * Gets or sets the fog end distance to use
  34154. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34155. * (Default is 1000)
  34156. */
  34157. fogEnd: number;
  34158. private _shadowsEnabled;
  34159. /**
  34160. * Gets or sets a boolean indicating if shadows are enabled on this scene
  34161. */
  34162. shadowsEnabled: boolean;
  34163. private _lightsEnabled;
  34164. /**
  34165. * Gets or sets a boolean indicating if lights are enabled on this scene
  34166. */
  34167. lightsEnabled: boolean;
  34168. /** All of the active cameras added to this scene. */
  34169. activeCameras: Camera[];
  34170. /** @hidden */
  34171. _activeCamera: Nullable<Camera>;
  34172. /** Gets or sets the current active camera */
  34173. activeCamera: Nullable<Camera>;
  34174. private _defaultMaterial;
  34175. /** The default material used on meshes when no material is affected */
  34176. /** The default material used on meshes when no material is affected */
  34177. defaultMaterial: Material;
  34178. private _texturesEnabled;
  34179. /**
  34180. * Gets or sets a boolean indicating if textures are enabled on this scene
  34181. */
  34182. texturesEnabled: boolean;
  34183. /**
  34184. * Gets or sets a boolean indicating if particles are enabled on this scene
  34185. */
  34186. particlesEnabled: boolean;
  34187. /**
  34188. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34189. */
  34190. spritesEnabled: boolean;
  34191. private _skeletonsEnabled;
  34192. /**
  34193. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34194. */
  34195. skeletonsEnabled: boolean;
  34196. /**
  34197. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  34198. */
  34199. lensFlaresEnabled: boolean;
  34200. /**
  34201. * Gets or sets a boolean indicating if collisions are enabled on this scene
  34202. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34203. */
  34204. collisionsEnabled: boolean;
  34205. private _collisionCoordinator;
  34206. /** @hidden */
  34207. readonly collisionCoordinator: ICollisionCoordinator;
  34208. /**
  34209. * Defines the gravity applied to this scene (used only for collisions)
  34210. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34211. */
  34212. gravity: Vector3;
  34213. /**
  34214. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  34215. */
  34216. postProcessesEnabled: boolean;
  34217. /**
  34218. * The list of postprocesses added to the scene
  34219. */
  34220. postProcesses: PostProcess[];
  34221. /**
  34222. * Gets the current postprocess manager
  34223. */
  34224. postProcessManager: PostProcessManager;
  34225. /**
  34226. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34227. */
  34228. renderTargetsEnabled: boolean;
  34229. /**
  34230. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34231. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34232. */
  34233. dumpNextRenderTargets: boolean;
  34234. /**
  34235. * The list of user defined render targets added to the scene
  34236. */
  34237. customRenderTargets: RenderTargetTexture[];
  34238. /**
  34239. * Defines if texture loading must be delayed
  34240. * If true, textures will only be loaded when they need to be rendered
  34241. */
  34242. useDelayedTextureLoading: boolean;
  34243. /**
  34244. * Gets the list of meshes imported to the scene through SceneLoader
  34245. */
  34246. importedMeshesFiles: String[];
  34247. /**
  34248. * Gets or sets a boolean indicating if probes are enabled on this scene
  34249. */
  34250. probesEnabled: boolean;
  34251. /**
  34252. * Gets or sets the current offline provider to use to store scene data
  34253. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34254. */
  34255. offlineProvider: IOfflineProvider;
  34256. /**
  34257. * Gets or sets the action manager associated with the scene
  34258. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34259. */
  34260. actionManager: AbstractActionManager;
  34261. private _meshesForIntersections;
  34262. /**
  34263. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34264. */
  34265. proceduralTexturesEnabled: boolean;
  34266. private _engine;
  34267. private _totalVertices;
  34268. /** @hidden */
  34269. _activeIndices: PerfCounter;
  34270. /** @hidden */
  34271. _activeParticles: PerfCounter;
  34272. /** @hidden */
  34273. _activeBones: PerfCounter;
  34274. private _animationRatio;
  34275. /** @hidden */
  34276. _animationTimeLast: number;
  34277. /** @hidden */
  34278. _animationTime: number;
  34279. /**
  34280. * Gets or sets a general scale for animation speed
  34281. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  34282. */
  34283. animationTimeScale: number;
  34284. /** @hidden */
  34285. _cachedMaterial: Nullable<Material>;
  34286. /** @hidden */
  34287. _cachedEffect: Nullable<Effect>;
  34288. /** @hidden */
  34289. _cachedVisibility: Nullable<number>;
  34290. private _renderId;
  34291. private _frameId;
  34292. private _executeWhenReadyTimeoutId;
  34293. private _intermediateRendering;
  34294. private _viewUpdateFlag;
  34295. private _projectionUpdateFlag;
  34296. /** @hidden */
  34297. _toBeDisposed: Nullable<IDisposable>[];
  34298. private _activeRequests;
  34299. /** @hidden */
  34300. _pendingData: any[];
  34301. private _isDisposed;
  34302. /**
  34303. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  34304. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  34305. */
  34306. dispatchAllSubMeshesOfActiveMeshes: boolean;
  34307. private _activeMeshes;
  34308. private _processedMaterials;
  34309. private _renderTargets;
  34310. /** @hidden */
  34311. _activeParticleSystems: SmartArray<IParticleSystem>;
  34312. private _activeSkeletons;
  34313. private _softwareSkinnedMeshes;
  34314. private _renderingManager;
  34315. /** @hidden */
  34316. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  34317. private _transformMatrix;
  34318. private _sceneUbo;
  34319. /** @hidden */
  34320. _viewMatrix: Matrix;
  34321. private _projectionMatrix;
  34322. /** @hidden */
  34323. _forcedViewPosition: Nullable<Vector3>;
  34324. /** @hidden */
  34325. _frustumPlanes: Plane[];
  34326. /**
  34327. * Gets the list of frustum planes (built from the active camera)
  34328. */
  34329. readonly frustumPlanes: Plane[];
  34330. /**
  34331. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  34332. * This is useful if there are more lights that the maximum simulteanous authorized
  34333. */
  34334. requireLightSorting: boolean;
  34335. /** @hidden */
  34336. readonly useMaterialMeshMap: boolean;
  34337. /** @hidden */
  34338. readonly useClonedMeshhMap: boolean;
  34339. private _externalData;
  34340. private _uid;
  34341. /**
  34342. * @hidden
  34343. * Backing store of defined scene components.
  34344. */
  34345. _components: ISceneComponent[];
  34346. /**
  34347. * @hidden
  34348. * Backing store of defined scene components.
  34349. */
  34350. _serializableComponents: ISceneSerializableComponent[];
  34351. /**
  34352. * List of components to register on the next registration step.
  34353. */
  34354. private _transientComponents;
  34355. /**
  34356. * Registers the transient components if needed.
  34357. */
  34358. private _registerTransientComponents;
  34359. /**
  34360. * @hidden
  34361. * Add a component to the scene.
  34362. * Note that the ccomponent could be registered on th next frame if this is called after
  34363. * the register component stage.
  34364. * @param component Defines the component to add to the scene
  34365. */
  34366. _addComponent(component: ISceneComponent): void;
  34367. /**
  34368. * @hidden
  34369. * Gets a component from the scene.
  34370. * @param name defines the name of the component to retrieve
  34371. * @returns the component or null if not present
  34372. */
  34373. _getComponent(name: string): Nullable<ISceneComponent>;
  34374. /**
  34375. * @hidden
  34376. * Defines the actions happening before camera updates.
  34377. */
  34378. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  34379. /**
  34380. * @hidden
  34381. * Defines the actions happening before clear the canvas.
  34382. */
  34383. _beforeClearStage: Stage<SimpleStageAction>;
  34384. /**
  34385. * @hidden
  34386. * Defines the actions when collecting render targets for the frame.
  34387. */
  34388. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34389. /**
  34390. * @hidden
  34391. * Defines the actions happening for one camera in the frame.
  34392. */
  34393. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34394. /**
  34395. * @hidden
  34396. * Defines the actions happening during the per mesh ready checks.
  34397. */
  34398. _isReadyForMeshStage: Stage<MeshStageAction>;
  34399. /**
  34400. * @hidden
  34401. * Defines the actions happening before evaluate active mesh checks.
  34402. */
  34403. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  34404. /**
  34405. * @hidden
  34406. * Defines the actions happening during the evaluate sub mesh checks.
  34407. */
  34408. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  34409. /**
  34410. * @hidden
  34411. * Defines the actions happening during the active mesh stage.
  34412. */
  34413. _activeMeshStage: Stage<ActiveMeshStageAction>;
  34414. /**
  34415. * @hidden
  34416. * Defines the actions happening during the per camera render target step.
  34417. */
  34418. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  34419. /**
  34420. * @hidden
  34421. * Defines the actions happening just before the active camera is drawing.
  34422. */
  34423. _beforeCameraDrawStage: Stage<CameraStageAction>;
  34424. /**
  34425. * @hidden
  34426. * Defines the actions happening just before a render target is drawing.
  34427. */
  34428. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34429. /**
  34430. * @hidden
  34431. * Defines the actions happening just before a rendering group is drawing.
  34432. */
  34433. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34434. /**
  34435. * @hidden
  34436. * Defines the actions happening just before a mesh is drawing.
  34437. */
  34438. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34439. /**
  34440. * @hidden
  34441. * Defines the actions happening just after a mesh has been drawn.
  34442. */
  34443. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34444. /**
  34445. * @hidden
  34446. * Defines the actions happening just after a rendering group has been drawn.
  34447. */
  34448. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34449. /**
  34450. * @hidden
  34451. * Defines the actions happening just after the active camera has been drawn.
  34452. */
  34453. _afterCameraDrawStage: Stage<CameraStageAction>;
  34454. /**
  34455. * @hidden
  34456. * Defines the actions happening just after a render target has been drawn.
  34457. */
  34458. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34459. /**
  34460. * @hidden
  34461. * Defines the actions happening just after rendering all cameras and computing intersections.
  34462. */
  34463. _afterRenderStage: Stage<SimpleStageAction>;
  34464. /**
  34465. * @hidden
  34466. * Defines the actions happening when a pointer move event happens.
  34467. */
  34468. _pointerMoveStage: Stage<PointerMoveStageAction>;
  34469. /**
  34470. * @hidden
  34471. * Defines the actions happening when a pointer down event happens.
  34472. */
  34473. _pointerDownStage: Stage<PointerUpDownStageAction>;
  34474. /**
  34475. * @hidden
  34476. * Defines the actions happening when a pointer up event happens.
  34477. */
  34478. _pointerUpStage: Stage<PointerUpDownStageAction>;
  34479. /**
  34480. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  34481. */
  34482. private geometriesByUniqueId;
  34483. /**
  34484. * Creates a new Scene
  34485. * @param engine defines the engine to use to render this scene
  34486. * @param options defines the scene options
  34487. */
  34488. constructor(engine: Engine, options?: SceneOptions);
  34489. /**
  34490. * Gets a string idenfifying the name of the class
  34491. * @returns "Scene" string
  34492. */
  34493. getClassName(): string;
  34494. private _defaultMeshCandidates;
  34495. /**
  34496. * @hidden
  34497. */
  34498. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  34499. private _defaultSubMeshCandidates;
  34500. /**
  34501. * @hidden
  34502. */
  34503. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  34504. /**
  34505. * Sets the default candidate providers for the scene.
  34506. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  34507. * and getCollidingSubMeshCandidates to their default function
  34508. */
  34509. setDefaultCandidateProviders(): void;
  34510. /**
  34511. * Gets the mesh that is currently under the pointer
  34512. */
  34513. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34514. /**
  34515. * Gets or sets the current on-screen X position of the pointer
  34516. */
  34517. pointerX: number;
  34518. /**
  34519. * Gets or sets the current on-screen Y position of the pointer
  34520. */
  34521. pointerY: number;
  34522. /**
  34523. * Gets the cached material (ie. the latest rendered one)
  34524. * @returns the cached material
  34525. */
  34526. getCachedMaterial(): Nullable<Material>;
  34527. /**
  34528. * Gets the cached effect (ie. the latest rendered one)
  34529. * @returns the cached effect
  34530. */
  34531. getCachedEffect(): Nullable<Effect>;
  34532. /**
  34533. * Gets the cached visibility state (ie. the latest rendered one)
  34534. * @returns the cached visibility state
  34535. */
  34536. getCachedVisibility(): Nullable<number>;
  34537. /**
  34538. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  34539. * @param material defines the current material
  34540. * @param effect defines the current effect
  34541. * @param visibility defines the current visibility state
  34542. * @returns true if one parameter is not cached
  34543. */
  34544. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  34545. /**
  34546. * Gets the engine associated with the scene
  34547. * @returns an Engine
  34548. */
  34549. getEngine(): Engine;
  34550. /**
  34551. * Gets the total number of vertices rendered per frame
  34552. * @returns the total number of vertices rendered per frame
  34553. */
  34554. getTotalVertices(): number;
  34555. /**
  34556. * Gets the performance counter for total vertices
  34557. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34558. */
  34559. readonly totalVerticesPerfCounter: PerfCounter;
  34560. /**
  34561. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  34562. * @returns the total number of active indices rendered per frame
  34563. */
  34564. getActiveIndices(): number;
  34565. /**
  34566. * Gets the performance counter for active indices
  34567. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34568. */
  34569. readonly totalActiveIndicesPerfCounter: PerfCounter;
  34570. /**
  34571. * Gets the total number of active particles rendered per frame
  34572. * @returns the total number of active particles rendered per frame
  34573. */
  34574. getActiveParticles(): number;
  34575. /**
  34576. * Gets the performance counter for active particles
  34577. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34578. */
  34579. readonly activeParticlesPerfCounter: PerfCounter;
  34580. /**
  34581. * Gets the total number of active bones rendered per frame
  34582. * @returns the total number of active bones rendered per frame
  34583. */
  34584. getActiveBones(): number;
  34585. /**
  34586. * Gets the performance counter for active bones
  34587. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34588. */
  34589. readonly activeBonesPerfCounter: PerfCounter;
  34590. /**
  34591. * Gets the array of active meshes
  34592. * @returns an array of AbstractMesh
  34593. */
  34594. getActiveMeshes(): SmartArray<AbstractMesh>;
  34595. /**
  34596. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  34597. * @returns a number
  34598. */
  34599. getAnimationRatio(): number;
  34600. /**
  34601. * Gets an unique Id for the current render phase
  34602. * @returns a number
  34603. */
  34604. getRenderId(): number;
  34605. /**
  34606. * Gets an unique Id for the current frame
  34607. * @returns a number
  34608. */
  34609. getFrameId(): number;
  34610. /** Call this function if you want to manually increment the render Id*/
  34611. incrementRenderId(): void;
  34612. private _createUbo;
  34613. /**
  34614. * Use this method to simulate a pointer move on a mesh
  34615. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34616. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34617. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34618. * @returns the current scene
  34619. */
  34620. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34621. /**
  34622. * Use this method to simulate a pointer down on a mesh
  34623. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34624. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34625. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34626. * @returns the current scene
  34627. */
  34628. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34629. /**
  34630. * Use this method to simulate a pointer up on a mesh
  34631. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34632. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34633. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34634. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  34635. * @returns the current scene
  34636. */
  34637. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  34638. /**
  34639. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  34640. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  34641. * @returns true if the pointer was captured
  34642. */
  34643. isPointerCaptured(pointerId?: number): boolean;
  34644. /**
  34645. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  34646. * @param attachUp defines if you want to attach events to pointerup
  34647. * @param attachDown defines if you want to attach events to pointerdown
  34648. * @param attachMove defines if you want to attach events to pointermove
  34649. */
  34650. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  34651. /** Detaches all event handlers*/
  34652. detachControl(): void;
  34653. /**
  34654. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  34655. * Delay loaded resources are not taking in account
  34656. * @return true if all required resources are ready
  34657. */
  34658. isReady(): boolean;
  34659. /** Resets all cached information relative to material (including effect and visibility) */
  34660. resetCachedMaterial(): void;
  34661. /**
  34662. * Registers a function to be called before every frame render
  34663. * @param func defines the function to register
  34664. */
  34665. registerBeforeRender(func: () => void): void;
  34666. /**
  34667. * Unregisters a function called before every frame render
  34668. * @param func defines the function to unregister
  34669. */
  34670. unregisterBeforeRender(func: () => void): void;
  34671. /**
  34672. * Registers a function to be called after every frame render
  34673. * @param func defines the function to register
  34674. */
  34675. registerAfterRender(func: () => void): void;
  34676. /**
  34677. * Unregisters a function called after every frame render
  34678. * @param func defines the function to unregister
  34679. */
  34680. unregisterAfterRender(func: () => void): void;
  34681. private _executeOnceBeforeRender;
  34682. /**
  34683. * The provided function will run before render once and will be disposed afterwards.
  34684. * A timeout delay can be provided so that the function will be executed in N ms.
  34685. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  34686. * @param func The function to be executed.
  34687. * @param timeout optional delay in ms
  34688. */
  34689. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  34690. /** @hidden */
  34691. _addPendingData(data: any): void;
  34692. /** @hidden */
  34693. _removePendingData(data: any): void;
  34694. /**
  34695. * Returns the number of items waiting to be loaded
  34696. * @returns the number of items waiting to be loaded
  34697. */
  34698. getWaitingItemsCount(): number;
  34699. /**
  34700. * Returns a boolean indicating if the scene is still loading data
  34701. */
  34702. readonly isLoading: boolean;
  34703. /**
  34704. * Registers a function to be executed when the scene is ready
  34705. * @param {Function} func - the function to be executed
  34706. */
  34707. executeWhenReady(func: () => void): void;
  34708. /**
  34709. * Returns a promise that resolves when the scene is ready
  34710. * @returns A promise that resolves when the scene is ready
  34711. */
  34712. whenReadyAsync(): Promise<void>;
  34713. /** @hidden */
  34714. _checkIsReady(): void;
  34715. /**
  34716. * Gets all animatable attached to the scene
  34717. */
  34718. readonly animatables: Animatable[];
  34719. /**
  34720. * Resets the last animation time frame.
  34721. * Useful to override when animations start running when loading a scene for the first time.
  34722. */
  34723. resetLastAnimationTimeFrame(): void;
  34724. /**
  34725. * Gets the current view matrix
  34726. * @returns a Matrix
  34727. */
  34728. getViewMatrix(): Matrix;
  34729. /**
  34730. * Gets the current projection matrix
  34731. * @returns a Matrix
  34732. */
  34733. getProjectionMatrix(): Matrix;
  34734. /**
  34735. * Gets the current transform matrix
  34736. * @returns a Matrix made of View * Projection
  34737. */
  34738. getTransformMatrix(): Matrix;
  34739. /**
  34740. * Sets the current transform matrix
  34741. * @param viewL defines the View matrix to use
  34742. * @param projectionL defines the Projection matrix to use
  34743. * @param viewR defines the right View matrix to use (if provided)
  34744. * @param projectionR defines the right Projection matrix to use (if provided)
  34745. */
  34746. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  34747. /**
  34748. * Gets the uniform buffer used to store scene data
  34749. * @returns a UniformBuffer
  34750. */
  34751. getSceneUniformBuffer(): UniformBuffer;
  34752. /**
  34753. * Gets an unique (relatively to the current scene) Id
  34754. * @returns an unique number for the scene
  34755. */
  34756. getUniqueId(): number;
  34757. /**
  34758. * Add a mesh to the list of scene's meshes
  34759. * @param newMesh defines the mesh to add
  34760. * @param recursive if all child meshes should also be added to the scene
  34761. */
  34762. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  34763. /**
  34764. * Remove a mesh for the list of scene's meshes
  34765. * @param toRemove defines the mesh to remove
  34766. * @param recursive if all child meshes should also be removed from the scene
  34767. * @returns the index where the mesh was in the mesh list
  34768. */
  34769. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  34770. /**
  34771. * Add a transform node to the list of scene's transform nodes
  34772. * @param newTransformNode defines the transform node to add
  34773. */
  34774. addTransformNode(newTransformNode: TransformNode): void;
  34775. /**
  34776. * Remove a transform node for the list of scene's transform nodes
  34777. * @param toRemove defines the transform node to remove
  34778. * @returns the index where the transform node was in the transform node list
  34779. */
  34780. removeTransformNode(toRemove: TransformNode): number;
  34781. /**
  34782. * Remove a skeleton for the list of scene's skeletons
  34783. * @param toRemove defines the skeleton to remove
  34784. * @returns the index where the skeleton was in the skeleton list
  34785. */
  34786. removeSkeleton(toRemove: Skeleton): number;
  34787. /**
  34788. * Remove a morph target for the list of scene's morph targets
  34789. * @param toRemove defines the morph target to remove
  34790. * @returns the index where the morph target was in the morph target list
  34791. */
  34792. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  34793. /**
  34794. * Remove a light for the list of scene's lights
  34795. * @param toRemove defines the light to remove
  34796. * @returns the index where the light was in the light list
  34797. */
  34798. removeLight(toRemove: Light): number;
  34799. /**
  34800. * Remove a camera for the list of scene's cameras
  34801. * @param toRemove defines the camera to remove
  34802. * @returns the index where the camera was in the camera list
  34803. */
  34804. removeCamera(toRemove: Camera): number;
  34805. /**
  34806. * Remove a particle system for the list of scene's particle systems
  34807. * @param toRemove defines the particle system to remove
  34808. * @returns the index where the particle system was in the particle system list
  34809. */
  34810. removeParticleSystem(toRemove: IParticleSystem): number;
  34811. /**
  34812. * Remove a animation for the list of scene's animations
  34813. * @param toRemove defines the animation to remove
  34814. * @returns the index where the animation was in the animation list
  34815. */
  34816. removeAnimation(toRemove: Animation): number;
  34817. /**
  34818. * Will stop the animation of the given target
  34819. * @param target - the target
  34820. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  34821. * @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)
  34822. */
  34823. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  34824. /**
  34825. * Removes the given animation group from this scene.
  34826. * @param toRemove The animation group to remove
  34827. * @returns The index of the removed animation group
  34828. */
  34829. removeAnimationGroup(toRemove: AnimationGroup): number;
  34830. /**
  34831. * Removes the given multi-material from this scene.
  34832. * @param toRemove The multi-material to remove
  34833. * @returns The index of the removed multi-material
  34834. */
  34835. removeMultiMaterial(toRemove: MultiMaterial): number;
  34836. /**
  34837. * Removes the given material from this scene.
  34838. * @param toRemove The material to remove
  34839. * @returns The index of the removed material
  34840. */
  34841. removeMaterial(toRemove: Material): number;
  34842. /**
  34843. * Removes the given action manager from this scene.
  34844. * @param toRemove The action manager to remove
  34845. * @returns The index of the removed action manager
  34846. */
  34847. removeActionManager(toRemove: AbstractActionManager): number;
  34848. /**
  34849. * Removes the given texture from this scene.
  34850. * @param toRemove The texture to remove
  34851. * @returns The index of the removed texture
  34852. */
  34853. removeTexture(toRemove: BaseTexture): number;
  34854. /**
  34855. * Adds the given light to this scene
  34856. * @param newLight The light to add
  34857. */
  34858. addLight(newLight: Light): void;
  34859. /**
  34860. * Sorts the list list based on light priorities
  34861. */
  34862. sortLightsByPriority(): void;
  34863. /**
  34864. * Adds the given camera to this scene
  34865. * @param newCamera The camera to add
  34866. */
  34867. addCamera(newCamera: Camera): void;
  34868. /**
  34869. * Adds the given skeleton to this scene
  34870. * @param newSkeleton The skeleton to add
  34871. */
  34872. addSkeleton(newSkeleton: Skeleton): void;
  34873. /**
  34874. * Adds the given particle system to this scene
  34875. * @param newParticleSystem The particle system to add
  34876. */
  34877. addParticleSystem(newParticleSystem: IParticleSystem): void;
  34878. /**
  34879. * Adds the given animation to this scene
  34880. * @param newAnimation The animation to add
  34881. */
  34882. addAnimation(newAnimation: Animation): void;
  34883. /**
  34884. * Adds the given animation group to this scene.
  34885. * @param newAnimationGroup The animation group to add
  34886. */
  34887. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  34888. /**
  34889. * Adds the given multi-material to this scene
  34890. * @param newMultiMaterial The multi-material to add
  34891. */
  34892. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  34893. /**
  34894. * Adds the given material to this scene
  34895. * @param newMaterial The material to add
  34896. */
  34897. addMaterial(newMaterial: Material): void;
  34898. /**
  34899. * Adds the given morph target to this scene
  34900. * @param newMorphTargetManager The morph target to add
  34901. */
  34902. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  34903. /**
  34904. * Adds the given geometry to this scene
  34905. * @param newGeometry The geometry to add
  34906. */
  34907. addGeometry(newGeometry: Geometry): void;
  34908. /**
  34909. * Adds the given action manager to this scene
  34910. * @param newActionManager The action manager to add
  34911. */
  34912. addActionManager(newActionManager: AbstractActionManager): void;
  34913. /**
  34914. * Adds the given texture to this scene.
  34915. * @param newTexture The texture to add
  34916. */
  34917. addTexture(newTexture: BaseTexture): void;
  34918. /**
  34919. * Switch active camera
  34920. * @param newCamera defines the new active camera
  34921. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  34922. */
  34923. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  34924. /**
  34925. * sets the active camera of the scene using its ID
  34926. * @param id defines the camera's ID
  34927. * @return the new active camera or null if none found.
  34928. */
  34929. setActiveCameraByID(id: string): Nullable<Camera>;
  34930. /**
  34931. * sets the active camera of the scene using its name
  34932. * @param name defines the camera's name
  34933. * @returns the new active camera or null if none found.
  34934. */
  34935. setActiveCameraByName(name: string): Nullable<Camera>;
  34936. /**
  34937. * get an animation group using its name
  34938. * @param name defines the material's name
  34939. * @return the animation group or null if none found.
  34940. */
  34941. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  34942. /**
  34943. * Get a material using its unique id
  34944. * @param uniqueId defines the material's unique id
  34945. * @return the material or null if none found.
  34946. */
  34947. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  34948. /**
  34949. * get a material using its id
  34950. * @param id defines the material's ID
  34951. * @return the material or null if none found.
  34952. */
  34953. getMaterialByID(id: string): Nullable<Material>;
  34954. /**
  34955. * Gets a the last added material using a given id
  34956. * @param id defines the material's ID
  34957. * @return the last material with the given id or null if none found.
  34958. */
  34959. getLastMaterialByID(id: string): Nullable<Material>;
  34960. /**
  34961. * Gets a material using its name
  34962. * @param name defines the material's name
  34963. * @return the material or null if none found.
  34964. */
  34965. getMaterialByName(name: string): Nullable<Material>;
  34966. /**
  34967. * Get a texture using its unique id
  34968. * @param uniqueId defines the texture's unique id
  34969. * @return the texture or null if none found.
  34970. */
  34971. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  34972. /**
  34973. * Gets a camera using its id
  34974. * @param id defines the id to look for
  34975. * @returns the camera or null if not found
  34976. */
  34977. getCameraByID(id: string): Nullable<Camera>;
  34978. /**
  34979. * Gets a camera using its unique id
  34980. * @param uniqueId defines the unique id to look for
  34981. * @returns the camera or null if not found
  34982. */
  34983. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  34984. /**
  34985. * Gets a camera using its name
  34986. * @param name defines the camera's name
  34987. * @return the camera or null if none found.
  34988. */
  34989. getCameraByName(name: string): Nullable<Camera>;
  34990. /**
  34991. * Gets a bone using its id
  34992. * @param id defines the bone's id
  34993. * @return the bone or null if not found
  34994. */
  34995. getBoneByID(id: string): Nullable<Bone>;
  34996. /**
  34997. * Gets a bone using its id
  34998. * @param name defines the bone's name
  34999. * @return the bone or null if not found
  35000. */
  35001. getBoneByName(name: string): Nullable<Bone>;
  35002. /**
  35003. * Gets a light node using its name
  35004. * @param name defines the the light's name
  35005. * @return the light or null if none found.
  35006. */
  35007. getLightByName(name: string): Nullable<Light>;
  35008. /**
  35009. * Gets a light node using its id
  35010. * @param id defines the light's id
  35011. * @return the light or null if none found.
  35012. */
  35013. getLightByID(id: string): Nullable<Light>;
  35014. /**
  35015. * Gets a light node using its scene-generated unique ID
  35016. * @param uniqueId defines the light's unique id
  35017. * @return the light or null if none found.
  35018. */
  35019. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  35020. /**
  35021. * Gets a particle system by id
  35022. * @param id defines the particle system id
  35023. * @return the corresponding system or null if none found
  35024. */
  35025. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  35026. /**
  35027. * Gets a geometry using its ID
  35028. * @param id defines the geometry's id
  35029. * @return the geometry or null if none found.
  35030. */
  35031. getGeometryByID(id: string): Nullable<Geometry>;
  35032. private _getGeometryByUniqueID;
  35033. /**
  35034. * Add a new geometry to this scene
  35035. * @param geometry defines the geometry to be added to the scene.
  35036. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  35037. * @return a boolean defining if the geometry was added or not
  35038. */
  35039. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  35040. /**
  35041. * Removes an existing geometry
  35042. * @param geometry defines the geometry to be removed from the scene
  35043. * @return a boolean defining if the geometry was removed or not
  35044. */
  35045. removeGeometry(geometry: Geometry): boolean;
  35046. /**
  35047. * Gets the list of geometries attached to the scene
  35048. * @returns an array of Geometry
  35049. */
  35050. getGeometries(): Geometry[];
  35051. /**
  35052. * Gets the first added mesh found of a given ID
  35053. * @param id defines the id to search for
  35054. * @return the mesh found or null if not found at all
  35055. */
  35056. getMeshByID(id: string): Nullable<AbstractMesh>;
  35057. /**
  35058. * Gets a list of meshes using their id
  35059. * @param id defines the id to search for
  35060. * @returns a list of meshes
  35061. */
  35062. getMeshesByID(id: string): Array<AbstractMesh>;
  35063. /**
  35064. * Gets the first added transform node found of a given ID
  35065. * @param id defines the id to search for
  35066. * @return the found transform node or null if not found at all.
  35067. */
  35068. getTransformNodeByID(id: string): Nullable<TransformNode>;
  35069. /**
  35070. * Gets a transform node with its auto-generated unique id
  35071. * @param uniqueId efines the unique id to search for
  35072. * @return the found transform node or null if not found at all.
  35073. */
  35074. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  35075. /**
  35076. * Gets a list of transform nodes using their id
  35077. * @param id defines the id to search for
  35078. * @returns a list of transform nodes
  35079. */
  35080. getTransformNodesByID(id: string): Array<TransformNode>;
  35081. /**
  35082. * Gets a mesh with its auto-generated unique id
  35083. * @param uniqueId defines the unique id to search for
  35084. * @return the found mesh or null if not found at all.
  35085. */
  35086. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  35087. /**
  35088. * Gets a the last added mesh using a given id
  35089. * @param id defines the id to search for
  35090. * @return the found mesh or null if not found at all.
  35091. */
  35092. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  35093. /**
  35094. * Gets a the last added node (Mesh, Camera, Light) using a given id
  35095. * @param id defines the id to search for
  35096. * @return the found node or null if not found at all
  35097. */
  35098. getLastEntryByID(id: string): Nullable<Node>;
  35099. /**
  35100. * Gets a node (Mesh, Camera, Light) using a given id
  35101. * @param id defines the id to search for
  35102. * @return the found node or null if not found at all
  35103. */
  35104. getNodeByID(id: string): Nullable<Node>;
  35105. /**
  35106. * Gets a node (Mesh, Camera, Light) using a given name
  35107. * @param name defines the name to search for
  35108. * @return the found node or null if not found at all.
  35109. */
  35110. getNodeByName(name: string): Nullable<Node>;
  35111. /**
  35112. * Gets a mesh using a given name
  35113. * @param name defines the name to search for
  35114. * @return the found mesh or null if not found at all.
  35115. */
  35116. getMeshByName(name: string): Nullable<AbstractMesh>;
  35117. /**
  35118. * Gets a transform node using a given name
  35119. * @param name defines the name to search for
  35120. * @return the found transform node or null if not found at all.
  35121. */
  35122. getTransformNodeByName(name: string): Nullable<TransformNode>;
  35123. /**
  35124. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  35125. * @param id defines the id to search for
  35126. * @return the found skeleton or null if not found at all.
  35127. */
  35128. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  35129. /**
  35130. * Gets a skeleton using a given auto generated unique id
  35131. * @param uniqueId defines the unique id to search for
  35132. * @return the found skeleton or null if not found at all.
  35133. */
  35134. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  35135. /**
  35136. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  35137. * @param id defines the id to search for
  35138. * @return the found skeleton or null if not found at all.
  35139. */
  35140. getSkeletonById(id: string): Nullable<Skeleton>;
  35141. /**
  35142. * Gets a skeleton using a given name
  35143. * @param name defines the name to search for
  35144. * @return the found skeleton or null if not found at all.
  35145. */
  35146. getSkeletonByName(name: string): Nullable<Skeleton>;
  35147. /**
  35148. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  35149. * @param id defines the id to search for
  35150. * @return the found morph target manager or null if not found at all.
  35151. */
  35152. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  35153. /**
  35154. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  35155. * @param id defines the id to search for
  35156. * @return the found morph target or null if not found at all.
  35157. */
  35158. getMorphTargetById(id: string): Nullable<MorphTarget>;
  35159. /**
  35160. * Gets a boolean indicating if the given mesh is active
  35161. * @param mesh defines the mesh to look for
  35162. * @returns true if the mesh is in the active list
  35163. */
  35164. isActiveMesh(mesh: AbstractMesh): boolean;
  35165. /**
  35166. * Return a unique id as a string which can serve as an identifier for the scene
  35167. */
  35168. readonly uid: string;
  35169. /**
  35170. * Add an externaly attached data from its key.
  35171. * This method call will fail and return false, if such key already exists.
  35172. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35173. * @param key the unique key that identifies the data
  35174. * @param data the data object to associate to the key for this Engine instance
  35175. * @return true if no such key were already present and the data was added successfully, false otherwise
  35176. */
  35177. addExternalData<T>(key: string, data: T): boolean;
  35178. /**
  35179. * Get an externaly attached data from its key
  35180. * @param key the unique key that identifies the data
  35181. * @return the associated data, if present (can be null), or undefined if not present
  35182. */
  35183. getExternalData<T>(key: string): Nullable<T>;
  35184. /**
  35185. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35186. * @param key the unique key that identifies the data
  35187. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35188. * @return the associated data, can be null if the factory returned null.
  35189. */
  35190. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35191. /**
  35192. * Remove an externaly attached data from the Engine instance
  35193. * @param key the unique key that identifies the data
  35194. * @return true if the data was successfully removed, false if it doesn't exist
  35195. */
  35196. removeExternalData(key: string): boolean;
  35197. private _evaluateSubMesh;
  35198. /**
  35199. * Clear the processed materials smart array preventing retention point in material dispose.
  35200. */
  35201. freeProcessedMaterials(): void;
  35202. private _preventFreeActiveMeshesAndRenderingGroups;
  35203. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  35204. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  35205. * when disposing several meshes in a row or a hierarchy of meshes.
  35206. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  35207. */
  35208. blockfreeActiveMeshesAndRenderingGroups: boolean;
  35209. /**
  35210. * Clear the active meshes smart array preventing retention point in mesh dispose.
  35211. */
  35212. freeActiveMeshes(): void;
  35213. /**
  35214. * Clear the info related to rendering groups preventing retention points during dispose.
  35215. */
  35216. freeRenderingGroups(): void;
  35217. /** @hidden */
  35218. _isInIntermediateRendering(): boolean;
  35219. /**
  35220. * Lambda returning the list of potentially active meshes.
  35221. */
  35222. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  35223. /**
  35224. * Lambda returning the list of potentially active sub meshes.
  35225. */
  35226. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35227. /**
  35228. * Lambda returning the list of potentially intersecting sub meshes.
  35229. */
  35230. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35231. /**
  35232. * Lambda returning the list of potentially colliding sub meshes.
  35233. */
  35234. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35235. private _activeMeshesFrozen;
  35236. /**
  35237. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35238. * @returns the current scene
  35239. */
  35240. freezeActiveMeshes(): Scene;
  35241. /**
  35242. * Use this function to restart evaluating active meshes on every frame
  35243. * @returns the current scene
  35244. */
  35245. unfreezeActiveMeshes(): Scene;
  35246. private _evaluateActiveMeshes;
  35247. private _activeMesh;
  35248. /**
  35249. * Update the transform matrix to update from the current active camera
  35250. * @param force defines a boolean used to force the update even if cache is up to date
  35251. */
  35252. updateTransformMatrix(force?: boolean): void;
  35253. private _bindFrameBuffer;
  35254. /** @hidden */
  35255. _allowPostProcessClearColor: boolean;
  35256. /** @hidden */
  35257. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35258. private _processSubCameras;
  35259. private _checkIntersections;
  35260. /** @hidden */
  35261. _advancePhysicsEngineStep(step: number): void;
  35262. /**
  35263. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35264. */
  35265. getDeterministicFrameTime: () => number;
  35266. /** @hidden */
  35267. _animate(): void;
  35268. /** Execute all animations (for a frame) */
  35269. animate(): void;
  35270. /**
  35271. * Render the scene
  35272. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  35273. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  35274. */
  35275. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  35276. /**
  35277. * Freeze all materials
  35278. * A frozen material will not be updatable but should be faster to render
  35279. */
  35280. freezeMaterials(): void;
  35281. /**
  35282. * Unfreeze all materials
  35283. * A frozen material will not be updatable but should be faster to render
  35284. */
  35285. unfreezeMaterials(): void;
  35286. /**
  35287. * Releases all held ressources
  35288. */
  35289. dispose(): void;
  35290. /**
  35291. * Gets if the scene is already disposed
  35292. */
  35293. readonly isDisposed: boolean;
  35294. /**
  35295. * Call this function to reduce memory footprint of the scene.
  35296. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  35297. */
  35298. clearCachedVertexData(): void;
  35299. /**
  35300. * This function will remove the local cached buffer data from texture.
  35301. * It will save memory but will prevent the texture from being rebuilt
  35302. */
  35303. cleanCachedTextureBuffer(): void;
  35304. /**
  35305. * Get the world extend vectors with an optional filter
  35306. *
  35307. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  35308. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  35309. */
  35310. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  35311. min: Vector3;
  35312. max: Vector3;
  35313. };
  35314. /**
  35315. * Creates a ray that can be used to pick in the scene
  35316. * @param x defines the x coordinate of the origin (on-screen)
  35317. * @param y defines the y coordinate of the origin (on-screen)
  35318. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35319. * @param camera defines the camera to use for the picking
  35320. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35321. * @returns a Ray
  35322. */
  35323. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  35324. /**
  35325. * Creates a ray that can be used to pick in the scene
  35326. * @param x defines the x coordinate of the origin (on-screen)
  35327. * @param y defines the y coordinate of the origin (on-screen)
  35328. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35329. * @param result defines the ray where to store the picking ray
  35330. * @param camera defines the camera to use for the picking
  35331. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35332. * @returns the current scene
  35333. */
  35334. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  35335. /**
  35336. * Creates a ray that can be used to pick in the scene
  35337. * @param x defines the x coordinate of the origin (on-screen)
  35338. * @param y defines the y coordinate of the origin (on-screen)
  35339. * @param camera defines the camera to use for the picking
  35340. * @returns a Ray
  35341. */
  35342. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  35343. /**
  35344. * Creates a ray that can be used to pick in the scene
  35345. * @param x defines the x coordinate of the origin (on-screen)
  35346. * @param y defines the y coordinate of the origin (on-screen)
  35347. * @param result defines the ray where to store the picking ray
  35348. * @param camera defines the camera to use for the picking
  35349. * @returns the current scene
  35350. */
  35351. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  35352. /** Launch a ray to try to pick a mesh in the scene
  35353. * @param x position on screen
  35354. * @param y position on screen
  35355. * @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
  35356. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  35357. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35358. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35359. * @returns a PickingInfo
  35360. */
  35361. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35362. /** Use the given ray to pick a mesh in the scene
  35363. * @param ray The ray to use to pick meshes
  35364. * @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
  35365. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  35366. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35367. * @returns a PickingInfo
  35368. */
  35369. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35370. /**
  35371. * Launch a ray to try to pick a mesh in the scene
  35372. * @param x X position on screen
  35373. * @param y Y position on screen
  35374. * @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
  35375. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35376. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35377. * @returns an array of PickingInfo
  35378. */
  35379. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35380. /**
  35381. * Launch a ray to try to pick a mesh in the scene
  35382. * @param ray Ray to use
  35383. * @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
  35384. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35385. * @returns an array of PickingInfo
  35386. */
  35387. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35388. /**
  35389. * Force the value of meshUnderPointer
  35390. * @param mesh defines the mesh to use
  35391. */
  35392. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  35393. /**
  35394. * Gets the mesh under the pointer
  35395. * @returns a Mesh or null if no mesh is under the pointer
  35396. */
  35397. getPointerOverMesh(): Nullable<AbstractMesh>;
  35398. /** @hidden */
  35399. _rebuildGeometries(): void;
  35400. /** @hidden */
  35401. _rebuildTextures(): void;
  35402. private _getByTags;
  35403. /**
  35404. * Get a list of meshes by tags
  35405. * @param tagsQuery defines the tags query to use
  35406. * @param forEach defines a predicate used to filter results
  35407. * @returns an array of Mesh
  35408. */
  35409. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  35410. /**
  35411. * Get a list of cameras by tags
  35412. * @param tagsQuery defines the tags query to use
  35413. * @param forEach defines a predicate used to filter results
  35414. * @returns an array of Camera
  35415. */
  35416. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  35417. /**
  35418. * Get a list of lights by tags
  35419. * @param tagsQuery defines the tags query to use
  35420. * @param forEach defines a predicate used to filter results
  35421. * @returns an array of Light
  35422. */
  35423. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  35424. /**
  35425. * Get a list of materials by tags
  35426. * @param tagsQuery defines the tags query to use
  35427. * @param forEach defines a predicate used to filter results
  35428. * @returns an array of Material
  35429. */
  35430. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  35431. /**
  35432. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  35433. * This allowed control for front to back rendering or reversly depending of the special needs.
  35434. *
  35435. * @param renderingGroupId The rendering group id corresponding to its index
  35436. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  35437. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  35438. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  35439. */
  35440. 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;
  35441. /**
  35442. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  35443. *
  35444. * @param renderingGroupId The rendering group id corresponding to its index
  35445. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  35446. * @param depth Automatically clears depth between groups if true and autoClear is true.
  35447. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  35448. */
  35449. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  35450. /**
  35451. * Gets the current auto clear configuration for one rendering group of the rendering
  35452. * manager.
  35453. * @param index the rendering group index to get the information for
  35454. * @returns The auto clear setup for the requested rendering group
  35455. */
  35456. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  35457. private _blockMaterialDirtyMechanism;
  35458. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  35459. blockMaterialDirtyMechanism: boolean;
  35460. /**
  35461. * Will flag all materials as dirty to trigger new shader compilation
  35462. * @param flag defines the flag used to specify which material part must be marked as dirty
  35463. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  35464. */
  35465. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  35466. /** @hidden */
  35467. _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;
  35468. /** @hidden */
  35469. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35470. }
  35471. }
  35472. declare module "babylonjs/assetContainer" {
  35473. import { AbstractScene } from "babylonjs/abstractScene";
  35474. import { Scene } from "babylonjs/scene";
  35475. import { Mesh } from "babylonjs/Meshes/mesh";
  35476. /**
  35477. * Set of assets to keep when moving a scene into an asset container.
  35478. */
  35479. export class KeepAssets extends AbstractScene {
  35480. }
  35481. /**
  35482. * Container with a set of assets that can be added or removed from a scene.
  35483. */
  35484. export class AssetContainer extends AbstractScene {
  35485. /**
  35486. * The scene the AssetContainer belongs to.
  35487. */
  35488. scene: Scene;
  35489. /**
  35490. * Instantiates an AssetContainer.
  35491. * @param scene The scene the AssetContainer belongs to.
  35492. */
  35493. constructor(scene: Scene);
  35494. /**
  35495. * Adds all the assets from the container to the scene.
  35496. */
  35497. addAllToScene(): void;
  35498. /**
  35499. * Removes all the assets in the container from the scene
  35500. */
  35501. removeAllFromScene(): void;
  35502. /**
  35503. * Disposes all the assets in the container
  35504. */
  35505. dispose(): void;
  35506. private _moveAssets;
  35507. /**
  35508. * Removes all the assets contained in the scene and adds them to the container.
  35509. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  35510. */
  35511. moveAllFromScene(keepAssets?: KeepAssets): void;
  35512. /**
  35513. * 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.
  35514. * @returns the root mesh
  35515. */
  35516. createRootMesh(): Mesh;
  35517. }
  35518. }
  35519. declare module "babylonjs/abstractScene" {
  35520. import { Scene } from "babylonjs/scene";
  35521. import { Nullable } from "babylonjs/types";
  35522. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35523. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35524. import { Geometry } from "babylonjs/Meshes/geometry";
  35525. import { Skeleton } from "babylonjs/Bones/skeleton";
  35526. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  35527. import { AssetContainer } from "babylonjs/assetContainer";
  35528. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  35529. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35530. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  35531. import { Material } from "babylonjs/Materials/material";
  35532. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  35533. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  35534. import { Camera } from "babylonjs/Cameras/camera";
  35535. import { Light } from "babylonjs/Lights/light";
  35536. import { Node } from "babylonjs/node";
  35537. import { Animation } from "babylonjs/Animations/animation";
  35538. /**
  35539. * Defines how the parser contract is defined.
  35540. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  35541. */
  35542. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  35543. /**
  35544. * Defines how the individual parser contract is defined.
  35545. * These parser can parse an individual asset
  35546. */
  35547. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  35548. /**
  35549. * Base class of the scene acting as a container for the different elements composing a scene.
  35550. * This class is dynamically extended by the different components of the scene increasing
  35551. * flexibility and reducing coupling
  35552. */
  35553. export abstract class AbstractScene {
  35554. /**
  35555. * Stores the list of available parsers in the application.
  35556. */
  35557. private static _BabylonFileParsers;
  35558. /**
  35559. * Stores the list of available individual parsers in the application.
  35560. */
  35561. private static _IndividualBabylonFileParsers;
  35562. /**
  35563. * Adds a parser in the list of available ones
  35564. * @param name Defines the name of the parser
  35565. * @param parser Defines the parser to add
  35566. */
  35567. static AddParser(name: string, parser: BabylonFileParser): void;
  35568. /**
  35569. * Gets a general parser from the list of avaialble ones
  35570. * @param name Defines the name of the parser
  35571. * @returns the requested parser or null
  35572. */
  35573. static GetParser(name: string): Nullable<BabylonFileParser>;
  35574. /**
  35575. * Adds n individual parser in the list of available ones
  35576. * @param name Defines the name of the parser
  35577. * @param parser Defines the parser to add
  35578. */
  35579. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  35580. /**
  35581. * Gets an individual parser from the list of avaialble ones
  35582. * @param name Defines the name of the parser
  35583. * @returns the requested parser or null
  35584. */
  35585. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  35586. /**
  35587. * Parser json data and populate both a scene and its associated container object
  35588. * @param jsonData Defines the data to parse
  35589. * @param scene Defines the scene to parse the data for
  35590. * @param container Defines the container attached to the parsing sequence
  35591. * @param rootUrl Defines the root url of the data
  35592. */
  35593. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  35594. /**
  35595. * Gets the list of root nodes (ie. nodes with no parent)
  35596. */
  35597. rootNodes: Node[];
  35598. /** All of the cameras added to this scene
  35599. * @see http://doc.babylonjs.com/babylon101/cameras
  35600. */
  35601. cameras: Camera[];
  35602. /**
  35603. * All of the lights added to this scene
  35604. * @see http://doc.babylonjs.com/babylon101/lights
  35605. */
  35606. lights: Light[];
  35607. /**
  35608. * All of the (abstract) meshes added to this scene
  35609. */
  35610. meshes: AbstractMesh[];
  35611. /**
  35612. * The list of skeletons added to the scene
  35613. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  35614. */
  35615. skeletons: Skeleton[];
  35616. /**
  35617. * All of the particle systems added to this scene
  35618. * @see http://doc.babylonjs.com/babylon101/particles
  35619. */
  35620. particleSystems: IParticleSystem[];
  35621. /**
  35622. * Gets a list of Animations associated with the scene
  35623. */
  35624. animations: Animation[];
  35625. /**
  35626. * All of the animation groups added to this scene
  35627. * @see http://doc.babylonjs.com/how_to/group
  35628. */
  35629. animationGroups: AnimationGroup[];
  35630. /**
  35631. * All of the multi-materials added to this scene
  35632. * @see http://doc.babylonjs.com/how_to/multi_materials
  35633. */
  35634. multiMaterials: MultiMaterial[];
  35635. /**
  35636. * All of the materials added to this scene
  35637. * In the context of a Scene, it is not supposed to be modified manually.
  35638. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  35639. * Note also that the order of the Material wihin the array is not significant and might change.
  35640. * @see http://doc.babylonjs.com/babylon101/materials
  35641. */
  35642. materials: Material[];
  35643. /**
  35644. * The list of morph target managers added to the scene
  35645. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  35646. */
  35647. morphTargetManagers: MorphTargetManager[];
  35648. /**
  35649. * The list of geometries used in the scene.
  35650. */
  35651. geometries: Geometry[];
  35652. /**
  35653. * All of the tranform nodes added to this scene
  35654. * In the context of a Scene, it is not supposed to be modified manually.
  35655. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  35656. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  35657. * @see http://doc.babylonjs.com/how_to/transformnode
  35658. */
  35659. transformNodes: TransformNode[];
  35660. /**
  35661. * ActionManagers available on the scene.
  35662. */
  35663. actionManagers: AbstractActionManager[];
  35664. /**
  35665. * Textures to keep.
  35666. */
  35667. textures: BaseTexture[];
  35668. /**
  35669. * Environment texture for the scene
  35670. */
  35671. environmentTexture: Nullable<BaseTexture>;
  35672. }
  35673. }
  35674. declare module "babylonjs/Audio/sound" {
  35675. import { Observable } from "babylonjs/Misc/observable";
  35676. import { Vector3 } from "babylonjs/Maths/math.vector";
  35677. import { Nullable } from "babylonjs/types";
  35678. import { Scene } from "babylonjs/scene";
  35679. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35680. /**
  35681. * Interface used to define options for Sound class
  35682. */
  35683. export interface ISoundOptions {
  35684. /**
  35685. * Does the sound autoplay once loaded.
  35686. */
  35687. autoplay?: boolean;
  35688. /**
  35689. * Does the sound loop after it finishes playing once.
  35690. */
  35691. loop?: boolean;
  35692. /**
  35693. * Sound's volume
  35694. */
  35695. volume?: number;
  35696. /**
  35697. * Is it a spatial sound?
  35698. */
  35699. spatialSound?: boolean;
  35700. /**
  35701. * Maximum distance to hear that sound
  35702. */
  35703. maxDistance?: number;
  35704. /**
  35705. * Uses user defined attenuation function
  35706. */
  35707. useCustomAttenuation?: boolean;
  35708. /**
  35709. * Define the roll off factor of spatial sounds.
  35710. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35711. */
  35712. rolloffFactor?: number;
  35713. /**
  35714. * Define the reference distance the sound should be heard perfectly.
  35715. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35716. */
  35717. refDistance?: number;
  35718. /**
  35719. * Define the distance attenuation model the sound will follow.
  35720. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35721. */
  35722. distanceModel?: string;
  35723. /**
  35724. * Defines the playback speed (1 by default)
  35725. */
  35726. playbackRate?: number;
  35727. /**
  35728. * Defines if the sound is from a streaming source
  35729. */
  35730. streaming?: boolean;
  35731. /**
  35732. * Defines an optional length (in seconds) inside the sound file
  35733. */
  35734. length?: number;
  35735. /**
  35736. * Defines an optional offset (in seconds) inside the sound file
  35737. */
  35738. offset?: number;
  35739. /**
  35740. * If true, URLs will not be required to state the audio file codec to use.
  35741. */
  35742. skipCodecCheck?: boolean;
  35743. }
  35744. /**
  35745. * Defines a sound that can be played in the application.
  35746. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  35747. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  35748. */
  35749. export class Sound {
  35750. /**
  35751. * The name of the sound in the scene.
  35752. */
  35753. name: string;
  35754. /**
  35755. * Does the sound autoplay once loaded.
  35756. */
  35757. autoplay: boolean;
  35758. /**
  35759. * Does the sound loop after it finishes playing once.
  35760. */
  35761. loop: boolean;
  35762. /**
  35763. * Does the sound use a custom attenuation curve to simulate the falloff
  35764. * happening when the source gets further away from the camera.
  35765. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35766. */
  35767. useCustomAttenuation: boolean;
  35768. /**
  35769. * The sound track id this sound belongs to.
  35770. */
  35771. soundTrackId: number;
  35772. /**
  35773. * Is this sound currently played.
  35774. */
  35775. isPlaying: boolean;
  35776. /**
  35777. * Is this sound currently paused.
  35778. */
  35779. isPaused: boolean;
  35780. /**
  35781. * Does this sound enables spatial sound.
  35782. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35783. */
  35784. spatialSound: boolean;
  35785. /**
  35786. * Define the reference distance the sound should be heard perfectly.
  35787. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35788. */
  35789. refDistance: number;
  35790. /**
  35791. * Define the roll off factor of spatial sounds.
  35792. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35793. */
  35794. rolloffFactor: number;
  35795. /**
  35796. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  35797. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35798. */
  35799. maxDistance: number;
  35800. /**
  35801. * Define the distance attenuation model the sound will follow.
  35802. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35803. */
  35804. distanceModel: string;
  35805. /**
  35806. * @hidden
  35807. * Back Compat
  35808. **/
  35809. onended: () => any;
  35810. /**
  35811. * Observable event when the current playing sound finishes.
  35812. */
  35813. onEndedObservable: Observable<Sound>;
  35814. private _panningModel;
  35815. private _playbackRate;
  35816. private _streaming;
  35817. private _startTime;
  35818. private _startOffset;
  35819. private _position;
  35820. /** @hidden */
  35821. _positionInEmitterSpace: boolean;
  35822. private _localDirection;
  35823. private _volume;
  35824. private _isReadyToPlay;
  35825. private _isDirectional;
  35826. private _readyToPlayCallback;
  35827. private _audioBuffer;
  35828. private _soundSource;
  35829. private _streamingSource;
  35830. private _soundPanner;
  35831. private _soundGain;
  35832. private _inputAudioNode;
  35833. private _outputAudioNode;
  35834. private _coneInnerAngle;
  35835. private _coneOuterAngle;
  35836. private _coneOuterGain;
  35837. private _scene;
  35838. private _connectedTransformNode;
  35839. private _customAttenuationFunction;
  35840. private _registerFunc;
  35841. private _isOutputConnected;
  35842. private _htmlAudioElement;
  35843. private _urlType;
  35844. private _length?;
  35845. private _offset?;
  35846. /** @hidden */
  35847. static _SceneComponentInitialization: (scene: Scene) => void;
  35848. /**
  35849. * Create a sound and attach it to a scene
  35850. * @param name Name of your sound
  35851. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  35852. * @param scene defines the scene the sound belongs to
  35853. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  35854. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  35855. */
  35856. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  35857. /**
  35858. * Release the sound and its associated resources
  35859. */
  35860. dispose(): void;
  35861. /**
  35862. * Gets if the sounds is ready to be played or not.
  35863. * @returns true if ready, otherwise false
  35864. */
  35865. isReady(): boolean;
  35866. private _soundLoaded;
  35867. /**
  35868. * Sets the data of the sound from an audiobuffer
  35869. * @param audioBuffer The audioBuffer containing the data
  35870. */
  35871. setAudioBuffer(audioBuffer: AudioBuffer): void;
  35872. /**
  35873. * Updates the current sounds options such as maxdistance, loop...
  35874. * @param options A JSON object containing values named as the object properties
  35875. */
  35876. updateOptions(options: ISoundOptions): void;
  35877. private _createSpatialParameters;
  35878. private _updateSpatialParameters;
  35879. /**
  35880. * Switch the panning model to HRTF:
  35881. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  35882. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35883. */
  35884. switchPanningModelToHRTF(): void;
  35885. /**
  35886. * Switch the panning model to Equal Power:
  35887. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  35888. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35889. */
  35890. switchPanningModelToEqualPower(): void;
  35891. private _switchPanningModel;
  35892. /**
  35893. * Connect this sound to a sound track audio node like gain...
  35894. * @param soundTrackAudioNode the sound track audio node to connect to
  35895. */
  35896. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  35897. /**
  35898. * Transform this sound into a directional source
  35899. * @param coneInnerAngle Size of the inner cone in degree
  35900. * @param coneOuterAngle Size of the outer cone in degree
  35901. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  35902. */
  35903. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  35904. /**
  35905. * Gets or sets the inner angle for the directional cone.
  35906. */
  35907. /**
  35908. * Gets or sets the inner angle for the directional cone.
  35909. */
  35910. directionalConeInnerAngle: number;
  35911. /**
  35912. * Gets or sets the outer angle for the directional cone.
  35913. */
  35914. /**
  35915. * Gets or sets the outer angle for the directional cone.
  35916. */
  35917. directionalConeOuterAngle: number;
  35918. /**
  35919. * Sets the position of the emitter if spatial sound is enabled
  35920. * @param newPosition Defines the new posisiton
  35921. */
  35922. setPosition(newPosition: Vector3): void;
  35923. /**
  35924. * Sets the local direction of the emitter if spatial sound is enabled
  35925. * @param newLocalDirection Defines the new local direction
  35926. */
  35927. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  35928. private _updateDirection;
  35929. /** @hidden */
  35930. updateDistanceFromListener(): void;
  35931. /**
  35932. * Sets a new custom attenuation function for the sound.
  35933. * @param callback Defines the function used for the attenuation
  35934. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35935. */
  35936. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  35937. /**
  35938. * Play the sound
  35939. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  35940. * @param offset (optional) Start the sound at a specific time in seconds
  35941. * @param length (optional) Sound duration (in seconds)
  35942. */
  35943. play(time?: number, offset?: number, length?: number): void;
  35944. private _onended;
  35945. /**
  35946. * Stop the sound
  35947. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  35948. */
  35949. stop(time?: number): void;
  35950. /**
  35951. * Put the sound in pause
  35952. */
  35953. pause(): void;
  35954. /**
  35955. * Sets a dedicated volume for this sounds
  35956. * @param newVolume Define the new volume of the sound
  35957. * @param time Define time for gradual change to new volume
  35958. */
  35959. setVolume(newVolume: number, time?: number): void;
  35960. /**
  35961. * Set the sound play back rate
  35962. * @param newPlaybackRate Define the playback rate the sound should be played at
  35963. */
  35964. setPlaybackRate(newPlaybackRate: number): void;
  35965. /**
  35966. * Gets the volume of the sound.
  35967. * @returns the volume of the sound
  35968. */
  35969. getVolume(): number;
  35970. /**
  35971. * Attach the sound to a dedicated mesh
  35972. * @param transformNode The transform node to connect the sound with
  35973. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35974. */
  35975. attachToMesh(transformNode: TransformNode): void;
  35976. /**
  35977. * Detach the sound from the previously attached mesh
  35978. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35979. */
  35980. detachFromMesh(): void;
  35981. private _onRegisterAfterWorldMatrixUpdate;
  35982. /**
  35983. * Clone the current sound in the scene.
  35984. * @returns the new sound clone
  35985. */
  35986. clone(): Nullable<Sound>;
  35987. /**
  35988. * Gets the current underlying audio buffer containing the data
  35989. * @returns the audio buffer
  35990. */
  35991. getAudioBuffer(): Nullable<AudioBuffer>;
  35992. /**
  35993. * Serializes the Sound in a JSON representation
  35994. * @returns the JSON representation of the sound
  35995. */
  35996. serialize(): any;
  35997. /**
  35998. * Parse a JSON representation of a sound to innstantiate in a given scene
  35999. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  36000. * @param scene Define the scene the new parsed sound should be created in
  36001. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  36002. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  36003. * @returns the newly parsed sound
  36004. */
  36005. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  36006. }
  36007. }
  36008. declare module "babylonjs/Actions/directAudioActions" {
  36009. import { Action } from "babylonjs/Actions/action";
  36010. import { Condition } from "babylonjs/Actions/condition";
  36011. import { Sound } from "babylonjs/Audio/sound";
  36012. /**
  36013. * This defines an action helpful to play a defined sound on a triggered action.
  36014. */
  36015. export class PlaySoundAction extends Action {
  36016. private _sound;
  36017. /**
  36018. * Instantiate the action
  36019. * @param triggerOptions defines the trigger options
  36020. * @param sound defines the sound to play
  36021. * @param condition defines the trigger related conditions
  36022. */
  36023. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36024. /** @hidden */
  36025. _prepare(): void;
  36026. /**
  36027. * Execute the action and play the sound.
  36028. */
  36029. execute(): void;
  36030. /**
  36031. * Serializes the actions and its related information.
  36032. * @param parent defines the object to serialize in
  36033. * @returns the serialized object
  36034. */
  36035. serialize(parent: any): any;
  36036. }
  36037. /**
  36038. * This defines an action helpful to stop a defined sound on a triggered action.
  36039. */
  36040. export class StopSoundAction extends Action {
  36041. private _sound;
  36042. /**
  36043. * Instantiate the action
  36044. * @param triggerOptions defines the trigger options
  36045. * @param sound defines the sound to stop
  36046. * @param condition defines the trigger related conditions
  36047. */
  36048. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36049. /** @hidden */
  36050. _prepare(): void;
  36051. /**
  36052. * Execute the action and stop the sound.
  36053. */
  36054. execute(): void;
  36055. /**
  36056. * Serializes the actions and its related information.
  36057. * @param parent defines the object to serialize in
  36058. * @returns the serialized object
  36059. */
  36060. serialize(parent: any): any;
  36061. }
  36062. }
  36063. declare module "babylonjs/Actions/interpolateValueAction" {
  36064. import { Action } from "babylonjs/Actions/action";
  36065. import { Condition } from "babylonjs/Actions/condition";
  36066. import { Observable } from "babylonjs/Misc/observable";
  36067. /**
  36068. * This defines an action responsible to change the value of a property
  36069. * by interpolating between its current value and the newly set one once triggered.
  36070. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  36071. */
  36072. export class InterpolateValueAction extends Action {
  36073. /**
  36074. * Defines the path of the property where the value should be interpolated
  36075. */
  36076. propertyPath: string;
  36077. /**
  36078. * Defines the target value at the end of the interpolation.
  36079. */
  36080. value: any;
  36081. /**
  36082. * Defines the time it will take for the property to interpolate to the value.
  36083. */
  36084. duration: number;
  36085. /**
  36086. * Defines if the other scene animations should be stopped when the action has been triggered
  36087. */
  36088. stopOtherAnimations?: boolean;
  36089. /**
  36090. * Defines a callback raised once the interpolation animation has been done.
  36091. */
  36092. onInterpolationDone?: () => void;
  36093. /**
  36094. * Observable triggered once the interpolation animation has been done.
  36095. */
  36096. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  36097. private _target;
  36098. private _effectiveTarget;
  36099. private _property;
  36100. /**
  36101. * Instantiate the action
  36102. * @param triggerOptions defines the trigger options
  36103. * @param target defines the object containing the value to interpolate
  36104. * @param propertyPath defines the path to the property in the target object
  36105. * @param value defines the target value at the end of the interpolation
  36106. * @param duration deines the time it will take for the property to interpolate to the value.
  36107. * @param condition defines the trigger related conditions
  36108. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  36109. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  36110. */
  36111. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  36112. /** @hidden */
  36113. _prepare(): void;
  36114. /**
  36115. * Execute the action starts the value interpolation.
  36116. */
  36117. execute(): void;
  36118. /**
  36119. * Serializes the actions and its related information.
  36120. * @param parent defines the object to serialize in
  36121. * @returns the serialized object
  36122. */
  36123. serialize(parent: any): any;
  36124. }
  36125. }
  36126. declare module "babylonjs/Actions/index" {
  36127. export * from "babylonjs/Actions/abstractActionManager";
  36128. export * from "babylonjs/Actions/action";
  36129. export * from "babylonjs/Actions/actionEvent";
  36130. export * from "babylonjs/Actions/actionManager";
  36131. export * from "babylonjs/Actions/condition";
  36132. export * from "babylonjs/Actions/directActions";
  36133. export * from "babylonjs/Actions/directAudioActions";
  36134. export * from "babylonjs/Actions/interpolateValueAction";
  36135. }
  36136. declare module "babylonjs/Animations/index" {
  36137. export * from "babylonjs/Animations/animatable";
  36138. export * from "babylonjs/Animations/animation";
  36139. export * from "babylonjs/Animations/animationGroup";
  36140. export * from "babylonjs/Animations/animationPropertiesOverride";
  36141. export * from "babylonjs/Animations/easing";
  36142. export * from "babylonjs/Animations/runtimeAnimation";
  36143. export * from "babylonjs/Animations/animationEvent";
  36144. export * from "babylonjs/Animations/animationGroup";
  36145. export * from "babylonjs/Animations/animationKey";
  36146. export * from "babylonjs/Animations/animationRange";
  36147. export * from "babylonjs/Animations/animatable.interface";
  36148. }
  36149. declare module "babylonjs/Audio/soundTrack" {
  36150. import { Sound } from "babylonjs/Audio/sound";
  36151. import { Analyser } from "babylonjs/Audio/analyser";
  36152. import { Scene } from "babylonjs/scene";
  36153. /**
  36154. * Options allowed during the creation of a sound track.
  36155. */
  36156. export interface ISoundTrackOptions {
  36157. /**
  36158. * The volume the sound track should take during creation
  36159. */
  36160. volume?: number;
  36161. /**
  36162. * Define if the sound track is the main sound track of the scene
  36163. */
  36164. mainTrack?: boolean;
  36165. }
  36166. /**
  36167. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  36168. * It will be also used in a future release to apply effects on a specific track.
  36169. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36170. */
  36171. export class SoundTrack {
  36172. /**
  36173. * The unique identifier of the sound track in the scene.
  36174. */
  36175. id: number;
  36176. /**
  36177. * The list of sounds included in the sound track.
  36178. */
  36179. soundCollection: Array<Sound>;
  36180. private _outputAudioNode;
  36181. private _scene;
  36182. private _isMainTrack;
  36183. private _connectedAnalyser;
  36184. private _options;
  36185. private _isInitialized;
  36186. /**
  36187. * Creates a new sound track.
  36188. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36189. * @param scene Define the scene the sound track belongs to
  36190. * @param options
  36191. */
  36192. constructor(scene: Scene, options?: ISoundTrackOptions);
  36193. private _initializeSoundTrackAudioGraph;
  36194. /**
  36195. * Release the sound track and its associated resources
  36196. */
  36197. dispose(): void;
  36198. /**
  36199. * Adds a sound to this sound track
  36200. * @param sound define the cound to add
  36201. * @ignoreNaming
  36202. */
  36203. AddSound(sound: Sound): void;
  36204. /**
  36205. * Removes a sound to this sound track
  36206. * @param sound define the cound to remove
  36207. * @ignoreNaming
  36208. */
  36209. RemoveSound(sound: Sound): void;
  36210. /**
  36211. * Set a global volume for the full sound track.
  36212. * @param newVolume Define the new volume of the sound track
  36213. */
  36214. setVolume(newVolume: number): void;
  36215. /**
  36216. * Switch the panning model to HRTF:
  36217. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36218. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36219. */
  36220. switchPanningModelToHRTF(): void;
  36221. /**
  36222. * Switch the panning model to Equal Power:
  36223. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36224. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36225. */
  36226. switchPanningModelToEqualPower(): void;
  36227. /**
  36228. * Connect the sound track to an audio analyser allowing some amazing
  36229. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36230. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36231. * @param analyser The analyser to connect to the engine
  36232. */
  36233. connectToAnalyser(analyser: Analyser): void;
  36234. }
  36235. }
  36236. declare module "babylonjs/Audio/audioSceneComponent" {
  36237. import { Sound } from "babylonjs/Audio/sound";
  36238. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  36239. import { Nullable } from "babylonjs/types";
  36240. import { Vector3 } from "babylonjs/Maths/math.vector";
  36241. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  36242. import { Scene } from "babylonjs/scene";
  36243. import { AbstractScene } from "babylonjs/abstractScene";
  36244. import "babylonjs/Audio/audioEngine";
  36245. module "babylonjs/abstractScene" {
  36246. interface AbstractScene {
  36247. /**
  36248. * The list of sounds used in the scene.
  36249. */
  36250. sounds: Nullable<Array<Sound>>;
  36251. }
  36252. }
  36253. module "babylonjs/scene" {
  36254. interface Scene {
  36255. /**
  36256. * @hidden
  36257. * Backing field
  36258. */
  36259. _mainSoundTrack: SoundTrack;
  36260. /**
  36261. * The main sound track played by the scene.
  36262. * It cotains your primary collection of sounds.
  36263. */
  36264. mainSoundTrack: SoundTrack;
  36265. /**
  36266. * The list of sound tracks added to the scene
  36267. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36268. */
  36269. soundTracks: Nullable<Array<SoundTrack>>;
  36270. /**
  36271. * Gets a sound using a given name
  36272. * @param name defines the name to search for
  36273. * @return the found sound or null if not found at all.
  36274. */
  36275. getSoundByName(name: string): Nullable<Sound>;
  36276. /**
  36277. * Gets or sets if audio support is enabled
  36278. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36279. */
  36280. audioEnabled: boolean;
  36281. /**
  36282. * Gets or sets if audio will be output to headphones
  36283. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36284. */
  36285. headphone: boolean;
  36286. /**
  36287. * Gets or sets custom audio listener position provider
  36288. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36289. */
  36290. audioListenerPositionProvider: Nullable<() => Vector3>;
  36291. }
  36292. }
  36293. /**
  36294. * Defines the sound scene component responsible to manage any sounds
  36295. * in a given scene.
  36296. */
  36297. export class AudioSceneComponent implements ISceneSerializableComponent {
  36298. /**
  36299. * The component name helpfull to identify the component in the list of scene components.
  36300. */
  36301. readonly name: string;
  36302. /**
  36303. * The scene the component belongs to.
  36304. */
  36305. scene: Scene;
  36306. private _audioEnabled;
  36307. /**
  36308. * Gets whether audio is enabled or not.
  36309. * Please use related enable/disable method to switch state.
  36310. */
  36311. readonly audioEnabled: boolean;
  36312. private _headphone;
  36313. /**
  36314. * Gets whether audio is outputing to headphone or not.
  36315. * Please use the according Switch methods to change output.
  36316. */
  36317. readonly headphone: boolean;
  36318. private _audioListenerPositionProvider;
  36319. /**
  36320. * Gets the current audio listener position provider
  36321. */
  36322. /**
  36323. * Sets a custom listener position for all sounds in the scene
  36324. * By default, this is the position of the first active camera
  36325. */
  36326. audioListenerPositionProvider: Nullable<() => Vector3>;
  36327. /**
  36328. * Creates a new instance of the component for the given scene
  36329. * @param scene Defines the scene to register the component in
  36330. */
  36331. constructor(scene: Scene);
  36332. /**
  36333. * Registers the component in a given scene
  36334. */
  36335. register(): void;
  36336. /**
  36337. * Rebuilds the elements related to this component in case of
  36338. * context lost for instance.
  36339. */
  36340. rebuild(): void;
  36341. /**
  36342. * Serializes the component data to the specified json object
  36343. * @param serializationObject The object to serialize to
  36344. */
  36345. serialize(serializationObject: any): void;
  36346. /**
  36347. * Adds all the elements from the container to the scene
  36348. * @param container the container holding the elements
  36349. */
  36350. addFromContainer(container: AbstractScene): void;
  36351. /**
  36352. * Removes all the elements in the container from the scene
  36353. * @param container contains the elements to remove
  36354. * @param dispose if the removed element should be disposed (default: false)
  36355. */
  36356. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  36357. /**
  36358. * Disposes the component and the associated ressources.
  36359. */
  36360. dispose(): void;
  36361. /**
  36362. * Disables audio in the associated scene.
  36363. */
  36364. disableAudio(): void;
  36365. /**
  36366. * Enables audio in the associated scene.
  36367. */
  36368. enableAudio(): void;
  36369. /**
  36370. * Switch audio to headphone output.
  36371. */
  36372. switchAudioModeForHeadphones(): void;
  36373. /**
  36374. * Switch audio to normal speakers.
  36375. */
  36376. switchAudioModeForNormalSpeakers(): void;
  36377. private _afterRender;
  36378. }
  36379. }
  36380. declare module "babylonjs/Audio/weightedsound" {
  36381. import { Sound } from "babylonjs/Audio/sound";
  36382. /**
  36383. * Wraps one or more Sound objects and selects one with random weight for playback.
  36384. */
  36385. export class WeightedSound {
  36386. /** When true a Sound will be selected and played when the current playing Sound completes. */
  36387. loop: boolean;
  36388. private _coneInnerAngle;
  36389. private _coneOuterAngle;
  36390. private _volume;
  36391. /** A Sound is currently playing. */
  36392. isPlaying: boolean;
  36393. /** A Sound is currently paused. */
  36394. isPaused: boolean;
  36395. private _sounds;
  36396. private _weights;
  36397. private _currentIndex?;
  36398. /**
  36399. * Creates a new WeightedSound from the list of sounds given.
  36400. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  36401. * @param sounds Array of Sounds that will be selected from.
  36402. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  36403. */
  36404. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  36405. /**
  36406. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  36407. */
  36408. /**
  36409. * The size of cone in degress for a directional sound in which there will be no attenuation.
  36410. */
  36411. directionalConeInnerAngle: number;
  36412. /**
  36413. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36414. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36415. */
  36416. /**
  36417. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36418. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36419. */
  36420. directionalConeOuterAngle: number;
  36421. /**
  36422. * Playback volume.
  36423. */
  36424. /**
  36425. * Playback volume.
  36426. */
  36427. volume: number;
  36428. private _onended;
  36429. /**
  36430. * Suspend playback
  36431. */
  36432. pause(): void;
  36433. /**
  36434. * Stop playback
  36435. */
  36436. stop(): void;
  36437. /**
  36438. * Start playback.
  36439. * @param startOffset Position the clip head at a specific time in seconds.
  36440. */
  36441. play(startOffset?: number): void;
  36442. }
  36443. }
  36444. declare module "babylonjs/Audio/index" {
  36445. export * from "babylonjs/Audio/analyser";
  36446. export * from "babylonjs/Audio/audioEngine";
  36447. export * from "babylonjs/Audio/audioSceneComponent";
  36448. export * from "babylonjs/Audio/sound";
  36449. export * from "babylonjs/Audio/soundTrack";
  36450. export * from "babylonjs/Audio/weightedsound";
  36451. }
  36452. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  36453. import { Behavior } from "babylonjs/Behaviors/behavior";
  36454. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36455. import { BackEase } from "babylonjs/Animations/easing";
  36456. /**
  36457. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  36458. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  36459. */
  36460. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  36461. /**
  36462. * Gets the name of the behavior.
  36463. */
  36464. readonly name: string;
  36465. /**
  36466. * The easing function used by animations
  36467. */
  36468. static EasingFunction: BackEase;
  36469. /**
  36470. * The easing mode used by animations
  36471. */
  36472. static EasingMode: number;
  36473. /**
  36474. * The duration of the animation, in milliseconds
  36475. */
  36476. transitionDuration: number;
  36477. /**
  36478. * Length of the distance animated by the transition when lower radius is reached
  36479. */
  36480. lowerRadiusTransitionRange: number;
  36481. /**
  36482. * Length of the distance animated by the transition when upper radius is reached
  36483. */
  36484. upperRadiusTransitionRange: number;
  36485. private _autoTransitionRange;
  36486. /**
  36487. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36488. */
  36489. /**
  36490. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36491. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  36492. */
  36493. autoTransitionRange: boolean;
  36494. private _attachedCamera;
  36495. private _onAfterCheckInputsObserver;
  36496. private _onMeshTargetChangedObserver;
  36497. /**
  36498. * Initializes the behavior.
  36499. */
  36500. init(): void;
  36501. /**
  36502. * Attaches the behavior to its arc rotate camera.
  36503. * @param camera Defines the camera to attach the behavior to
  36504. */
  36505. attach(camera: ArcRotateCamera): void;
  36506. /**
  36507. * Detaches the behavior from its current arc rotate camera.
  36508. */
  36509. detach(): void;
  36510. private _radiusIsAnimating;
  36511. private _radiusBounceTransition;
  36512. private _animatables;
  36513. private _cachedWheelPrecision;
  36514. /**
  36515. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  36516. * @param radiusLimit The limit to check against.
  36517. * @return Bool to indicate if at limit.
  36518. */
  36519. private _isRadiusAtLimit;
  36520. /**
  36521. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  36522. * @param radiusDelta The delta by which to animate to. Can be negative.
  36523. */
  36524. private _applyBoundRadiusAnimation;
  36525. /**
  36526. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  36527. */
  36528. protected _clearAnimationLocks(): void;
  36529. /**
  36530. * Stops and removes all animations that have been applied to the camera
  36531. */
  36532. stopAllAnimations(): void;
  36533. }
  36534. }
  36535. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  36536. import { Behavior } from "babylonjs/Behaviors/behavior";
  36537. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36538. import { ExponentialEase } from "babylonjs/Animations/easing";
  36539. import { Nullable } from "babylonjs/types";
  36540. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36541. import { Vector3 } from "babylonjs/Maths/math.vector";
  36542. /**
  36543. * 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.
  36544. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  36545. */
  36546. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  36547. /**
  36548. * Gets the name of the behavior.
  36549. */
  36550. readonly name: string;
  36551. private _mode;
  36552. private _radiusScale;
  36553. private _positionScale;
  36554. private _defaultElevation;
  36555. private _elevationReturnTime;
  36556. private _elevationReturnWaitTime;
  36557. private _zoomStopsAnimation;
  36558. private _framingTime;
  36559. /**
  36560. * The easing function used by animations
  36561. */
  36562. static EasingFunction: ExponentialEase;
  36563. /**
  36564. * The easing mode used by animations
  36565. */
  36566. static EasingMode: number;
  36567. /**
  36568. * Sets the current mode used by the behavior
  36569. */
  36570. /**
  36571. * Gets current mode used by the behavior.
  36572. */
  36573. mode: number;
  36574. /**
  36575. * Sets the scale applied to the radius (1 by default)
  36576. */
  36577. /**
  36578. * Gets the scale applied to the radius
  36579. */
  36580. radiusScale: number;
  36581. /**
  36582. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36583. */
  36584. /**
  36585. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36586. */
  36587. positionScale: number;
  36588. /**
  36589. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36590. * behaviour is triggered, in radians.
  36591. */
  36592. /**
  36593. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36594. * behaviour is triggered, in radians.
  36595. */
  36596. defaultElevation: number;
  36597. /**
  36598. * Sets the time (in milliseconds) taken to return to the default beta position.
  36599. * Negative value indicates camera should not return to default.
  36600. */
  36601. /**
  36602. * Gets the time (in milliseconds) taken to return to the default beta position.
  36603. * Negative value indicates camera should not return to default.
  36604. */
  36605. elevationReturnTime: number;
  36606. /**
  36607. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36608. */
  36609. /**
  36610. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36611. */
  36612. elevationReturnWaitTime: number;
  36613. /**
  36614. * Sets the flag that indicates if user zooming should stop animation.
  36615. */
  36616. /**
  36617. * Gets the flag that indicates if user zooming should stop animation.
  36618. */
  36619. zoomStopsAnimation: boolean;
  36620. /**
  36621. * Sets the transition time when framing the mesh, in milliseconds
  36622. */
  36623. /**
  36624. * Gets the transition time when framing the mesh, in milliseconds
  36625. */
  36626. framingTime: number;
  36627. /**
  36628. * Define if the behavior should automatically change the configured
  36629. * camera limits and sensibilities.
  36630. */
  36631. autoCorrectCameraLimitsAndSensibility: boolean;
  36632. private _onPrePointerObservableObserver;
  36633. private _onAfterCheckInputsObserver;
  36634. private _onMeshTargetChangedObserver;
  36635. private _attachedCamera;
  36636. private _isPointerDown;
  36637. private _lastInteractionTime;
  36638. /**
  36639. * Initializes the behavior.
  36640. */
  36641. init(): void;
  36642. /**
  36643. * Attaches the behavior to its arc rotate camera.
  36644. * @param camera Defines the camera to attach the behavior to
  36645. */
  36646. attach(camera: ArcRotateCamera): void;
  36647. /**
  36648. * Detaches the behavior from its current arc rotate camera.
  36649. */
  36650. detach(): void;
  36651. private _animatables;
  36652. private _betaIsAnimating;
  36653. private _betaTransition;
  36654. private _radiusTransition;
  36655. private _vectorTransition;
  36656. /**
  36657. * Targets the given mesh and updates zoom level accordingly.
  36658. * @param mesh The mesh to target.
  36659. * @param radius Optional. If a cached radius position already exists, overrides default.
  36660. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36661. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36662. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36663. */
  36664. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36665. /**
  36666. * Targets the given mesh with its children and updates zoom level accordingly.
  36667. * @param mesh The mesh to target.
  36668. * @param radius Optional. If a cached radius position already exists, overrides default.
  36669. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36670. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36671. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36672. */
  36673. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36674. /**
  36675. * Targets the given meshes with their children and updates zoom level accordingly.
  36676. * @param meshes The mesh to target.
  36677. * @param radius Optional. If a cached radius position already exists, overrides default.
  36678. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36679. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36680. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36681. */
  36682. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36683. /**
  36684. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  36685. * @param minimumWorld Determines the smaller position of the bounding box extend
  36686. * @param maximumWorld Determines the bigger position of the bounding box extend
  36687. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36688. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36689. */
  36690. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36691. /**
  36692. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  36693. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  36694. * frustum width.
  36695. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  36696. * to fully enclose the mesh in the viewing frustum.
  36697. */
  36698. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  36699. /**
  36700. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  36701. * is automatically returned to its default position (expected to be above ground plane).
  36702. */
  36703. private _maintainCameraAboveGround;
  36704. /**
  36705. * Returns the frustum slope based on the canvas ratio and camera FOV
  36706. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  36707. */
  36708. private _getFrustumSlope;
  36709. /**
  36710. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  36711. */
  36712. private _clearAnimationLocks;
  36713. /**
  36714. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  36715. */
  36716. private _applyUserInteraction;
  36717. /**
  36718. * Stops and removes all animations that have been applied to the camera
  36719. */
  36720. stopAllAnimations(): void;
  36721. /**
  36722. * Gets a value indicating if the user is moving the camera
  36723. */
  36724. readonly isUserIsMoving: boolean;
  36725. /**
  36726. * The camera can move all the way towards the mesh.
  36727. */
  36728. static IgnoreBoundsSizeMode: number;
  36729. /**
  36730. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  36731. */
  36732. static FitFrustumSidesMode: number;
  36733. }
  36734. }
  36735. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  36736. import { Nullable } from "babylonjs/types";
  36737. import { Camera } from "babylonjs/Cameras/camera";
  36738. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36739. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36740. /**
  36741. * Base class for Camera Pointer Inputs.
  36742. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  36743. * for example usage.
  36744. */
  36745. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  36746. /**
  36747. * Defines the camera the input is attached to.
  36748. */
  36749. abstract camera: Camera;
  36750. /**
  36751. * Whether keyboard modifier keys are pressed at time of last mouse event.
  36752. */
  36753. protected _altKey: boolean;
  36754. protected _ctrlKey: boolean;
  36755. protected _metaKey: boolean;
  36756. protected _shiftKey: boolean;
  36757. /**
  36758. * Which mouse buttons were pressed at time of last mouse event.
  36759. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  36760. */
  36761. protected _buttonsPressed: number;
  36762. /**
  36763. * Defines the buttons associated with the input to handle camera move.
  36764. */
  36765. buttons: number[];
  36766. /**
  36767. * Attach the input controls to a specific dom element to get the input from.
  36768. * @param element Defines the element the controls should be listened from
  36769. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36770. */
  36771. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36772. /**
  36773. * Detach the current controls from the specified dom element.
  36774. * @param element Defines the element to stop listening the inputs from
  36775. */
  36776. detachControl(element: Nullable<HTMLElement>): void;
  36777. /**
  36778. * Gets the class name of the current input.
  36779. * @returns the class name
  36780. */
  36781. getClassName(): string;
  36782. /**
  36783. * Get the friendly name associated with the input class.
  36784. * @returns the input friendly name
  36785. */
  36786. getSimpleName(): string;
  36787. /**
  36788. * Called on pointer POINTERDOUBLETAP event.
  36789. * Override this method to provide functionality on POINTERDOUBLETAP event.
  36790. */
  36791. protected onDoubleTap(type: string): void;
  36792. /**
  36793. * Called on pointer POINTERMOVE event if only a single touch is active.
  36794. * Override this method to provide functionality.
  36795. */
  36796. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36797. /**
  36798. * Called on pointer POINTERMOVE event if multiple touches are active.
  36799. * Override this method to provide functionality.
  36800. */
  36801. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36802. /**
  36803. * Called on JS contextmenu event.
  36804. * Override this method to provide functionality.
  36805. */
  36806. protected onContextMenu(evt: PointerEvent): void;
  36807. /**
  36808. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36809. * press.
  36810. * Override this method to provide functionality.
  36811. */
  36812. protected onButtonDown(evt: PointerEvent): void;
  36813. /**
  36814. * Called each time a new POINTERUP event occurs. Ie, for each button
  36815. * release.
  36816. * Override this method to provide functionality.
  36817. */
  36818. protected onButtonUp(evt: PointerEvent): void;
  36819. /**
  36820. * Called when window becomes inactive.
  36821. * Override this method to provide functionality.
  36822. */
  36823. protected onLostFocus(): void;
  36824. private _pointerInput;
  36825. private _observer;
  36826. private _onLostFocus;
  36827. private pointA;
  36828. private pointB;
  36829. }
  36830. }
  36831. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  36832. import { Nullable } from "babylonjs/types";
  36833. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36834. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  36835. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36836. /**
  36837. * Manage the pointers inputs to control an arc rotate camera.
  36838. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36839. */
  36840. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  36841. /**
  36842. * Defines the camera the input is attached to.
  36843. */
  36844. camera: ArcRotateCamera;
  36845. /**
  36846. * Gets the class name of the current input.
  36847. * @returns the class name
  36848. */
  36849. getClassName(): string;
  36850. /**
  36851. * Defines the buttons associated with the input to handle camera move.
  36852. */
  36853. buttons: number[];
  36854. /**
  36855. * Defines the pointer angular sensibility along the X axis or how fast is
  36856. * the camera rotating.
  36857. */
  36858. angularSensibilityX: number;
  36859. /**
  36860. * Defines the pointer angular sensibility along the Y axis or how fast is
  36861. * the camera rotating.
  36862. */
  36863. angularSensibilityY: number;
  36864. /**
  36865. * Defines the pointer pinch precision or how fast is the camera zooming.
  36866. */
  36867. pinchPrecision: number;
  36868. /**
  36869. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  36870. * from 0.
  36871. * It defines the percentage of current camera.radius to use as delta when
  36872. * pinch zoom is used.
  36873. */
  36874. pinchDeltaPercentage: number;
  36875. /**
  36876. * Defines the pointer panning sensibility or how fast is the camera moving.
  36877. */
  36878. panningSensibility: number;
  36879. /**
  36880. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  36881. */
  36882. multiTouchPanning: boolean;
  36883. /**
  36884. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  36885. * zoom (pinch) through multitouch.
  36886. */
  36887. multiTouchPanAndZoom: boolean;
  36888. /**
  36889. * Revers pinch action direction.
  36890. */
  36891. pinchInwards: boolean;
  36892. private _isPanClick;
  36893. private _twoFingerActivityCount;
  36894. private _isPinching;
  36895. /**
  36896. * Called on pointer POINTERMOVE event if only a single touch is active.
  36897. */
  36898. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36899. /**
  36900. * Called on pointer POINTERDOUBLETAP event.
  36901. */
  36902. protected onDoubleTap(type: string): void;
  36903. /**
  36904. * Called on pointer POINTERMOVE event if multiple touches are active.
  36905. */
  36906. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36907. /**
  36908. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36909. * press.
  36910. */
  36911. protected onButtonDown(evt: PointerEvent): void;
  36912. /**
  36913. * Called each time a new POINTERUP event occurs. Ie, for each button
  36914. * release.
  36915. */
  36916. protected onButtonUp(evt: PointerEvent): void;
  36917. /**
  36918. * Called when window becomes inactive.
  36919. */
  36920. protected onLostFocus(): void;
  36921. }
  36922. }
  36923. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  36924. import { Nullable } from "babylonjs/types";
  36925. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36926. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36927. /**
  36928. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  36929. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36930. */
  36931. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  36932. /**
  36933. * Defines the camera the input is attached to.
  36934. */
  36935. camera: ArcRotateCamera;
  36936. /**
  36937. * Defines the list of key codes associated with the up action (increase alpha)
  36938. */
  36939. keysUp: number[];
  36940. /**
  36941. * Defines the list of key codes associated with the down action (decrease alpha)
  36942. */
  36943. keysDown: number[];
  36944. /**
  36945. * Defines the list of key codes associated with the left action (increase beta)
  36946. */
  36947. keysLeft: number[];
  36948. /**
  36949. * Defines the list of key codes associated with the right action (decrease beta)
  36950. */
  36951. keysRight: number[];
  36952. /**
  36953. * Defines the list of key codes associated with the reset action.
  36954. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  36955. */
  36956. keysReset: number[];
  36957. /**
  36958. * Defines the panning sensibility of the inputs.
  36959. * (How fast is the camera paning)
  36960. */
  36961. panningSensibility: number;
  36962. /**
  36963. * Defines the zooming sensibility of the inputs.
  36964. * (How fast is the camera zooming)
  36965. */
  36966. zoomingSensibility: number;
  36967. /**
  36968. * Defines wether maintaining the alt key down switch the movement mode from
  36969. * orientation to zoom.
  36970. */
  36971. useAltToZoom: boolean;
  36972. /**
  36973. * Rotation speed of the camera
  36974. */
  36975. angularSpeed: number;
  36976. private _keys;
  36977. private _ctrlPressed;
  36978. private _altPressed;
  36979. private _onCanvasBlurObserver;
  36980. private _onKeyboardObserver;
  36981. private _engine;
  36982. private _scene;
  36983. /**
  36984. * Attach the input controls to a specific dom element to get the input from.
  36985. * @param element Defines the element the controls should be listened from
  36986. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36987. */
  36988. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36989. /**
  36990. * Detach the current controls from the specified dom element.
  36991. * @param element Defines the element to stop listening the inputs from
  36992. */
  36993. detachControl(element: Nullable<HTMLElement>): void;
  36994. /**
  36995. * Update the current camera state depending on the inputs that have been used this frame.
  36996. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  36997. */
  36998. checkInputs(): void;
  36999. /**
  37000. * Gets the class name of the current intput.
  37001. * @returns the class name
  37002. */
  37003. getClassName(): string;
  37004. /**
  37005. * Get the friendly name associated with the input class.
  37006. * @returns the input friendly name
  37007. */
  37008. getSimpleName(): string;
  37009. }
  37010. }
  37011. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  37012. import { Nullable } from "babylonjs/types";
  37013. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37014. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37015. /**
  37016. * Manage the mouse wheel inputs to control an arc rotate camera.
  37017. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37018. */
  37019. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  37020. /**
  37021. * Defines the camera the input is attached to.
  37022. */
  37023. camera: ArcRotateCamera;
  37024. /**
  37025. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37026. */
  37027. wheelPrecision: number;
  37028. /**
  37029. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  37030. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  37031. */
  37032. wheelDeltaPercentage: number;
  37033. private _wheel;
  37034. private _observer;
  37035. private computeDeltaFromMouseWheelLegacyEvent;
  37036. /**
  37037. * Attach the input controls to a specific dom element to get the input from.
  37038. * @param element Defines the element the controls should be listened from
  37039. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37040. */
  37041. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37042. /**
  37043. * Detach the current controls from the specified dom element.
  37044. * @param element Defines the element to stop listening the inputs from
  37045. */
  37046. detachControl(element: Nullable<HTMLElement>): void;
  37047. /**
  37048. * Gets the class name of the current intput.
  37049. * @returns the class name
  37050. */
  37051. getClassName(): string;
  37052. /**
  37053. * Get the friendly name associated with the input class.
  37054. * @returns the input friendly name
  37055. */
  37056. getSimpleName(): string;
  37057. }
  37058. }
  37059. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  37060. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37061. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  37062. /**
  37063. * Default Inputs manager for the ArcRotateCamera.
  37064. * It groups all the default supported inputs for ease of use.
  37065. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37066. */
  37067. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  37068. /**
  37069. * Instantiates a new ArcRotateCameraInputsManager.
  37070. * @param camera Defines the camera the inputs belong to
  37071. */
  37072. constructor(camera: ArcRotateCamera);
  37073. /**
  37074. * Add mouse wheel input support to the input manager.
  37075. * @returns the current input manager
  37076. */
  37077. addMouseWheel(): ArcRotateCameraInputsManager;
  37078. /**
  37079. * Add pointers input support to the input manager.
  37080. * @returns the current input manager
  37081. */
  37082. addPointers(): ArcRotateCameraInputsManager;
  37083. /**
  37084. * Add keyboard input support to the input manager.
  37085. * @returns the current input manager
  37086. */
  37087. addKeyboard(): ArcRotateCameraInputsManager;
  37088. }
  37089. }
  37090. declare module "babylonjs/Cameras/arcRotateCamera" {
  37091. import { Observable } from "babylonjs/Misc/observable";
  37092. import { Nullable } from "babylonjs/types";
  37093. import { Scene } from "babylonjs/scene";
  37094. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  37095. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37096. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37097. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37098. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  37099. import { Camera } from "babylonjs/Cameras/camera";
  37100. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  37101. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  37102. import { Collider } from "babylonjs/Collisions/collider";
  37103. /**
  37104. * This represents an orbital type of camera.
  37105. *
  37106. * 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.
  37107. * 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.
  37108. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  37109. */
  37110. export class ArcRotateCamera extends TargetCamera {
  37111. /**
  37112. * Defines the rotation angle of the camera along the longitudinal axis.
  37113. */
  37114. alpha: number;
  37115. /**
  37116. * Defines the rotation angle of the camera along the latitudinal axis.
  37117. */
  37118. beta: number;
  37119. /**
  37120. * Defines the radius of the camera from it s target point.
  37121. */
  37122. radius: number;
  37123. protected _target: Vector3;
  37124. protected _targetHost: Nullable<AbstractMesh>;
  37125. /**
  37126. * Defines the target point of the camera.
  37127. * The camera looks towards it form the radius distance.
  37128. */
  37129. target: Vector3;
  37130. /**
  37131. * Define the current local position of the camera in the scene
  37132. */
  37133. position: Vector3;
  37134. protected _upVector: Vector3;
  37135. protected _upToYMatrix: Matrix;
  37136. protected _YToUpMatrix: Matrix;
  37137. /**
  37138. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  37139. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  37140. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  37141. */
  37142. upVector: Vector3;
  37143. /**
  37144. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  37145. */
  37146. setMatUp(): void;
  37147. /**
  37148. * Current inertia value on the longitudinal axis.
  37149. * The bigger this number the longer it will take for the camera to stop.
  37150. */
  37151. inertialAlphaOffset: number;
  37152. /**
  37153. * Current inertia value on the latitudinal axis.
  37154. * The bigger this number the longer it will take for the camera to stop.
  37155. */
  37156. inertialBetaOffset: number;
  37157. /**
  37158. * Current inertia value on the radius axis.
  37159. * The bigger this number the longer it will take for the camera to stop.
  37160. */
  37161. inertialRadiusOffset: number;
  37162. /**
  37163. * Minimum allowed angle on the longitudinal axis.
  37164. * This can help limiting how the Camera is able to move in the scene.
  37165. */
  37166. lowerAlphaLimit: Nullable<number>;
  37167. /**
  37168. * Maximum allowed angle on the longitudinal axis.
  37169. * This can help limiting how the Camera is able to move in the scene.
  37170. */
  37171. upperAlphaLimit: Nullable<number>;
  37172. /**
  37173. * Minimum allowed angle on the latitudinal axis.
  37174. * This can help limiting how the Camera is able to move in the scene.
  37175. */
  37176. lowerBetaLimit: number;
  37177. /**
  37178. * Maximum allowed angle on the latitudinal axis.
  37179. * This can help limiting how the Camera is able to move in the scene.
  37180. */
  37181. upperBetaLimit: number;
  37182. /**
  37183. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  37184. * This can help limiting how the Camera is able to move in the scene.
  37185. */
  37186. lowerRadiusLimit: Nullable<number>;
  37187. /**
  37188. * Maximum allowed distance of the camera to the target (The camera can not get further).
  37189. * This can help limiting how the Camera is able to move in the scene.
  37190. */
  37191. upperRadiusLimit: Nullable<number>;
  37192. /**
  37193. * Defines the current inertia value used during panning of the camera along the X axis.
  37194. */
  37195. inertialPanningX: number;
  37196. /**
  37197. * Defines the current inertia value used during panning of the camera along the Y axis.
  37198. */
  37199. inertialPanningY: number;
  37200. /**
  37201. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  37202. * Basically if your fingers moves away from more than this distance you will be considered
  37203. * in pinch mode.
  37204. */
  37205. pinchToPanMaxDistance: number;
  37206. /**
  37207. * Defines the maximum distance the camera can pan.
  37208. * This could help keeping the cammera always in your scene.
  37209. */
  37210. panningDistanceLimit: Nullable<number>;
  37211. /**
  37212. * Defines the target of the camera before paning.
  37213. */
  37214. panningOriginTarget: Vector3;
  37215. /**
  37216. * Defines the value of the inertia used during panning.
  37217. * 0 would mean stop inertia and one would mean no decelleration at all.
  37218. */
  37219. panningInertia: number;
  37220. /**
  37221. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  37222. */
  37223. angularSensibilityX: number;
  37224. /**
  37225. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  37226. */
  37227. angularSensibilityY: number;
  37228. /**
  37229. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  37230. */
  37231. pinchPrecision: number;
  37232. /**
  37233. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  37234. * It will be used instead of pinchDeltaPrecision if different from 0.
  37235. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37236. */
  37237. pinchDeltaPercentage: number;
  37238. /**
  37239. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  37240. */
  37241. panningSensibility: number;
  37242. /**
  37243. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  37244. */
  37245. keysUp: number[];
  37246. /**
  37247. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  37248. */
  37249. keysDown: number[];
  37250. /**
  37251. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  37252. */
  37253. keysLeft: number[];
  37254. /**
  37255. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  37256. */
  37257. keysRight: number[];
  37258. /**
  37259. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37260. */
  37261. wheelPrecision: number;
  37262. /**
  37263. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  37264. * It will be used instead of pinchDeltaPrecision if different from 0.
  37265. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37266. */
  37267. wheelDeltaPercentage: number;
  37268. /**
  37269. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  37270. */
  37271. zoomOnFactor: number;
  37272. /**
  37273. * Defines a screen offset for the camera position.
  37274. */
  37275. targetScreenOffset: Vector2;
  37276. /**
  37277. * Allows the camera to be completely reversed.
  37278. * If false the camera can not arrive upside down.
  37279. */
  37280. allowUpsideDown: boolean;
  37281. /**
  37282. * Define if double tap/click is used to restore the previously saved state of the camera.
  37283. */
  37284. useInputToRestoreState: boolean;
  37285. /** @hidden */
  37286. _viewMatrix: Matrix;
  37287. /** @hidden */
  37288. _useCtrlForPanning: boolean;
  37289. /** @hidden */
  37290. _panningMouseButton: number;
  37291. /**
  37292. * Defines the input associated to the camera.
  37293. */
  37294. inputs: ArcRotateCameraInputsManager;
  37295. /** @hidden */
  37296. _reset: () => void;
  37297. /**
  37298. * Defines the allowed panning axis.
  37299. */
  37300. panningAxis: Vector3;
  37301. protected _localDirection: Vector3;
  37302. protected _transformedDirection: Vector3;
  37303. private _bouncingBehavior;
  37304. /**
  37305. * Gets the bouncing behavior of the camera if it has been enabled.
  37306. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37307. */
  37308. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  37309. /**
  37310. * Defines if the bouncing behavior of the camera is enabled on the camera.
  37311. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37312. */
  37313. useBouncingBehavior: boolean;
  37314. private _framingBehavior;
  37315. /**
  37316. * Gets the framing behavior of the camera if it has been enabled.
  37317. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37318. */
  37319. readonly framingBehavior: Nullable<FramingBehavior>;
  37320. /**
  37321. * Defines if the framing behavior of the camera is enabled on the camera.
  37322. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37323. */
  37324. useFramingBehavior: boolean;
  37325. private _autoRotationBehavior;
  37326. /**
  37327. * Gets the auto rotation behavior of the camera if it has been enabled.
  37328. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37329. */
  37330. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  37331. /**
  37332. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  37333. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37334. */
  37335. useAutoRotationBehavior: boolean;
  37336. /**
  37337. * Observable triggered when the mesh target has been changed on the camera.
  37338. */
  37339. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  37340. /**
  37341. * Event raised when the camera is colliding with a mesh.
  37342. */
  37343. onCollide: (collidedMesh: AbstractMesh) => void;
  37344. /**
  37345. * Defines whether the camera should check collision with the objects oh the scene.
  37346. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  37347. */
  37348. checkCollisions: boolean;
  37349. /**
  37350. * Defines the collision radius of the camera.
  37351. * This simulates a sphere around the camera.
  37352. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  37353. */
  37354. collisionRadius: Vector3;
  37355. protected _collider: Collider;
  37356. protected _previousPosition: Vector3;
  37357. protected _collisionVelocity: Vector3;
  37358. protected _newPosition: Vector3;
  37359. protected _previousAlpha: number;
  37360. protected _previousBeta: number;
  37361. protected _previousRadius: number;
  37362. protected _collisionTriggered: boolean;
  37363. protected _targetBoundingCenter: Nullable<Vector3>;
  37364. private _computationVector;
  37365. /**
  37366. * Instantiates a new ArcRotateCamera in a given scene
  37367. * @param name Defines the name of the camera
  37368. * @param alpha Defines the camera rotation along the logitudinal axis
  37369. * @param beta Defines the camera rotation along the latitudinal axis
  37370. * @param radius Defines the camera distance from its target
  37371. * @param target Defines the camera target
  37372. * @param scene Defines the scene the camera belongs to
  37373. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  37374. */
  37375. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  37376. /** @hidden */
  37377. _initCache(): void;
  37378. /** @hidden */
  37379. _updateCache(ignoreParentClass?: boolean): void;
  37380. protected _getTargetPosition(): Vector3;
  37381. private _storedAlpha;
  37382. private _storedBeta;
  37383. private _storedRadius;
  37384. private _storedTarget;
  37385. private _storedTargetScreenOffset;
  37386. /**
  37387. * Stores the current state of the camera (alpha, beta, radius and target)
  37388. * @returns the camera itself
  37389. */
  37390. storeState(): Camera;
  37391. /**
  37392. * @hidden
  37393. * Restored camera state. You must call storeState() first
  37394. */
  37395. _restoreStateValues(): boolean;
  37396. /** @hidden */
  37397. _isSynchronizedViewMatrix(): boolean;
  37398. /**
  37399. * Attached controls to the current camera.
  37400. * @param element Defines the element the controls should be listened from
  37401. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37402. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  37403. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  37404. */
  37405. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  37406. /**
  37407. * Detach the current controls from the camera.
  37408. * The camera will stop reacting to inputs.
  37409. * @param element Defines the element to stop listening the inputs from
  37410. */
  37411. detachControl(element: HTMLElement): void;
  37412. /** @hidden */
  37413. _checkInputs(): void;
  37414. protected _checkLimits(): void;
  37415. /**
  37416. * Rebuilds angles (alpha, beta) and radius from the give position and target
  37417. */
  37418. rebuildAnglesAndRadius(): void;
  37419. /**
  37420. * Use a position to define the current camera related information like aplha, beta and radius
  37421. * @param position Defines the position to set the camera at
  37422. */
  37423. setPosition(position: Vector3): void;
  37424. /**
  37425. * Defines the target the camera should look at.
  37426. * This will automatically adapt alpha beta and radius to fit within the new target.
  37427. * @param target Defines the new target as a Vector or a mesh
  37428. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  37429. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  37430. */
  37431. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  37432. /** @hidden */
  37433. _getViewMatrix(): Matrix;
  37434. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  37435. /**
  37436. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  37437. * @param meshes Defines the mesh to zoom on
  37438. * @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)
  37439. */
  37440. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  37441. /**
  37442. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  37443. * The target will be changed but the radius
  37444. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  37445. * @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)
  37446. */
  37447. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  37448. min: Vector3;
  37449. max: Vector3;
  37450. distance: number;
  37451. }, doNotUpdateMaxZ?: boolean): void;
  37452. /**
  37453. * @override
  37454. * Override Camera.createRigCamera
  37455. */
  37456. createRigCamera(name: string, cameraIndex: number): Camera;
  37457. /**
  37458. * @hidden
  37459. * @override
  37460. * Override Camera._updateRigCameras
  37461. */
  37462. _updateRigCameras(): void;
  37463. /**
  37464. * Destroy the camera and release the current resources hold by it.
  37465. */
  37466. dispose(): void;
  37467. /**
  37468. * Gets the current object class name.
  37469. * @return the class name
  37470. */
  37471. getClassName(): string;
  37472. }
  37473. }
  37474. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  37475. import { Behavior } from "babylonjs/Behaviors/behavior";
  37476. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37477. /**
  37478. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  37479. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37480. */
  37481. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  37482. /**
  37483. * Gets the name of the behavior.
  37484. */
  37485. readonly name: string;
  37486. private _zoomStopsAnimation;
  37487. private _idleRotationSpeed;
  37488. private _idleRotationWaitTime;
  37489. private _idleRotationSpinupTime;
  37490. /**
  37491. * Sets the flag that indicates if user zooming should stop animation.
  37492. */
  37493. /**
  37494. * Gets the flag that indicates if user zooming should stop animation.
  37495. */
  37496. zoomStopsAnimation: boolean;
  37497. /**
  37498. * Sets the default speed at which the camera rotates around the model.
  37499. */
  37500. /**
  37501. * Gets the default speed at which the camera rotates around the model.
  37502. */
  37503. idleRotationSpeed: number;
  37504. /**
  37505. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  37506. */
  37507. /**
  37508. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  37509. */
  37510. idleRotationWaitTime: number;
  37511. /**
  37512. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37513. */
  37514. /**
  37515. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37516. */
  37517. idleRotationSpinupTime: number;
  37518. /**
  37519. * Gets a value indicating if the camera is currently rotating because of this behavior
  37520. */
  37521. readonly rotationInProgress: boolean;
  37522. private _onPrePointerObservableObserver;
  37523. private _onAfterCheckInputsObserver;
  37524. private _attachedCamera;
  37525. private _isPointerDown;
  37526. private _lastFrameTime;
  37527. private _lastInteractionTime;
  37528. private _cameraRotationSpeed;
  37529. /**
  37530. * Initializes the behavior.
  37531. */
  37532. init(): void;
  37533. /**
  37534. * Attaches the behavior to its arc rotate camera.
  37535. * @param camera Defines the camera to attach the behavior to
  37536. */
  37537. attach(camera: ArcRotateCamera): void;
  37538. /**
  37539. * Detaches the behavior from its current arc rotate camera.
  37540. */
  37541. detach(): void;
  37542. /**
  37543. * Returns true if user is scrolling.
  37544. * @return true if user is scrolling.
  37545. */
  37546. private _userIsZooming;
  37547. private _lastFrameRadius;
  37548. private _shouldAnimationStopForInteraction;
  37549. /**
  37550. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37551. */
  37552. private _applyUserInteraction;
  37553. private _userIsMoving;
  37554. }
  37555. }
  37556. declare module "babylonjs/Behaviors/Cameras/index" {
  37557. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37558. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37559. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  37560. }
  37561. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  37562. import { Mesh } from "babylonjs/Meshes/mesh";
  37563. import { TransformNode } from "babylonjs/Meshes/transformNode";
  37564. import { Behavior } from "babylonjs/Behaviors/behavior";
  37565. /**
  37566. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  37567. */
  37568. export class AttachToBoxBehavior implements Behavior<Mesh> {
  37569. private ui;
  37570. /**
  37571. * The name of the behavior
  37572. */
  37573. name: string;
  37574. /**
  37575. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  37576. */
  37577. distanceAwayFromFace: number;
  37578. /**
  37579. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  37580. */
  37581. distanceAwayFromBottomOfFace: number;
  37582. private _faceVectors;
  37583. private _target;
  37584. private _scene;
  37585. private _onRenderObserver;
  37586. private _tmpMatrix;
  37587. private _tmpVector;
  37588. /**
  37589. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  37590. * @param ui The transform node that should be attched to the mesh
  37591. */
  37592. constructor(ui: TransformNode);
  37593. /**
  37594. * Initializes the behavior
  37595. */
  37596. init(): void;
  37597. private _closestFace;
  37598. private _zeroVector;
  37599. private _lookAtTmpMatrix;
  37600. private _lookAtToRef;
  37601. /**
  37602. * Attaches the AttachToBoxBehavior to the passed in mesh
  37603. * @param target The mesh that the specified node will be attached to
  37604. */
  37605. attach(target: Mesh): void;
  37606. /**
  37607. * Detaches the behavior from the mesh
  37608. */
  37609. detach(): void;
  37610. }
  37611. }
  37612. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  37613. import { Behavior } from "babylonjs/Behaviors/behavior";
  37614. import { Mesh } from "babylonjs/Meshes/mesh";
  37615. /**
  37616. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  37617. */
  37618. export class FadeInOutBehavior implements Behavior<Mesh> {
  37619. /**
  37620. * Time in milliseconds to delay before fading in (Default: 0)
  37621. */
  37622. delay: number;
  37623. /**
  37624. * Time in milliseconds for the mesh to fade in (Default: 300)
  37625. */
  37626. fadeInTime: number;
  37627. private _millisecondsPerFrame;
  37628. private _hovered;
  37629. private _hoverValue;
  37630. private _ownerNode;
  37631. /**
  37632. * Instatiates the FadeInOutBehavior
  37633. */
  37634. constructor();
  37635. /**
  37636. * The name of the behavior
  37637. */
  37638. readonly name: string;
  37639. /**
  37640. * Initializes the behavior
  37641. */
  37642. init(): void;
  37643. /**
  37644. * Attaches the fade behavior on the passed in mesh
  37645. * @param ownerNode The mesh that will be faded in/out once attached
  37646. */
  37647. attach(ownerNode: Mesh): void;
  37648. /**
  37649. * Detaches the behavior from the mesh
  37650. */
  37651. detach(): void;
  37652. /**
  37653. * Triggers the mesh to begin fading in or out
  37654. * @param value if the object should fade in or out (true to fade in)
  37655. */
  37656. fadeIn(value: boolean): void;
  37657. private _update;
  37658. private _setAllVisibility;
  37659. }
  37660. }
  37661. declare module "babylonjs/Misc/pivotTools" {
  37662. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37663. /**
  37664. * Class containing a set of static utilities functions for managing Pivots
  37665. * @hidden
  37666. */
  37667. export class PivotTools {
  37668. private static _PivotCached;
  37669. private static _OldPivotPoint;
  37670. private static _PivotTranslation;
  37671. private static _PivotTmpVector;
  37672. /** @hidden */
  37673. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  37674. /** @hidden */
  37675. static _RestorePivotPoint(mesh: AbstractMesh): void;
  37676. }
  37677. }
  37678. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  37679. import { Scene } from "babylonjs/scene";
  37680. import { Vector4 } from "babylonjs/Maths/math.vector";
  37681. import { Mesh } from "babylonjs/Meshes/mesh";
  37682. import { Nullable } from "babylonjs/types";
  37683. import { Plane } from "babylonjs/Maths/math.plane";
  37684. /**
  37685. * Class containing static functions to help procedurally build meshes
  37686. */
  37687. export class PlaneBuilder {
  37688. /**
  37689. * Creates a plane mesh
  37690. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  37691. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  37692. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  37693. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37694. * * If you create a double-sided mesh, you can choose what parts of 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
  37695. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  37696. * @param name defines the name of the mesh
  37697. * @param options defines the options used to create the mesh
  37698. * @param scene defines the hosting scene
  37699. * @returns the plane mesh
  37700. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  37701. */
  37702. static CreatePlane(name: string, options: {
  37703. size?: number;
  37704. width?: number;
  37705. height?: number;
  37706. sideOrientation?: number;
  37707. frontUVs?: Vector4;
  37708. backUVs?: Vector4;
  37709. updatable?: boolean;
  37710. sourcePlane?: Plane;
  37711. }, scene?: Nullable<Scene>): Mesh;
  37712. }
  37713. }
  37714. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  37715. import { Behavior } from "babylonjs/Behaviors/behavior";
  37716. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37717. import { Observable } from "babylonjs/Misc/observable";
  37718. import { Vector3 } from "babylonjs/Maths/math.vector";
  37719. import { Ray } from "babylonjs/Culling/ray";
  37720. import "babylonjs/Meshes/Builders/planeBuilder";
  37721. /**
  37722. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  37723. */
  37724. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  37725. private static _AnyMouseID;
  37726. /**
  37727. * Abstract mesh the behavior is set on
  37728. */
  37729. attachedNode: AbstractMesh;
  37730. private _dragPlane;
  37731. private _scene;
  37732. private _pointerObserver;
  37733. private _beforeRenderObserver;
  37734. private static _planeScene;
  37735. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  37736. /**
  37737. * 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)
  37738. */
  37739. maxDragAngle: number;
  37740. /**
  37741. * @hidden
  37742. */
  37743. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  37744. /**
  37745. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37746. */
  37747. currentDraggingPointerID: number;
  37748. /**
  37749. * The last position where the pointer hit the drag plane in world space
  37750. */
  37751. lastDragPosition: Vector3;
  37752. /**
  37753. * If the behavior is currently in a dragging state
  37754. */
  37755. dragging: boolean;
  37756. /**
  37757. * 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)
  37758. */
  37759. dragDeltaRatio: number;
  37760. /**
  37761. * If the drag plane orientation should be updated during the dragging (Default: true)
  37762. */
  37763. updateDragPlane: boolean;
  37764. private _debugMode;
  37765. private _moving;
  37766. /**
  37767. * Fires each time the attached mesh is dragged with the pointer
  37768. * * delta between last drag position and current drag position in world space
  37769. * * dragDistance along the drag axis
  37770. * * dragPlaneNormal normal of the current drag plane used during the drag
  37771. * * dragPlanePoint in world space where the drag intersects the drag plane
  37772. */
  37773. onDragObservable: Observable<{
  37774. delta: Vector3;
  37775. dragPlanePoint: Vector3;
  37776. dragPlaneNormal: Vector3;
  37777. dragDistance: number;
  37778. pointerId: number;
  37779. }>;
  37780. /**
  37781. * Fires each time a drag begins (eg. mouse down on mesh)
  37782. */
  37783. onDragStartObservable: Observable<{
  37784. dragPlanePoint: Vector3;
  37785. pointerId: number;
  37786. }>;
  37787. /**
  37788. * Fires each time a drag ends (eg. mouse release after drag)
  37789. */
  37790. onDragEndObservable: Observable<{
  37791. dragPlanePoint: Vector3;
  37792. pointerId: number;
  37793. }>;
  37794. /**
  37795. * If the attached mesh should be moved when dragged
  37796. */
  37797. moveAttached: boolean;
  37798. /**
  37799. * If the drag behavior will react to drag events (Default: true)
  37800. */
  37801. enabled: boolean;
  37802. /**
  37803. * If pointer events should start and release the drag (Default: true)
  37804. */
  37805. startAndReleaseDragOnPointerEvents: boolean;
  37806. /**
  37807. * If camera controls should be detached during the drag
  37808. */
  37809. detachCameraControls: boolean;
  37810. /**
  37811. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  37812. */
  37813. useObjectOrienationForDragging: boolean;
  37814. private _options;
  37815. /**
  37816. * Creates a pointer drag behavior that can be attached to a mesh
  37817. * @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)
  37818. */
  37819. constructor(options?: {
  37820. dragAxis?: Vector3;
  37821. dragPlaneNormal?: Vector3;
  37822. });
  37823. /**
  37824. * Predicate to determine if it is valid to move the object to a new position when it is moved
  37825. */
  37826. validateDrag: (targetPosition: Vector3) => boolean;
  37827. /**
  37828. * The name of the behavior
  37829. */
  37830. readonly name: string;
  37831. /**
  37832. * Initializes the behavior
  37833. */
  37834. init(): void;
  37835. private _tmpVector;
  37836. private _alternatePickedPoint;
  37837. private _worldDragAxis;
  37838. private _targetPosition;
  37839. private _attachedElement;
  37840. /**
  37841. * Attaches the drag behavior the passed in mesh
  37842. * @param ownerNode The mesh that will be dragged around once attached
  37843. * @param predicate Predicate to use for pick filtering
  37844. */
  37845. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  37846. /**
  37847. * Force relase the drag action by code.
  37848. */
  37849. releaseDrag(): void;
  37850. private _startDragRay;
  37851. private _lastPointerRay;
  37852. /**
  37853. * Simulates the start of a pointer drag event on the behavior
  37854. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  37855. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  37856. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  37857. */
  37858. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  37859. private _startDrag;
  37860. private _dragDelta;
  37861. private _moveDrag;
  37862. private _pickWithRayOnDragPlane;
  37863. private _pointA;
  37864. private _pointB;
  37865. private _pointC;
  37866. private _lineA;
  37867. private _lineB;
  37868. private _localAxis;
  37869. private _lookAt;
  37870. private _updateDragPlanePosition;
  37871. /**
  37872. * Detaches the behavior from the mesh
  37873. */
  37874. detach(): void;
  37875. }
  37876. }
  37877. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  37878. import { Mesh } from "babylonjs/Meshes/mesh";
  37879. import { Behavior } from "babylonjs/Behaviors/behavior";
  37880. /**
  37881. * A behavior that when attached to a mesh will allow the mesh to be scaled
  37882. */
  37883. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  37884. private _dragBehaviorA;
  37885. private _dragBehaviorB;
  37886. private _startDistance;
  37887. private _initialScale;
  37888. private _targetScale;
  37889. private _ownerNode;
  37890. private _sceneRenderObserver;
  37891. /**
  37892. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  37893. */
  37894. constructor();
  37895. /**
  37896. * The name of the behavior
  37897. */
  37898. readonly name: string;
  37899. /**
  37900. * Initializes the behavior
  37901. */
  37902. init(): void;
  37903. private _getCurrentDistance;
  37904. /**
  37905. * Attaches the scale behavior the passed in mesh
  37906. * @param ownerNode The mesh that will be scaled around once attached
  37907. */
  37908. attach(ownerNode: Mesh): void;
  37909. /**
  37910. * Detaches the behavior from the mesh
  37911. */
  37912. detach(): void;
  37913. }
  37914. }
  37915. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  37916. import { Behavior } from "babylonjs/Behaviors/behavior";
  37917. import { Mesh } from "babylonjs/Meshes/mesh";
  37918. import { Observable } from "babylonjs/Misc/observable";
  37919. /**
  37920. * 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
  37921. */
  37922. export class SixDofDragBehavior implements Behavior<Mesh> {
  37923. private static _virtualScene;
  37924. private _ownerNode;
  37925. private _sceneRenderObserver;
  37926. private _scene;
  37927. private _targetPosition;
  37928. private _virtualOriginMesh;
  37929. private _virtualDragMesh;
  37930. private _pointerObserver;
  37931. private _moving;
  37932. private _startingOrientation;
  37933. /**
  37934. * 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)
  37935. */
  37936. private zDragFactor;
  37937. /**
  37938. * If the object should rotate to face the drag origin
  37939. */
  37940. rotateDraggedObject: boolean;
  37941. /**
  37942. * If the behavior is currently in a dragging state
  37943. */
  37944. dragging: boolean;
  37945. /**
  37946. * 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)
  37947. */
  37948. dragDeltaRatio: number;
  37949. /**
  37950. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37951. */
  37952. currentDraggingPointerID: number;
  37953. /**
  37954. * If camera controls should be detached during the drag
  37955. */
  37956. detachCameraControls: boolean;
  37957. /**
  37958. * Fires each time a drag starts
  37959. */
  37960. onDragStartObservable: Observable<{}>;
  37961. /**
  37962. * Fires each time a drag ends (eg. mouse release after drag)
  37963. */
  37964. onDragEndObservable: Observable<{}>;
  37965. /**
  37966. * 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
  37967. */
  37968. constructor();
  37969. /**
  37970. * The name of the behavior
  37971. */
  37972. readonly name: string;
  37973. /**
  37974. * Initializes the behavior
  37975. */
  37976. init(): void;
  37977. /**
  37978. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  37979. */
  37980. private readonly _pointerCamera;
  37981. /**
  37982. * Attaches the scale behavior the passed in mesh
  37983. * @param ownerNode The mesh that will be scaled around once attached
  37984. */
  37985. attach(ownerNode: Mesh): void;
  37986. /**
  37987. * Detaches the behavior from the mesh
  37988. */
  37989. detach(): void;
  37990. }
  37991. }
  37992. declare module "babylonjs/Behaviors/Meshes/index" {
  37993. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  37994. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  37995. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  37996. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  37997. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  37998. }
  37999. declare module "babylonjs/Behaviors/index" {
  38000. export * from "babylonjs/Behaviors/behavior";
  38001. export * from "babylonjs/Behaviors/Cameras/index";
  38002. export * from "babylonjs/Behaviors/Meshes/index";
  38003. }
  38004. declare module "babylonjs/Bones/boneIKController" {
  38005. import { Bone } from "babylonjs/Bones/bone";
  38006. import { Vector3 } from "babylonjs/Maths/math.vector";
  38007. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38008. import { Nullable } from "babylonjs/types";
  38009. /**
  38010. * Class used to apply inverse kinematics to bones
  38011. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  38012. */
  38013. export class BoneIKController {
  38014. private static _tmpVecs;
  38015. private static _tmpQuat;
  38016. private static _tmpMats;
  38017. /**
  38018. * Gets or sets the target mesh
  38019. */
  38020. targetMesh: AbstractMesh;
  38021. /** Gets or sets the mesh used as pole */
  38022. poleTargetMesh: AbstractMesh;
  38023. /**
  38024. * Gets or sets the bone used as pole
  38025. */
  38026. poleTargetBone: Nullable<Bone>;
  38027. /**
  38028. * Gets or sets the target position
  38029. */
  38030. targetPosition: Vector3;
  38031. /**
  38032. * Gets or sets the pole target position
  38033. */
  38034. poleTargetPosition: Vector3;
  38035. /**
  38036. * Gets or sets the pole target local offset
  38037. */
  38038. poleTargetLocalOffset: Vector3;
  38039. /**
  38040. * Gets or sets the pole angle
  38041. */
  38042. poleAngle: number;
  38043. /**
  38044. * Gets or sets the mesh associated with the controller
  38045. */
  38046. mesh: AbstractMesh;
  38047. /**
  38048. * 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)
  38049. */
  38050. slerpAmount: number;
  38051. private _bone1Quat;
  38052. private _bone1Mat;
  38053. private _bone2Ang;
  38054. private _bone1;
  38055. private _bone2;
  38056. private _bone1Length;
  38057. private _bone2Length;
  38058. private _maxAngle;
  38059. private _maxReach;
  38060. private _rightHandedSystem;
  38061. private _bendAxis;
  38062. private _slerping;
  38063. private _adjustRoll;
  38064. /**
  38065. * Gets or sets maximum allowed angle
  38066. */
  38067. maxAngle: number;
  38068. /**
  38069. * Creates a new BoneIKController
  38070. * @param mesh defines the mesh to control
  38071. * @param bone defines the bone to control
  38072. * @param options defines options to set up the controller
  38073. */
  38074. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  38075. targetMesh?: AbstractMesh;
  38076. poleTargetMesh?: AbstractMesh;
  38077. poleTargetBone?: Bone;
  38078. poleTargetLocalOffset?: Vector3;
  38079. poleAngle?: number;
  38080. bendAxis?: Vector3;
  38081. maxAngle?: number;
  38082. slerpAmount?: number;
  38083. });
  38084. private _setMaxAngle;
  38085. /**
  38086. * Force the controller to update the bones
  38087. */
  38088. update(): void;
  38089. }
  38090. }
  38091. declare module "babylonjs/Bones/boneLookController" {
  38092. import { Vector3 } from "babylonjs/Maths/math.vector";
  38093. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38094. import { Bone } from "babylonjs/Bones/bone";
  38095. import { Space } from "babylonjs/Maths/math.axis";
  38096. /**
  38097. * Class used to make a bone look toward a point in space
  38098. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  38099. */
  38100. export class BoneLookController {
  38101. private static _tmpVecs;
  38102. private static _tmpQuat;
  38103. private static _tmpMats;
  38104. /**
  38105. * The target Vector3 that the bone will look at
  38106. */
  38107. target: Vector3;
  38108. /**
  38109. * The mesh that the bone is attached to
  38110. */
  38111. mesh: AbstractMesh;
  38112. /**
  38113. * The bone that will be looking to the target
  38114. */
  38115. bone: Bone;
  38116. /**
  38117. * The up axis of the coordinate system that is used when the bone is rotated
  38118. */
  38119. upAxis: Vector3;
  38120. /**
  38121. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  38122. */
  38123. upAxisSpace: Space;
  38124. /**
  38125. * Used to make an adjustment to the yaw of the bone
  38126. */
  38127. adjustYaw: number;
  38128. /**
  38129. * Used to make an adjustment to the pitch of the bone
  38130. */
  38131. adjustPitch: number;
  38132. /**
  38133. * Used to make an adjustment to the roll of the bone
  38134. */
  38135. adjustRoll: number;
  38136. /**
  38137. * 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)
  38138. */
  38139. slerpAmount: number;
  38140. private _minYaw;
  38141. private _maxYaw;
  38142. private _minPitch;
  38143. private _maxPitch;
  38144. private _minYawSin;
  38145. private _minYawCos;
  38146. private _maxYawSin;
  38147. private _maxYawCos;
  38148. private _midYawConstraint;
  38149. private _minPitchTan;
  38150. private _maxPitchTan;
  38151. private _boneQuat;
  38152. private _slerping;
  38153. private _transformYawPitch;
  38154. private _transformYawPitchInv;
  38155. private _firstFrameSkipped;
  38156. private _yawRange;
  38157. private _fowardAxis;
  38158. /**
  38159. * Gets or sets the minimum yaw angle that the bone can look to
  38160. */
  38161. minYaw: number;
  38162. /**
  38163. * Gets or sets the maximum yaw angle that the bone can look to
  38164. */
  38165. maxYaw: number;
  38166. /**
  38167. * Gets or sets the minimum pitch angle that the bone can look to
  38168. */
  38169. minPitch: number;
  38170. /**
  38171. * Gets or sets the maximum pitch angle that the bone can look to
  38172. */
  38173. maxPitch: number;
  38174. /**
  38175. * Create a BoneLookController
  38176. * @param mesh the mesh that the bone belongs to
  38177. * @param bone the bone that will be looking to the target
  38178. * @param target the target Vector3 to look at
  38179. * @param options optional settings:
  38180. * * maxYaw: the maximum angle the bone will yaw to
  38181. * * minYaw: the minimum angle the bone will yaw to
  38182. * * maxPitch: the maximum angle the bone will pitch to
  38183. * * minPitch: the minimum angle the bone will yaw to
  38184. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  38185. * * upAxis: the up axis of the coordinate system
  38186. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  38187. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  38188. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  38189. * * adjustYaw: used to make an adjustment to the yaw of the bone
  38190. * * adjustPitch: used to make an adjustment to the pitch of the bone
  38191. * * adjustRoll: used to make an adjustment to the roll of the bone
  38192. **/
  38193. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  38194. maxYaw?: number;
  38195. minYaw?: number;
  38196. maxPitch?: number;
  38197. minPitch?: number;
  38198. slerpAmount?: number;
  38199. upAxis?: Vector3;
  38200. upAxisSpace?: Space;
  38201. yawAxis?: Vector3;
  38202. pitchAxis?: Vector3;
  38203. adjustYaw?: number;
  38204. adjustPitch?: number;
  38205. adjustRoll?: number;
  38206. });
  38207. /**
  38208. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  38209. */
  38210. update(): void;
  38211. private _getAngleDiff;
  38212. private _getAngleBetween;
  38213. private _isAngleBetween;
  38214. }
  38215. }
  38216. declare module "babylonjs/Bones/index" {
  38217. export * from "babylonjs/Bones/bone";
  38218. export * from "babylonjs/Bones/boneIKController";
  38219. export * from "babylonjs/Bones/boneLookController";
  38220. export * from "babylonjs/Bones/skeleton";
  38221. }
  38222. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  38223. import { Nullable } from "babylonjs/types";
  38224. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38225. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38226. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  38227. /**
  38228. * Manage the gamepad inputs to control an arc rotate camera.
  38229. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38230. */
  38231. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  38232. /**
  38233. * Defines the camera the input is attached to.
  38234. */
  38235. camera: ArcRotateCamera;
  38236. /**
  38237. * Defines the gamepad the input is gathering event from.
  38238. */
  38239. gamepad: Nullable<Gamepad>;
  38240. /**
  38241. * Defines the gamepad rotation sensiblity.
  38242. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  38243. */
  38244. gamepadRotationSensibility: number;
  38245. /**
  38246. * Defines the gamepad move sensiblity.
  38247. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  38248. */
  38249. gamepadMoveSensibility: number;
  38250. private _onGamepadConnectedObserver;
  38251. private _onGamepadDisconnectedObserver;
  38252. /**
  38253. * Attach the input controls to a specific dom element to get the input from.
  38254. * @param element Defines the element the controls should be listened from
  38255. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38256. */
  38257. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38258. /**
  38259. * Detach the current controls from the specified dom element.
  38260. * @param element Defines the element to stop listening the inputs from
  38261. */
  38262. detachControl(element: Nullable<HTMLElement>): void;
  38263. /**
  38264. * Update the current camera state depending on the inputs that have been used this frame.
  38265. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38266. */
  38267. checkInputs(): void;
  38268. /**
  38269. * Gets the class name of the current intput.
  38270. * @returns the class name
  38271. */
  38272. getClassName(): string;
  38273. /**
  38274. * Get the friendly name associated with the input class.
  38275. * @returns the input friendly name
  38276. */
  38277. getSimpleName(): string;
  38278. }
  38279. }
  38280. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  38281. import { Nullable } from "babylonjs/types";
  38282. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38283. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38284. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  38285. interface ArcRotateCameraInputsManager {
  38286. /**
  38287. * Add orientation input support to the input manager.
  38288. * @returns the current input manager
  38289. */
  38290. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  38291. }
  38292. }
  38293. /**
  38294. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  38295. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38296. */
  38297. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  38298. /**
  38299. * Defines the camera the input is attached to.
  38300. */
  38301. camera: ArcRotateCamera;
  38302. /**
  38303. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  38304. */
  38305. alphaCorrection: number;
  38306. /**
  38307. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  38308. */
  38309. gammaCorrection: number;
  38310. private _alpha;
  38311. private _gamma;
  38312. private _dirty;
  38313. private _deviceOrientationHandler;
  38314. /**
  38315. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  38316. */
  38317. constructor();
  38318. /**
  38319. * Attach the input controls to a specific dom element to get the input from.
  38320. * @param element Defines the element the controls should be listened from
  38321. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38322. */
  38323. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38324. /** @hidden */
  38325. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  38326. /**
  38327. * Update the current camera state depending on the inputs that have been used this frame.
  38328. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38329. */
  38330. checkInputs(): void;
  38331. /**
  38332. * Detach the current controls from the specified dom element.
  38333. * @param element Defines the element to stop listening the inputs from
  38334. */
  38335. detachControl(element: Nullable<HTMLElement>): void;
  38336. /**
  38337. * Gets the class name of the current intput.
  38338. * @returns the class name
  38339. */
  38340. getClassName(): string;
  38341. /**
  38342. * Get the friendly name associated with the input class.
  38343. * @returns the input friendly name
  38344. */
  38345. getSimpleName(): string;
  38346. }
  38347. }
  38348. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  38349. import { Nullable } from "babylonjs/types";
  38350. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38351. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38352. /**
  38353. * Listen to mouse events to control the camera.
  38354. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38355. */
  38356. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  38357. /**
  38358. * Defines the camera the input is attached to.
  38359. */
  38360. camera: FlyCamera;
  38361. /**
  38362. * Defines if touch is enabled. (Default is true.)
  38363. */
  38364. touchEnabled: boolean;
  38365. /**
  38366. * Defines the buttons associated with the input to handle camera rotation.
  38367. */
  38368. buttons: number[];
  38369. /**
  38370. * Assign buttons for Yaw control.
  38371. */
  38372. buttonsYaw: number[];
  38373. /**
  38374. * Assign buttons for Pitch control.
  38375. */
  38376. buttonsPitch: number[];
  38377. /**
  38378. * Assign buttons for Roll control.
  38379. */
  38380. buttonsRoll: number[];
  38381. /**
  38382. * Detect if any button is being pressed while mouse is moved.
  38383. * -1 = Mouse locked.
  38384. * 0 = Left button.
  38385. * 1 = Middle Button.
  38386. * 2 = Right Button.
  38387. */
  38388. activeButton: number;
  38389. /**
  38390. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  38391. * Higher values reduce its sensitivity.
  38392. */
  38393. angularSensibility: number;
  38394. private _mousemoveCallback;
  38395. private _observer;
  38396. private _rollObserver;
  38397. private previousPosition;
  38398. private noPreventDefault;
  38399. private element;
  38400. /**
  38401. * Listen to mouse events to control the camera.
  38402. * @param touchEnabled Define if touch is enabled. (Default is true.)
  38403. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38404. */
  38405. constructor(touchEnabled?: boolean);
  38406. /**
  38407. * Attach the mouse control to the HTML DOM element.
  38408. * @param element Defines the element that listens to the input events.
  38409. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  38410. */
  38411. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38412. /**
  38413. * Detach the current controls from the specified dom element.
  38414. * @param element Defines the element to stop listening the inputs from
  38415. */
  38416. detachControl(element: Nullable<HTMLElement>): void;
  38417. /**
  38418. * Gets the class name of the current input.
  38419. * @returns the class name.
  38420. */
  38421. getClassName(): string;
  38422. /**
  38423. * Get the friendly name associated with the input class.
  38424. * @returns the input's friendly name.
  38425. */
  38426. getSimpleName(): string;
  38427. private _pointerInput;
  38428. private _onMouseMove;
  38429. /**
  38430. * Rotate camera by mouse offset.
  38431. */
  38432. private rotateCamera;
  38433. }
  38434. }
  38435. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  38436. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38437. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38438. /**
  38439. * Default Inputs manager for the FlyCamera.
  38440. * It groups all the default supported inputs for ease of use.
  38441. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38442. */
  38443. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  38444. /**
  38445. * Instantiates a new FlyCameraInputsManager.
  38446. * @param camera Defines the camera the inputs belong to.
  38447. */
  38448. constructor(camera: FlyCamera);
  38449. /**
  38450. * Add keyboard input support to the input manager.
  38451. * @returns the new FlyCameraKeyboardMoveInput().
  38452. */
  38453. addKeyboard(): FlyCameraInputsManager;
  38454. /**
  38455. * Add mouse input support to the input manager.
  38456. * @param touchEnabled Enable touch screen support.
  38457. * @returns the new FlyCameraMouseInput().
  38458. */
  38459. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  38460. }
  38461. }
  38462. declare module "babylonjs/Cameras/flyCamera" {
  38463. import { Scene } from "babylonjs/scene";
  38464. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  38465. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38466. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38467. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  38468. /**
  38469. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38470. * such as in a 3D Space Shooter or a Flight Simulator.
  38471. */
  38472. export class FlyCamera extends TargetCamera {
  38473. /**
  38474. * Define the collision ellipsoid of the camera.
  38475. * This is helpful for simulating a camera body, like a player's body.
  38476. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38477. */
  38478. ellipsoid: Vector3;
  38479. /**
  38480. * Define an offset for the position of the ellipsoid around the camera.
  38481. * This can be helpful if the camera is attached away from the player's body center,
  38482. * such as at its head.
  38483. */
  38484. ellipsoidOffset: Vector3;
  38485. /**
  38486. * Enable or disable collisions of the camera with the rest of the scene objects.
  38487. */
  38488. checkCollisions: boolean;
  38489. /**
  38490. * Enable or disable gravity on the camera.
  38491. */
  38492. applyGravity: boolean;
  38493. /**
  38494. * Define the current direction the camera is moving to.
  38495. */
  38496. cameraDirection: Vector3;
  38497. /**
  38498. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  38499. * This overrides and empties cameraRotation.
  38500. */
  38501. rotationQuaternion: Quaternion;
  38502. /**
  38503. * Track Roll to maintain the wanted Rolling when looking around.
  38504. */
  38505. _trackRoll: number;
  38506. /**
  38507. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  38508. */
  38509. rollCorrect: number;
  38510. /**
  38511. * Mimic a banked turn, Rolling the camera when Yawing.
  38512. * It's recommended to use rollCorrect = 10 for faster banking correction.
  38513. */
  38514. bankedTurn: boolean;
  38515. /**
  38516. * Limit in radians for how much Roll banking will add. (Default: 90°)
  38517. */
  38518. bankedTurnLimit: number;
  38519. /**
  38520. * Value of 0 disables the banked Roll.
  38521. * Value of 1 is equal to the Yaw angle in radians.
  38522. */
  38523. bankedTurnMultiplier: number;
  38524. /**
  38525. * The inputs manager loads all the input sources, such as keyboard and mouse.
  38526. */
  38527. inputs: FlyCameraInputsManager;
  38528. /**
  38529. * Gets the input sensibility for mouse input.
  38530. * Higher values reduce sensitivity.
  38531. */
  38532. /**
  38533. * Sets the input sensibility for a mouse input.
  38534. * Higher values reduce sensitivity.
  38535. */
  38536. angularSensibility: number;
  38537. /**
  38538. * Get the keys for camera movement forward.
  38539. */
  38540. /**
  38541. * Set the keys for camera movement forward.
  38542. */
  38543. keysForward: number[];
  38544. /**
  38545. * Get the keys for camera movement backward.
  38546. */
  38547. keysBackward: number[];
  38548. /**
  38549. * Get the keys for camera movement up.
  38550. */
  38551. /**
  38552. * Set the keys for camera movement up.
  38553. */
  38554. keysUp: number[];
  38555. /**
  38556. * Get the keys for camera movement down.
  38557. */
  38558. /**
  38559. * Set the keys for camera movement down.
  38560. */
  38561. keysDown: number[];
  38562. /**
  38563. * Get the keys for camera movement left.
  38564. */
  38565. /**
  38566. * Set the keys for camera movement left.
  38567. */
  38568. keysLeft: number[];
  38569. /**
  38570. * Set the keys for camera movement right.
  38571. */
  38572. /**
  38573. * Set the keys for camera movement right.
  38574. */
  38575. keysRight: number[];
  38576. /**
  38577. * Event raised when the camera collides with a mesh in the scene.
  38578. */
  38579. onCollide: (collidedMesh: AbstractMesh) => void;
  38580. private _collider;
  38581. private _needMoveForGravity;
  38582. private _oldPosition;
  38583. private _diffPosition;
  38584. private _newPosition;
  38585. /** @hidden */
  38586. _localDirection: Vector3;
  38587. /** @hidden */
  38588. _transformedDirection: Vector3;
  38589. /**
  38590. * Instantiates a FlyCamera.
  38591. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38592. * such as in a 3D Space Shooter or a Flight Simulator.
  38593. * @param name Define the name of the camera in the scene.
  38594. * @param position Define the starting position of the camera in the scene.
  38595. * @param scene Define the scene the camera belongs to.
  38596. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  38597. */
  38598. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38599. /**
  38600. * Attach a control to the HTML DOM element.
  38601. * @param element Defines the element that listens to the input events.
  38602. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  38603. */
  38604. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38605. /**
  38606. * Detach a control from the HTML DOM element.
  38607. * The camera will stop reacting to that input.
  38608. * @param element Defines the element that listens to the input events.
  38609. */
  38610. detachControl(element: HTMLElement): void;
  38611. private _collisionMask;
  38612. /**
  38613. * Get the mask that the camera ignores in collision events.
  38614. */
  38615. /**
  38616. * Set the mask that the camera ignores in collision events.
  38617. */
  38618. collisionMask: number;
  38619. /** @hidden */
  38620. _collideWithWorld(displacement: Vector3): void;
  38621. /** @hidden */
  38622. private _onCollisionPositionChange;
  38623. /** @hidden */
  38624. _checkInputs(): void;
  38625. /** @hidden */
  38626. _decideIfNeedsToMove(): boolean;
  38627. /** @hidden */
  38628. _updatePosition(): void;
  38629. /**
  38630. * Restore the Roll to its target value at the rate specified.
  38631. * @param rate - Higher means slower restoring.
  38632. * @hidden
  38633. */
  38634. restoreRoll(rate: number): void;
  38635. /**
  38636. * Destroy the camera and release the current resources held by it.
  38637. */
  38638. dispose(): void;
  38639. /**
  38640. * Get the current object class name.
  38641. * @returns the class name.
  38642. */
  38643. getClassName(): string;
  38644. }
  38645. }
  38646. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  38647. import { Nullable } from "babylonjs/types";
  38648. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38649. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38650. /**
  38651. * Listen to keyboard events to control the camera.
  38652. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38653. */
  38654. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  38655. /**
  38656. * Defines the camera the input is attached to.
  38657. */
  38658. camera: FlyCamera;
  38659. /**
  38660. * The list of keyboard keys used to control the forward move of the camera.
  38661. */
  38662. keysForward: number[];
  38663. /**
  38664. * The list of keyboard keys used to control the backward move of the camera.
  38665. */
  38666. keysBackward: number[];
  38667. /**
  38668. * The list of keyboard keys used to control the forward move of the camera.
  38669. */
  38670. keysUp: number[];
  38671. /**
  38672. * The list of keyboard keys used to control the backward move of the camera.
  38673. */
  38674. keysDown: number[];
  38675. /**
  38676. * The list of keyboard keys used to control the right strafe move of the camera.
  38677. */
  38678. keysRight: number[];
  38679. /**
  38680. * The list of keyboard keys used to control the left strafe move of the camera.
  38681. */
  38682. keysLeft: number[];
  38683. private _keys;
  38684. private _onCanvasBlurObserver;
  38685. private _onKeyboardObserver;
  38686. private _engine;
  38687. private _scene;
  38688. /**
  38689. * Attach the input controls to a specific dom element to get the input from.
  38690. * @param element Defines the element the controls should be listened from
  38691. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38692. */
  38693. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38694. /**
  38695. * Detach the current controls from the specified dom element.
  38696. * @param element Defines the element to stop listening the inputs from
  38697. */
  38698. detachControl(element: Nullable<HTMLElement>): void;
  38699. /**
  38700. * Gets the class name of the current intput.
  38701. * @returns the class name
  38702. */
  38703. getClassName(): string;
  38704. /** @hidden */
  38705. _onLostFocus(e: FocusEvent): void;
  38706. /**
  38707. * Get the friendly name associated with the input class.
  38708. * @returns the input friendly name
  38709. */
  38710. getSimpleName(): string;
  38711. /**
  38712. * Update the current camera state depending on the inputs that have been used this frame.
  38713. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38714. */
  38715. checkInputs(): void;
  38716. }
  38717. }
  38718. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  38719. import { Nullable } from "babylonjs/types";
  38720. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38721. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38722. /**
  38723. * Manage the mouse wheel inputs to control a follow camera.
  38724. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38725. */
  38726. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  38727. /**
  38728. * Defines the camera the input is attached to.
  38729. */
  38730. camera: FollowCamera;
  38731. /**
  38732. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  38733. */
  38734. axisControlRadius: boolean;
  38735. /**
  38736. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  38737. */
  38738. axisControlHeight: boolean;
  38739. /**
  38740. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  38741. */
  38742. axisControlRotation: boolean;
  38743. /**
  38744. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  38745. * relation to mouseWheel events.
  38746. */
  38747. wheelPrecision: number;
  38748. /**
  38749. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  38750. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  38751. */
  38752. wheelDeltaPercentage: number;
  38753. private _wheel;
  38754. private _observer;
  38755. /**
  38756. * Attach the input controls to a specific dom element to get the input from.
  38757. * @param element Defines the element the controls should be listened from
  38758. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38759. */
  38760. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38761. /**
  38762. * Detach the current controls from the specified dom element.
  38763. * @param element Defines the element to stop listening the inputs from
  38764. */
  38765. detachControl(element: Nullable<HTMLElement>): void;
  38766. /**
  38767. * Gets the class name of the current intput.
  38768. * @returns the class name
  38769. */
  38770. getClassName(): string;
  38771. /**
  38772. * Get the friendly name associated with the input class.
  38773. * @returns the input friendly name
  38774. */
  38775. getSimpleName(): string;
  38776. }
  38777. }
  38778. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  38779. import { Nullable } from "babylonjs/types";
  38780. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38781. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  38782. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  38783. /**
  38784. * Manage the pointers inputs to control an follow camera.
  38785. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38786. */
  38787. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  38788. /**
  38789. * Defines the camera the input is attached to.
  38790. */
  38791. camera: FollowCamera;
  38792. /**
  38793. * Gets the class name of the current input.
  38794. * @returns the class name
  38795. */
  38796. getClassName(): string;
  38797. /**
  38798. * Defines the pointer angular sensibility along the X axis or how fast is
  38799. * the camera rotating.
  38800. * A negative number will reverse the axis direction.
  38801. */
  38802. angularSensibilityX: number;
  38803. /**
  38804. * Defines the pointer angular sensibility along the Y axis or how fast is
  38805. * the camera rotating.
  38806. * A negative number will reverse the axis direction.
  38807. */
  38808. angularSensibilityY: number;
  38809. /**
  38810. * Defines the pointer pinch precision or how fast is the camera zooming.
  38811. * A negative number will reverse the axis direction.
  38812. */
  38813. pinchPrecision: number;
  38814. /**
  38815. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  38816. * from 0.
  38817. * It defines the percentage of current camera.radius to use as delta when
  38818. * pinch zoom is used.
  38819. */
  38820. pinchDeltaPercentage: number;
  38821. /**
  38822. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  38823. */
  38824. axisXControlRadius: boolean;
  38825. /**
  38826. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  38827. */
  38828. axisXControlHeight: boolean;
  38829. /**
  38830. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  38831. */
  38832. axisXControlRotation: boolean;
  38833. /**
  38834. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  38835. */
  38836. axisYControlRadius: boolean;
  38837. /**
  38838. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  38839. */
  38840. axisYControlHeight: boolean;
  38841. /**
  38842. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  38843. */
  38844. axisYControlRotation: boolean;
  38845. /**
  38846. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  38847. */
  38848. axisPinchControlRadius: boolean;
  38849. /**
  38850. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  38851. */
  38852. axisPinchControlHeight: boolean;
  38853. /**
  38854. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  38855. */
  38856. axisPinchControlRotation: boolean;
  38857. /**
  38858. * Log error messages if basic misconfiguration has occurred.
  38859. */
  38860. warningEnable: boolean;
  38861. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  38862. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  38863. private _warningCounter;
  38864. private _warning;
  38865. }
  38866. }
  38867. declare module "babylonjs/Cameras/followCameraInputsManager" {
  38868. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38869. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38870. /**
  38871. * Default Inputs manager for the FollowCamera.
  38872. * It groups all the default supported inputs for ease of use.
  38873. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38874. */
  38875. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  38876. /**
  38877. * Instantiates a new FollowCameraInputsManager.
  38878. * @param camera Defines the camera the inputs belong to
  38879. */
  38880. constructor(camera: FollowCamera);
  38881. /**
  38882. * Add keyboard input support to the input manager.
  38883. * @returns the current input manager
  38884. */
  38885. addKeyboard(): FollowCameraInputsManager;
  38886. /**
  38887. * Add mouse wheel input support to the input manager.
  38888. * @returns the current input manager
  38889. */
  38890. addMouseWheel(): FollowCameraInputsManager;
  38891. /**
  38892. * Add pointers input support to the input manager.
  38893. * @returns the current input manager
  38894. */
  38895. addPointers(): FollowCameraInputsManager;
  38896. /**
  38897. * Add orientation input support to the input manager.
  38898. * @returns the current input manager
  38899. */
  38900. addVRDeviceOrientation(): FollowCameraInputsManager;
  38901. }
  38902. }
  38903. declare module "babylonjs/Cameras/followCamera" {
  38904. import { Nullable } from "babylonjs/types";
  38905. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38906. import { Scene } from "babylonjs/scene";
  38907. import { Vector3 } from "babylonjs/Maths/math.vector";
  38908. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38909. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  38910. /**
  38911. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  38912. * an arc rotate version arcFollowCamera are available.
  38913. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38914. */
  38915. export class FollowCamera extends TargetCamera {
  38916. /**
  38917. * Distance the follow camera should follow an object at
  38918. */
  38919. radius: number;
  38920. /**
  38921. * Minimum allowed distance of the camera to the axis of rotation
  38922. * (The camera can not get closer).
  38923. * This can help limiting how the Camera is able to move in the scene.
  38924. */
  38925. lowerRadiusLimit: Nullable<number>;
  38926. /**
  38927. * Maximum allowed distance of the camera to the axis of rotation
  38928. * (The camera can not get further).
  38929. * This can help limiting how the Camera is able to move in the scene.
  38930. */
  38931. upperRadiusLimit: Nullable<number>;
  38932. /**
  38933. * Define a rotation offset between the camera and the object it follows
  38934. */
  38935. rotationOffset: number;
  38936. /**
  38937. * Minimum allowed angle to camera position relative to target object.
  38938. * This can help limiting how the Camera is able to move in the scene.
  38939. */
  38940. lowerRotationOffsetLimit: Nullable<number>;
  38941. /**
  38942. * Maximum allowed angle to camera position relative to target object.
  38943. * This can help limiting how the Camera is able to move in the scene.
  38944. */
  38945. upperRotationOffsetLimit: Nullable<number>;
  38946. /**
  38947. * Define a height offset between the camera and the object it follows.
  38948. * It can help following an object from the top (like a car chaing a plane)
  38949. */
  38950. heightOffset: number;
  38951. /**
  38952. * Minimum allowed height of camera position relative to target object.
  38953. * This can help limiting how the Camera is able to move in the scene.
  38954. */
  38955. lowerHeightOffsetLimit: Nullable<number>;
  38956. /**
  38957. * Maximum allowed height of camera position relative to target object.
  38958. * This can help limiting how the Camera is able to move in the scene.
  38959. */
  38960. upperHeightOffsetLimit: Nullable<number>;
  38961. /**
  38962. * Define how fast the camera can accelerate to follow it s target.
  38963. */
  38964. cameraAcceleration: number;
  38965. /**
  38966. * Define the speed limit of the camera following an object.
  38967. */
  38968. maxCameraSpeed: number;
  38969. /**
  38970. * Define the target of the camera.
  38971. */
  38972. lockedTarget: Nullable<AbstractMesh>;
  38973. /**
  38974. * Defines the input associated with the camera.
  38975. */
  38976. inputs: FollowCameraInputsManager;
  38977. /**
  38978. * Instantiates the follow camera.
  38979. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38980. * @param name Define the name of the camera in the scene
  38981. * @param position Define the position of the camera
  38982. * @param scene Define the scene the camera belong to
  38983. * @param lockedTarget Define the target of the camera
  38984. */
  38985. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  38986. private _follow;
  38987. /**
  38988. * Attached controls to the current camera.
  38989. * @param element Defines the element the controls should be listened from
  38990. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38991. */
  38992. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38993. /**
  38994. * Detach the current controls from the camera.
  38995. * The camera will stop reacting to inputs.
  38996. * @param element Defines the element to stop listening the inputs from
  38997. */
  38998. detachControl(element: HTMLElement): void;
  38999. /** @hidden */
  39000. _checkInputs(): void;
  39001. private _checkLimits;
  39002. /**
  39003. * Gets the camera class name.
  39004. * @returns the class name
  39005. */
  39006. getClassName(): string;
  39007. }
  39008. /**
  39009. * Arc Rotate version of the follow camera.
  39010. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  39011. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39012. */
  39013. export class ArcFollowCamera extends TargetCamera {
  39014. /** The longitudinal angle of the camera */
  39015. alpha: number;
  39016. /** The latitudinal angle of the camera */
  39017. beta: number;
  39018. /** The radius of the camera from its target */
  39019. radius: number;
  39020. /** Define the camera target (the messh it should follow) */
  39021. target: Nullable<AbstractMesh>;
  39022. private _cartesianCoordinates;
  39023. /**
  39024. * Instantiates a new ArcFollowCamera
  39025. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39026. * @param name Define the name of the camera
  39027. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  39028. * @param beta Define the rotation angle of the camera around the elevation axis
  39029. * @param radius Define the radius of the camera from its target point
  39030. * @param target Define the target of the camera
  39031. * @param scene Define the scene the camera belongs to
  39032. */
  39033. constructor(name: string,
  39034. /** The longitudinal angle of the camera */
  39035. alpha: number,
  39036. /** The latitudinal angle of the camera */
  39037. beta: number,
  39038. /** The radius of the camera from its target */
  39039. radius: number,
  39040. /** Define the camera target (the messh it should follow) */
  39041. target: Nullable<AbstractMesh>, scene: Scene);
  39042. private _follow;
  39043. /** @hidden */
  39044. _checkInputs(): void;
  39045. /**
  39046. * Returns the class name of the object.
  39047. * It is mostly used internally for serialization purposes.
  39048. */
  39049. getClassName(): string;
  39050. }
  39051. }
  39052. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  39053. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39054. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39055. import { Nullable } from "babylonjs/types";
  39056. /**
  39057. * Manage the keyboard inputs to control the movement of a follow camera.
  39058. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39059. */
  39060. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  39061. /**
  39062. * Defines the camera the input is attached to.
  39063. */
  39064. camera: FollowCamera;
  39065. /**
  39066. * Defines the list of key codes associated with the up action (increase heightOffset)
  39067. */
  39068. keysHeightOffsetIncr: number[];
  39069. /**
  39070. * Defines the list of key codes associated with the down action (decrease heightOffset)
  39071. */
  39072. keysHeightOffsetDecr: number[];
  39073. /**
  39074. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  39075. */
  39076. keysHeightOffsetModifierAlt: boolean;
  39077. /**
  39078. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  39079. */
  39080. keysHeightOffsetModifierCtrl: boolean;
  39081. /**
  39082. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  39083. */
  39084. keysHeightOffsetModifierShift: boolean;
  39085. /**
  39086. * Defines the list of key codes associated with the left action (increase rotationOffset)
  39087. */
  39088. keysRotationOffsetIncr: number[];
  39089. /**
  39090. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  39091. */
  39092. keysRotationOffsetDecr: number[];
  39093. /**
  39094. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  39095. */
  39096. keysRotationOffsetModifierAlt: boolean;
  39097. /**
  39098. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  39099. */
  39100. keysRotationOffsetModifierCtrl: boolean;
  39101. /**
  39102. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  39103. */
  39104. keysRotationOffsetModifierShift: boolean;
  39105. /**
  39106. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  39107. */
  39108. keysRadiusIncr: number[];
  39109. /**
  39110. * Defines the list of key codes associated with the zoom-out action (increase radius)
  39111. */
  39112. keysRadiusDecr: number[];
  39113. /**
  39114. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  39115. */
  39116. keysRadiusModifierAlt: boolean;
  39117. /**
  39118. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  39119. */
  39120. keysRadiusModifierCtrl: boolean;
  39121. /**
  39122. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  39123. */
  39124. keysRadiusModifierShift: boolean;
  39125. /**
  39126. * Defines the rate of change of heightOffset.
  39127. */
  39128. heightSensibility: number;
  39129. /**
  39130. * Defines the rate of change of rotationOffset.
  39131. */
  39132. rotationSensibility: number;
  39133. /**
  39134. * Defines the rate of change of radius.
  39135. */
  39136. radiusSensibility: number;
  39137. private _keys;
  39138. private _ctrlPressed;
  39139. private _altPressed;
  39140. private _shiftPressed;
  39141. private _onCanvasBlurObserver;
  39142. private _onKeyboardObserver;
  39143. private _engine;
  39144. private _scene;
  39145. /**
  39146. * Attach the input controls to a specific dom element to get the input from.
  39147. * @param element Defines the element the controls should be listened from
  39148. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39149. */
  39150. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39151. /**
  39152. * Detach the current controls from the specified dom element.
  39153. * @param element Defines the element to stop listening the inputs from
  39154. */
  39155. detachControl(element: Nullable<HTMLElement>): void;
  39156. /**
  39157. * Update the current camera state depending on the inputs that have been used this frame.
  39158. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39159. */
  39160. checkInputs(): void;
  39161. /**
  39162. * Gets the class name of the current input.
  39163. * @returns the class name
  39164. */
  39165. getClassName(): string;
  39166. /**
  39167. * Get the friendly name associated with the input class.
  39168. * @returns the input friendly name
  39169. */
  39170. getSimpleName(): string;
  39171. /**
  39172. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39173. * allow modification of the heightOffset value.
  39174. */
  39175. private _modifierHeightOffset;
  39176. /**
  39177. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39178. * allow modification of the rotationOffset value.
  39179. */
  39180. private _modifierRotationOffset;
  39181. /**
  39182. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39183. * allow modification of the radius value.
  39184. */
  39185. private _modifierRadius;
  39186. }
  39187. }
  39188. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  39189. import { Nullable } from "babylonjs/types";
  39190. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39191. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39192. import { Observable } from "babylonjs/Misc/observable";
  39193. module "babylonjs/Cameras/freeCameraInputsManager" {
  39194. interface FreeCameraInputsManager {
  39195. /**
  39196. * @hidden
  39197. */
  39198. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  39199. /**
  39200. * Add orientation input support to the input manager.
  39201. * @returns the current input manager
  39202. */
  39203. addDeviceOrientation(): FreeCameraInputsManager;
  39204. }
  39205. }
  39206. /**
  39207. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  39208. * Screen rotation is taken into account.
  39209. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39210. */
  39211. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  39212. private _camera;
  39213. private _screenOrientationAngle;
  39214. private _constantTranform;
  39215. private _screenQuaternion;
  39216. private _alpha;
  39217. private _beta;
  39218. private _gamma;
  39219. /**
  39220. * Can be used to detect if a device orientation sensor is availible on a device
  39221. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  39222. * @returns a promise that will resolve on orientation change
  39223. */
  39224. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  39225. /**
  39226. * @hidden
  39227. */
  39228. _onDeviceOrientationChangedObservable: Observable<void>;
  39229. /**
  39230. * Instantiates a new input
  39231. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39232. */
  39233. constructor();
  39234. /**
  39235. * Define the camera controlled by the input.
  39236. */
  39237. camera: FreeCamera;
  39238. /**
  39239. * Attach the input controls to a specific dom element to get the input from.
  39240. * @param element Defines the element the controls should be listened from
  39241. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39242. */
  39243. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39244. private _orientationChanged;
  39245. private _deviceOrientation;
  39246. /**
  39247. * Detach the current controls from the specified dom element.
  39248. * @param element Defines the element to stop listening the inputs from
  39249. */
  39250. detachControl(element: Nullable<HTMLElement>): void;
  39251. /**
  39252. * Update the current camera state depending on the inputs that have been used this frame.
  39253. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39254. */
  39255. checkInputs(): void;
  39256. /**
  39257. * Gets the class name of the current intput.
  39258. * @returns the class name
  39259. */
  39260. getClassName(): string;
  39261. /**
  39262. * Get the friendly name associated with the input class.
  39263. * @returns the input friendly name
  39264. */
  39265. getSimpleName(): string;
  39266. }
  39267. }
  39268. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  39269. import { Nullable } from "babylonjs/types";
  39270. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39271. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39272. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39273. /**
  39274. * Manage the gamepad inputs to control a free camera.
  39275. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39276. */
  39277. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  39278. /**
  39279. * Define the camera the input is attached to.
  39280. */
  39281. camera: FreeCamera;
  39282. /**
  39283. * Define the Gamepad controlling the input
  39284. */
  39285. gamepad: Nullable<Gamepad>;
  39286. /**
  39287. * Defines the gamepad rotation sensiblity.
  39288. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39289. */
  39290. gamepadAngularSensibility: number;
  39291. /**
  39292. * Defines the gamepad move sensiblity.
  39293. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39294. */
  39295. gamepadMoveSensibility: number;
  39296. private _onGamepadConnectedObserver;
  39297. private _onGamepadDisconnectedObserver;
  39298. private _cameraTransform;
  39299. private _deltaTransform;
  39300. private _vector3;
  39301. private _vector2;
  39302. /**
  39303. * Attach the input controls to a specific dom element to get the input from.
  39304. * @param element Defines the element the controls should be listened from
  39305. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39306. */
  39307. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39308. /**
  39309. * Detach the current controls from the specified dom element.
  39310. * @param element Defines the element to stop listening the inputs from
  39311. */
  39312. detachControl(element: Nullable<HTMLElement>): void;
  39313. /**
  39314. * Update the current camera state depending on the inputs that have been used this frame.
  39315. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39316. */
  39317. checkInputs(): void;
  39318. /**
  39319. * Gets the class name of the current intput.
  39320. * @returns the class name
  39321. */
  39322. getClassName(): string;
  39323. /**
  39324. * Get the friendly name associated with the input class.
  39325. * @returns the input friendly name
  39326. */
  39327. getSimpleName(): string;
  39328. }
  39329. }
  39330. declare module "babylonjs/Misc/virtualJoystick" {
  39331. import { Nullable } from "babylonjs/types";
  39332. import { Vector3 } from "babylonjs/Maths/math.vector";
  39333. /**
  39334. * Defines the potential axis of a Joystick
  39335. */
  39336. export enum JoystickAxis {
  39337. /** X axis */
  39338. X = 0,
  39339. /** Y axis */
  39340. Y = 1,
  39341. /** Z axis */
  39342. Z = 2
  39343. }
  39344. /**
  39345. * Class used to define virtual joystick (used in touch mode)
  39346. */
  39347. export class VirtualJoystick {
  39348. /**
  39349. * Gets or sets a boolean indicating that left and right values must be inverted
  39350. */
  39351. reverseLeftRight: boolean;
  39352. /**
  39353. * Gets or sets a boolean indicating that up and down values must be inverted
  39354. */
  39355. reverseUpDown: boolean;
  39356. /**
  39357. * Gets the offset value for the position (ie. the change of the position value)
  39358. */
  39359. deltaPosition: Vector3;
  39360. /**
  39361. * Gets a boolean indicating if the virtual joystick was pressed
  39362. */
  39363. pressed: boolean;
  39364. /**
  39365. * Canvas the virtual joystick will render onto, default z-index of this is 5
  39366. */
  39367. static Canvas: Nullable<HTMLCanvasElement>;
  39368. private static _globalJoystickIndex;
  39369. private static vjCanvasContext;
  39370. private static vjCanvasWidth;
  39371. private static vjCanvasHeight;
  39372. private static halfWidth;
  39373. private _action;
  39374. private _axisTargetedByLeftAndRight;
  39375. private _axisTargetedByUpAndDown;
  39376. private _joystickSensibility;
  39377. private _inversedSensibility;
  39378. private _joystickPointerID;
  39379. private _joystickColor;
  39380. private _joystickPointerPos;
  39381. private _joystickPreviousPointerPos;
  39382. private _joystickPointerStartPos;
  39383. private _deltaJoystickVector;
  39384. private _leftJoystick;
  39385. private _touches;
  39386. private _onPointerDownHandlerRef;
  39387. private _onPointerMoveHandlerRef;
  39388. private _onPointerUpHandlerRef;
  39389. private _onResize;
  39390. /**
  39391. * Creates a new virtual joystick
  39392. * @param leftJoystick defines that the joystick is for left hand (false by default)
  39393. */
  39394. constructor(leftJoystick?: boolean);
  39395. /**
  39396. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  39397. * @param newJoystickSensibility defines the new sensibility
  39398. */
  39399. setJoystickSensibility(newJoystickSensibility: number): void;
  39400. private _onPointerDown;
  39401. private _onPointerMove;
  39402. private _onPointerUp;
  39403. /**
  39404. * Change the color of the virtual joystick
  39405. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  39406. */
  39407. setJoystickColor(newColor: string): void;
  39408. /**
  39409. * Defines a callback to call when the joystick is touched
  39410. * @param action defines the callback
  39411. */
  39412. setActionOnTouch(action: () => any): void;
  39413. /**
  39414. * Defines which axis you'd like to control for left & right
  39415. * @param axis defines the axis to use
  39416. */
  39417. setAxisForLeftRight(axis: JoystickAxis): void;
  39418. /**
  39419. * Defines which axis you'd like to control for up & down
  39420. * @param axis defines the axis to use
  39421. */
  39422. setAxisForUpDown(axis: JoystickAxis): void;
  39423. private _drawVirtualJoystick;
  39424. /**
  39425. * Release internal HTML canvas
  39426. */
  39427. releaseCanvas(): void;
  39428. }
  39429. }
  39430. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  39431. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  39432. import { Nullable } from "babylonjs/types";
  39433. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39434. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39435. module "babylonjs/Cameras/freeCameraInputsManager" {
  39436. interface FreeCameraInputsManager {
  39437. /**
  39438. * Add virtual joystick input support to the input manager.
  39439. * @returns the current input manager
  39440. */
  39441. addVirtualJoystick(): FreeCameraInputsManager;
  39442. }
  39443. }
  39444. /**
  39445. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  39446. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39447. */
  39448. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  39449. /**
  39450. * Defines the camera the input is attached to.
  39451. */
  39452. camera: FreeCamera;
  39453. private _leftjoystick;
  39454. private _rightjoystick;
  39455. /**
  39456. * Gets the left stick of the virtual joystick.
  39457. * @returns The virtual Joystick
  39458. */
  39459. getLeftJoystick(): VirtualJoystick;
  39460. /**
  39461. * Gets the right stick of the virtual joystick.
  39462. * @returns The virtual Joystick
  39463. */
  39464. getRightJoystick(): VirtualJoystick;
  39465. /**
  39466. * Update the current camera state depending on the inputs that have been used this frame.
  39467. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39468. */
  39469. checkInputs(): void;
  39470. /**
  39471. * Attach the input controls to a specific dom element to get the input from.
  39472. * @param element Defines the element the controls should be listened from
  39473. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39474. */
  39475. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39476. /**
  39477. * Detach the current controls from the specified dom element.
  39478. * @param element Defines the element to stop listening the inputs from
  39479. */
  39480. detachControl(element: Nullable<HTMLElement>): void;
  39481. /**
  39482. * Gets the class name of the current intput.
  39483. * @returns the class name
  39484. */
  39485. getClassName(): string;
  39486. /**
  39487. * Get the friendly name associated with the input class.
  39488. * @returns the input friendly name
  39489. */
  39490. getSimpleName(): string;
  39491. }
  39492. }
  39493. declare module "babylonjs/Cameras/Inputs/index" {
  39494. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  39495. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  39496. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  39497. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  39498. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  39499. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  39500. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  39501. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  39502. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  39503. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  39504. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39505. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  39506. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  39507. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  39508. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  39509. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  39510. }
  39511. declare module "babylonjs/Cameras/touchCamera" {
  39512. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39513. import { Scene } from "babylonjs/scene";
  39514. import { Vector3 } from "babylonjs/Maths/math.vector";
  39515. /**
  39516. * This represents a FPS type of camera controlled by touch.
  39517. * This is like a universal camera minus the Gamepad controls.
  39518. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39519. */
  39520. export class TouchCamera extends FreeCamera {
  39521. /**
  39522. * Defines the touch sensibility for rotation.
  39523. * The higher the faster.
  39524. */
  39525. touchAngularSensibility: number;
  39526. /**
  39527. * Defines the touch sensibility for move.
  39528. * The higher the faster.
  39529. */
  39530. touchMoveSensibility: number;
  39531. /**
  39532. * Instantiates a new touch camera.
  39533. * This represents a FPS type of camera controlled by touch.
  39534. * This is like a universal camera minus the Gamepad controls.
  39535. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39536. * @param name Define the name of the camera in the scene
  39537. * @param position Define the start position of the camera in the scene
  39538. * @param scene Define the scene the camera belongs to
  39539. */
  39540. constructor(name: string, position: Vector3, scene: Scene);
  39541. /**
  39542. * Gets the current object class name.
  39543. * @return the class name
  39544. */
  39545. getClassName(): string;
  39546. /** @hidden */
  39547. _setupInputs(): void;
  39548. }
  39549. }
  39550. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  39551. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39552. import { Scene } from "babylonjs/scene";
  39553. import { Vector3 } from "babylonjs/Maths/math.vector";
  39554. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39555. import { Axis } from "babylonjs/Maths/math.axis";
  39556. /**
  39557. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  39558. * being tilted forward or back and left or right.
  39559. */
  39560. export class DeviceOrientationCamera extends FreeCamera {
  39561. private _initialQuaternion;
  39562. private _quaternionCache;
  39563. private _tmpDragQuaternion;
  39564. private _disablePointerInputWhenUsingDeviceOrientation;
  39565. /**
  39566. * Creates a new device orientation camera
  39567. * @param name The name of the camera
  39568. * @param position The start position camera
  39569. * @param scene The scene the camera belongs to
  39570. */
  39571. constructor(name: string, position: Vector3, scene: Scene);
  39572. /**
  39573. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  39574. */
  39575. disablePointerInputWhenUsingDeviceOrientation: boolean;
  39576. private _dragFactor;
  39577. /**
  39578. * Enabled turning on the y axis when the orientation sensor is active
  39579. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  39580. */
  39581. enableHorizontalDragging(dragFactor?: number): void;
  39582. /**
  39583. * Gets the current instance class name ("DeviceOrientationCamera").
  39584. * This helps avoiding instanceof at run time.
  39585. * @returns the class name
  39586. */
  39587. getClassName(): string;
  39588. /**
  39589. * @hidden
  39590. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  39591. */
  39592. _checkInputs(): void;
  39593. /**
  39594. * Reset the camera to its default orientation on the specified axis only.
  39595. * @param axis The axis to reset
  39596. */
  39597. resetToCurrentRotation(axis?: Axis): void;
  39598. }
  39599. }
  39600. declare module "babylonjs/Gamepads/xboxGamepad" {
  39601. import { Observable } from "babylonjs/Misc/observable";
  39602. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39603. /**
  39604. * Defines supported buttons for XBox360 compatible gamepads
  39605. */
  39606. export enum Xbox360Button {
  39607. /** A */
  39608. A = 0,
  39609. /** B */
  39610. B = 1,
  39611. /** X */
  39612. X = 2,
  39613. /** Y */
  39614. Y = 3,
  39615. /** Start */
  39616. Start = 4,
  39617. /** Back */
  39618. Back = 5,
  39619. /** Left button */
  39620. LB = 6,
  39621. /** Right button */
  39622. RB = 7,
  39623. /** Left stick */
  39624. LeftStick = 8,
  39625. /** Right stick */
  39626. RightStick = 9
  39627. }
  39628. /** Defines values for XBox360 DPad */
  39629. export enum Xbox360Dpad {
  39630. /** Up */
  39631. Up = 0,
  39632. /** Down */
  39633. Down = 1,
  39634. /** Left */
  39635. Left = 2,
  39636. /** Right */
  39637. Right = 3
  39638. }
  39639. /**
  39640. * Defines a XBox360 gamepad
  39641. */
  39642. export class Xbox360Pad extends Gamepad {
  39643. private _leftTrigger;
  39644. private _rightTrigger;
  39645. private _onlefttriggerchanged;
  39646. private _onrighttriggerchanged;
  39647. private _onbuttondown;
  39648. private _onbuttonup;
  39649. private _ondpaddown;
  39650. private _ondpadup;
  39651. /** Observable raised when a button is pressed */
  39652. onButtonDownObservable: Observable<Xbox360Button>;
  39653. /** Observable raised when a button is released */
  39654. onButtonUpObservable: Observable<Xbox360Button>;
  39655. /** Observable raised when a pad is pressed */
  39656. onPadDownObservable: Observable<Xbox360Dpad>;
  39657. /** Observable raised when a pad is released */
  39658. onPadUpObservable: Observable<Xbox360Dpad>;
  39659. private _buttonA;
  39660. private _buttonB;
  39661. private _buttonX;
  39662. private _buttonY;
  39663. private _buttonBack;
  39664. private _buttonStart;
  39665. private _buttonLB;
  39666. private _buttonRB;
  39667. private _buttonLeftStick;
  39668. private _buttonRightStick;
  39669. private _dPadUp;
  39670. private _dPadDown;
  39671. private _dPadLeft;
  39672. private _dPadRight;
  39673. private _isXboxOnePad;
  39674. /**
  39675. * Creates a new XBox360 gamepad object
  39676. * @param id defines the id of this gamepad
  39677. * @param index defines its index
  39678. * @param gamepad defines the internal HTML gamepad object
  39679. * @param xboxOne defines if it is a XBox One gamepad
  39680. */
  39681. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  39682. /**
  39683. * Defines the callback to call when left trigger is pressed
  39684. * @param callback defines the callback to use
  39685. */
  39686. onlefttriggerchanged(callback: (value: number) => void): void;
  39687. /**
  39688. * Defines the callback to call when right trigger is pressed
  39689. * @param callback defines the callback to use
  39690. */
  39691. onrighttriggerchanged(callback: (value: number) => void): void;
  39692. /**
  39693. * Gets the left trigger value
  39694. */
  39695. /**
  39696. * Sets the left trigger value
  39697. */
  39698. leftTrigger: number;
  39699. /**
  39700. * Gets the right trigger value
  39701. */
  39702. /**
  39703. * Sets the right trigger value
  39704. */
  39705. rightTrigger: number;
  39706. /**
  39707. * Defines the callback to call when a button is pressed
  39708. * @param callback defines the callback to use
  39709. */
  39710. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  39711. /**
  39712. * Defines the callback to call when a button is released
  39713. * @param callback defines the callback to use
  39714. */
  39715. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  39716. /**
  39717. * Defines the callback to call when a pad is pressed
  39718. * @param callback defines the callback to use
  39719. */
  39720. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  39721. /**
  39722. * Defines the callback to call when a pad is released
  39723. * @param callback defines the callback to use
  39724. */
  39725. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  39726. private _setButtonValue;
  39727. private _setDPadValue;
  39728. /**
  39729. * Gets the value of the `A` button
  39730. */
  39731. /**
  39732. * Sets the value of the `A` button
  39733. */
  39734. buttonA: number;
  39735. /**
  39736. * Gets the value of the `B` button
  39737. */
  39738. /**
  39739. * Sets the value of the `B` button
  39740. */
  39741. buttonB: number;
  39742. /**
  39743. * Gets the value of the `X` button
  39744. */
  39745. /**
  39746. * Sets the value of the `X` button
  39747. */
  39748. buttonX: number;
  39749. /**
  39750. * Gets the value of the `Y` button
  39751. */
  39752. /**
  39753. * Sets the value of the `Y` button
  39754. */
  39755. buttonY: number;
  39756. /**
  39757. * Gets the value of the `Start` button
  39758. */
  39759. /**
  39760. * Sets the value of the `Start` button
  39761. */
  39762. buttonStart: number;
  39763. /**
  39764. * Gets the value of the `Back` button
  39765. */
  39766. /**
  39767. * Sets the value of the `Back` button
  39768. */
  39769. buttonBack: number;
  39770. /**
  39771. * Gets the value of the `Left` button
  39772. */
  39773. /**
  39774. * Sets the value of the `Left` button
  39775. */
  39776. buttonLB: number;
  39777. /**
  39778. * Gets the value of the `Right` button
  39779. */
  39780. /**
  39781. * Sets the value of the `Right` button
  39782. */
  39783. buttonRB: number;
  39784. /**
  39785. * Gets the value of the Left joystick
  39786. */
  39787. /**
  39788. * Sets the value of the Left joystick
  39789. */
  39790. buttonLeftStick: number;
  39791. /**
  39792. * Gets the value of the Right joystick
  39793. */
  39794. /**
  39795. * Sets the value of the Right joystick
  39796. */
  39797. buttonRightStick: number;
  39798. /**
  39799. * Gets the value of D-pad up
  39800. */
  39801. /**
  39802. * Sets the value of D-pad up
  39803. */
  39804. dPadUp: number;
  39805. /**
  39806. * Gets the value of D-pad down
  39807. */
  39808. /**
  39809. * Sets the value of D-pad down
  39810. */
  39811. dPadDown: number;
  39812. /**
  39813. * Gets the value of D-pad left
  39814. */
  39815. /**
  39816. * Sets the value of D-pad left
  39817. */
  39818. dPadLeft: number;
  39819. /**
  39820. * Gets the value of D-pad right
  39821. */
  39822. /**
  39823. * Sets the value of D-pad right
  39824. */
  39825. dPadRight: number;
  39826. /**
  39827. * Force the gamepad to synchronize with device values
  39828. */
  39829. update(): void;
  39830. /**
  39831. * Disposes the gamepad
  39832. */
  39833. dispose(): void;
  39834. }
  39835. }
  39836. declare module "babylonjs/Gamepads/dualShockGamepad" {
  39837. import { Observable } from "babylonjs/Misc/observable";
  39838. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39839. /**
  39840. * Defines supported buttons for DualShock compatible gamepads
  39841. */
  39842. export enum DualShockButton {
  39843. /** Cross */
  39844. Cross = 0,
  39845. /** Circle */
  39846. Circle = 1,
  39847. /** Square */
  39848. Square = 2,
  39849. /** Triangle */
  39850. Triangle = 3,
  39851. /** Options */
  39852. Options = 4,
  39853. /** Share */
  39854. Share = 5,
  39855. /** L1 */
  39856. L1 = 6,
  39857. /** R1 */
  39858. R1 = 7,
  39859. /** Left stick */
  39860. LeftStick = 8,
  39861. /** Right stick */
  39862. RightStick = 9
  39863. }
  39864. /** Defines values for DualShock DPad */
  39865. export enum DualShockDpad {
  39866. /** Up */
  39867. Up = 0,
  39868. /** Down */
  39869. Down = 1,
  39870. /** Left */
  39871. Left = 2,
  39872. /** Right */
  39873. Right = 3
  39874. }
  39875. /**
  39876. * Defines a DualShock gamepad
  39877. */
  39878. export class DualShockPad extends Gamepad {
  39879. private _leftTrigger;
  39880. private _rightTrigger;
  39881. private _onlefttriggerchanged;
  39882. private _onrighttriggerchanged;
  39883. private _onbuttondown;
  39884. private _onbuttonup;
  39885. private _ondpaddown;
  39886. private _ondpadup;
  39887. /** Observable raised when a button is pressed */
  39888. onButtonDownObservable: Observable<DualShockButton>;
  39889. /** Observable raised when a button is released */
  39890. onButtonUpObservable: Observable<DualShockButton>;
  39891. /** Observable raised when a pad is pressed */
  39892. onPadDownObservable: Observable<DualShockDpad>;
  39893. /** Observable raised when a pad is released */
  39894. onPadUpObservable: Observable<DualShockDpad>;
  39895. private _buttonCross;
  39896. private _buttonCircle;
  39897. private _buttonSquare;
  39898. private _buttonTriangle;
  39899. private _buttonShare;
  39900. private _buttonOptions;
  39901. private _buttonL1;
  39902. private _buttonR1;
  39903. private _buttonLeftStick;
  39904. private _buttonRightStick;
  39905. private _dPadUp;
  39906. private _dPadDown;
  39907. private _dPadLeft;
  39908. private _dPadRight;
  39909. /**
  39910. * Creates a new DualShock gamepad object
  39911. * @param id defines the id of this gamepad
  39912. * @param index defines its index
  39913. * @param gamepad defines the internal HTML gamepad object
  39914. */
  39915. constructor(id: string, index: number, gamepad: any);
  39916. /**
  39917. * Defines the callback to call when left trigger is pressed
  39918. * @param callback defines the callback to use
  39919. */
  39920. onlefttriggerchanged(callback: (value: number) => void): void;
  39921. /**
  39922. * Defines the callback to call when right trigger is pressed
  39923. * @param callback defines the callback to use
  39924. */
  39925. onrighttriggerchanged(callback: (value: number) => void): void;
  39926. /**
  39927. * Gets the left trigger value
  39928. */
  39929. /**
  39930. * Sets the left trigger value
  39931. */
  39932. leftTrigger: number;
  39933. /**
  39934. * Gets the right trigger value
  39935. */
  39936. /**
  39937. * Sets the right trigger value
  39938. */
  39939. rightTrigger: number;
  39940. /**
  39941. * Defines the callback to call when a button is pressed
  39942. * @param callback defines the callback to use
  39943. */
  39944. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  39945. /**
  39946. * Defines the callback to call when a button is released
  39947. * @param callback defines the callback to use
  39948. */
  39949. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  39950. /**
  39951. * Defines the callback to call when a pad is pressed
  39952. * @param callback defines the callback to use
  39953. */
  39954. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  39955. /**
  39956. * Defines the callback to call when a pad is released
  39957. * @param callback defines the callback to use
  39958. */
  39959. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  39960. private _setButtonValue;
  39961. private _setDPadValue;
  39962. /**
  39963. * Gets the value of the `Cross` button
  39964. */
  39965. /**
  39966. * Sets the value of the `Cross` button
  39967. */
  39968. buttonCross: number;
  39969. /**
  39970. * Gets the value of the `Circle` button
  39971. */
  39972. /**
  39973. * Sets the value of the `Circle` button
  39974. */
  39975. buttonCircle: number;
  39976. /**
  39977. * Gets the value of the `Square` button
  39978. */
  39979. /**
  39980. * Sets the value of the `Square` button
  39981. */
  39982. buttonSquare: number;
  39983. /**
  39984. * Gets the value of the `Triangle` button
  39985. */
  39986. /**
  39987. * Sets the value of the `Triangle` button
  39988. */
  39989. buttonTriangle: number;
  39990. /**
  39991. * Gets the value of the `Options` button
  39992. */
  39993. /**
  39994. * Sets the value of the `Options` button
  39995. */
  39996. buttonOptions: number;
  39997. /**
  39998. * Gets the value of the `Share` button
  39999. */
  40000. /**
  40001. * Sets the value of the `Share` button
  40002. */
  40003. buttonShare: number;
  40004. /**
  40005. * Gets the value of the `L1` button
  40006. */
  40007. /**
  40008. * Sets the value of the `L1` button
  40009. */
  40010. buttonL1: number;
  40011. /**
  40012. * Gets the value of the `R1` button
  40013. */
  40014. /**
  40015. * Sets the value of the `R1` button
  40016. */
  40017. buttonR1: number;
  40018. /**
  40019. * Gets the value of the Left joystick
  40020. */
  40021. /**
  40022. * Sets the value of the Left joystick
  40023. */
  40024. buttonLeftStick: number;
  40025. /**
  40026. * Gets the value of the Right joystick
  40027. */
  40028. /**
  40029. * Sets the value of the Right joystick
  40030. */
  40031. buttonRightStick: number;
  40032. /**
  40033. * Gets the value of D-pad up
  40034. */
  40035. /**
  40036. * Sets the value of D-pad up
  40037. */
  40038. dPadUp: number;
  40039. /**
  40040. * Gets the value of D-pad down
  40041. */
  40042. /**
  40043. * Sets the value of D-pad down
  40044. */
  40045. dPadDown: number;
  40046. /**
  40047. * Gets the value of D-pad left
  40048. */
  40049. /**
  40050. * Sets the value of D-pad left
  40051. */
  40052. dPadLeft: number;
  40053. /**
  40054. * Gets the value of D-pad right
  40055. */
  40056. /**
  40057. * Sets the value of D-pad right
  40058. */
  40059. dPadRight: number;
  40060. /**
  40061. * Force the gamepad to synchronize with device values
  40062. */
  40063. update(): void;
  40064. /**
  40065. * Disposes the gamepad
  40066. */
  40067. dispose(): void;
  40068. }
  40069. }
  40070. declare module "babylonjs/Gamepads/gamepadManager" {
  40071. import { Observable } from "babylonjs/Misc/observable";
  40072. import { Nullable } from "babylonjs/types";
  40073. import { Scene } from "babylonjs/scene";
  40074. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40075. /**
  40076. * Manager for handling gamepads
  40077. */
  40078. export class GamepadManager {
  40079. private _scene?;
  40080. private _babylonGamepads;
  40081. private _oneGamepadConnected;
  40082. /** @hidden */
  40083. _isMonitoring: boolean;
  40084. private _gamepadEventSupported;
  40085. private _gamepadSupport;
  40086. /**
  40087. * observable to be triggered when the gamepad controller has been connected
  40088. */
  40089. onGamepadConnectedObservable: Observable<Gamepad>;
  40090. /**
  40091. * observable to be triggered when the gamepad controller has been disconnected
  40092. */
  40093. onGamepadDisconnectedObservable: Observable<Gamepad>;
  40094. private _onGamepadConnectedEvent;
  40095. private _onGamepadDisconnectedEvent;
  40096. /**
  40097. * Initializes the gamepad manager
  40098. * @param _scene BabylonJS scene
  40099. */
  40100. constructor(_scene?: Scene | undefined);
  40101. /**
  40102. * The gamepads in the game pad manager
  40103. */
  40104. readonly gamepads: Gamepad[];
  40105. /**
  40106. * Get the gamepad controllers based on type
  40107. * @param type The type of gamepad controller
  40108. * @returns Nullable gamepad
  40109. */
  40110. getGamepadByType(type?: number): Nullable<Gamepad>;
  40111. /**
  40112. * Disposes the gamepad manager
  40113. */
  40114. dispose(): void;
  40115. private _addNewGamepad;
  40116. private _startMonitoringGamepads;
  40117. private _stopMonitoringGamepads;
  40118. /** @hidden */
  40119. _checkGamepadsStatus(): void;
  40120. private _updateGamepadObjects;
  40121. }
  40122. }
  40123. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  40124. import { Nullable } from "babylonjs/types";
  40125. import { Scene } from "babylonjs/scene";
  40126. import { ISceneComponent } from "babylonjs/sceneComponent";
  40127. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  40128. module "babylonjs/scene" {
  40129. interface Scene {
  40130. /** @hidden */
  40131. _gamepadManager: Nullable<GamepadManager>;
  40132. /**
  40133. * Gets the gamepad manager associated with the scene
  40134. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  40135. */
  40136. gamepadManager: GamepadManager;
  40137. }
  40138. }
  40139. module "babylonjs/Cameras/freeCameraInputsManager" {
  40140. /**
  40141. * Interface representing a free camera inputs manager
  40142. */
  40143. interface FreeCameraInputsManager {
  40144. /**
  40145. * Adds gamepad input support to the FreeCameraInputsManager.
  40146. * @returns the FreeCameraInputsManager
  40147. */
  40148. addGamepad(): FreeCameraInputsManager;
  40149. }
  40150. }
  40151. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  40152. /**
  40153. * Interface representing an arc rotate camera inputs manager
  40154. */
  40155. interface ArcRotateCameraInputsManager {
  40156. /**
  40157. * Adds gamepad input support to the ArcRotateCamera InputManager.
  40158. * @returns the camera inputs manager
  40159. */
  40160. addGamepad(): ArcRotateCameraInputsManager;
  40161. }
  40162. }
  40163. /**
  40164. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  40165. */
  40166. export class GamepadSystemSceneComponent implements ISceneComponent {
  40167. /**
  40168. * The component name helpfull to identify the component in the list of scene components.
  40169. */
  40170. readonly name: string;
  40171. /**
  40172. * The scene the component belongs to.
  40173. */
  40174. scene: Scene;
  40175. /**
  40176. * Creates a new instance of the component for the given scene
  40177. * @param scene Defines the scene to register the component in
  40178. */
  40179. constructor(scene: Scene);
  40180. /**
  40181. * Registers the component in a given scene
  40182. */
  40183. register(): void;
  40184. /**
  40185. * Rebuilds the elements related to this component in case of
  40186. * context lost for instance.
  40187. */
  40188. rebuild(): void;
  40189. /**
  40190. * Disposes the component and the associated ressources
  40191. */
  40192. dispose(): void;
  40193. private _beforeCameraUpdate;
  40194. }
  40195. }
  40196. declare module "babylonjs/Cameras/universalCamera" {
  40197. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  40198. import { Scene } from "babylonjs/scene";
  40199. import { Vector3 } from "babylonjs/Maths/math.vector";
  40200. import "babylonjs/Gamepads/gamepadSceneComponent";
  40201. /**
  40202. * 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,
  40203. * which still works and will still be found in many Playgrounds.
  40204. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40205. */
  40206. export class UniversalCamera extends TouchCamera {
  40207. /**
  40208. * Defines the gamepad rotation sensiblity.
  40209. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40210. */
  40211. gamepadAngularSensibility: number;
  40212. /**
  40213. * Defines the gamepad move sensiblity.
  40214. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40215. */
  40216. gamepadMoveSensibility: number;
  40217. /**
  40218. * 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,
  40219. * which still works and will still be found in many Playgrounds.
  40220. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40221. * @param name Define the name of the camera in the scene
  40222. * @param position Define the start position of the camera in the scene
  40223. * @param scene Define the scene the camera belongs to
  40224. */
  40225. constructor(name: string, position: Vector3, scene: Scene);
  40226. /**
  40227. * Gets the current object class name.
  40228. * @return the class name
  40229. */
  40230. getClassName(): string;
  40231. }
  40232. }
  40233. declare module "babylonjs/Cameras/gamepadCamera" {
  40234. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40235. import { Scene } from "babylonjs/scene";
  40236. import { Vector3 } from "babylonjs/Maths/math.vector";
  40237. /**
  40238. * This represents a FPS type of camera. This is only here for back compat purpose.
  40239. * Please use the UniversalCamera instead as both are identical.
  40240. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40241. */
  40242. export class GamepadCamera extends UniversalCamera {
  40243. /**
  40244. * Instantiates a new Gamepad Camera
  40245. * This represents a FPS type of camera. This is only here for back compat purpose.
  40246. * Please use the UniversalCamera instead as both are identical.
  40247. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40248. * @param name Define the name of the camera in the scene
  40249. * @param position Define the start position of the camera in the scene
  40250. * @param scene Define the scene the camera belongs to
  40251. */
  40252. constructor(name: string, position: Vector3, scene: Scene);
  40253. /**
  40254. * Gets the current object class name.
  40255. * @return the class name
  40256. */
  40257. getClassName(): string;
  40258. }
  40259. }
  40260. declare module "babylonjs/Shaders/pass.fragment" {
  40261. /** @hidden */
  40262. export var passPixelShader: {
  40263. name: string;
  40264. shader: string;
  40265. };
  40266. }
  40267. declare module "babylonjs/Shaders/passCube.fragment" {
  40268. /** @hidden */
  40269. export var passCubePixelShader: {
  40270. name: string;
  40271. shader: string;
  40272. };
  40273. }
  40274. declare module "babylonjs/PostProcesses/passPostProcess" {
  40275. import { Nullable } from "babylonjs/types";
  40276. import { Camera } from "babylonjs/Cameras/camera";
  40277. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40278. import { Engine } from "babylonjs/Engines/engine";
  40279. import "babylonjs/Shaders/pass.fragment";
  40280. import "babylonjs/Shaders/passCube.fragment";
  40281. /**
  40282. * PassPostProcess which produces an output the same as it's input
  40283. */
  40284. export class PassPostProcess extends PostProcess {
  40285. /**
  40286. * Creates the PassPostProcess
  40287. * @param name The name of the effect.
  40288. * @param options The required width/height ratio to downsize to before computing the render pass.
  40289. * @param camera The camera to apply the render pass to.
  40290. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40291. * @param engine The engine which the post process will be applied. (default: current engine)
  40292. * @param reusable If the post process can be reused on the same frame. (default: false)
  40293. * @param textureType The type of texture to be used when performing the post processing.
  40294. * @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)
  40295. */
  40296. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40297. }
  40298. /**
  40299. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  40300. */
  40301. export class PassCubePostProcess extends PostProcess {
  40302. private _face;
  40303. /**
  40304. * Gets or sets the cube face to display.
  40305. * * 0 is +X
  40306. * * 1 is -X
  40307. * * 2 is +Y
  40308. * * 3 is -Y
  40309. * * 4 is +Z
  40310. * * 5 is -Z
  40311. */
  40312. face: number;
  40313. /**
  40314. * Creates the PassCubePostProcess
  40315. * @param name The name of the effect.
  40316. * @param options The required width/height ratio to downsize to before computing the render pass.
  40317. * @param camera The camera to apply the render pass to.
  40318. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40319. * @param engine The engine which the post process will be applied. (default: current engine)
  40320. * @param reusable If the post process can be reused on the same frame. (default: false)
  40321. * @param textureType The type of texture to be used when performing the post processing.
  40322. * @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)
  40323. */
  40324. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40325. }
  40326. }
  40327. declare module "babylonjs/Shaders/anaglyph.fragment" {
  40328. /** @hidden */
  40329. export var anaglyphPixelShader: {
  40330. name: string;
  40331. shader: string;
  40332. };
  40333. }
  40334. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  40335. import { Engine } from "babylonjs/Engines/engine";
  40336. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40337. import { Camera } from "babylonjs/Cameras/camera";
  40338. import "babylonjs/Shaders/anaglyph.fragment";
  40339. /**
  40340. * Postprocess used to generate anaglyphic rendering
  40341. */
  40342. export class AnaglyphPostProcess extends PostProcess {
  40343. private _passedProcess;
  40344. /**
  40345. * Creates a new AnaglyphPostProcess
  40346. * @param name defines postprocess name
  40347. * @param options defines creation options or target ratio scale
  40348. * @param rigCameras defines cameras using this postprocess
  40349. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  40350. * @param engine defines hosting engine
  40351. * @param reusable defines if the postprocess will be reused multiple times per frame
  40352. */
  40353. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  40354. }
  40355. }
  40356. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  40357. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  40358. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40359. import { Scene } from "babylonjs/scene";
  40360. import { Vector3 } from "babylonjs/Maths/math.vector";
  40361. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40362. /**
  40363. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  40364. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40365. */
  40366. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  40367. /**
  40368. * Creates a new AnaglyphArcRotateCamera
  40369. * @param name defines camera name
  40370. * @param alpha defines alpha angle (in radians)
  40371. * @param beta defines beta angle (in radians)
  40372. * @param radius defines radius
  40373. * @param target defines camera target
  40374. * @param interaxialDistance defines distance between each color axis
  40375. * @param scene defines the hosting scene
  40376. */
  40377. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  40378. /**
  40379. * Gets camera class name
  40380. * @returns AnaglyphArcRotateCamera
  40381. */
  40382. getClassName(): string;
  40383. }
  40384. }
  40385. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  40386. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40387. import { Scene } from "babylonjs/scene";
  40388. import { Vector3 } from "babylonjs/Maths/math.vector";
  40389. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40390. /**
  40391. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  40392. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40393. */
  40394. export class AnaglyphFreeCamera extends FreeCamera {
  40395. /**
  40396. * Creates a new AnaglyphFreeCamera
  40397. * @param name defines camera name
  40398. * @param position defines initial position
  40399. * @param interaxialDistance defines distance between each color axis
  40400. * @param scene defines the hosting scene
  40401. */
  40402. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40403. /**
  40404. * Gets camera class name
  40405. * @returns AnaglyphFreeCamera
  40406. */
  40407. getClassName(): string;
  40408. }
  40409. }
  40410. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  40411. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40412. import { Scene } from "babylonjs/scene";
  40413. import { Vector3 } from "babylonjs/Maths/math.vector";
  40414. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40415. /**
  40416. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  40417. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40418. */
  40419. export class AnaglyphGamepadCamera extends GamepadCamera {
  40420. /**
  40421. * Creates a new AnaglyphGamepadCamera
  40422. * @param name defines camera name
  40423. * @param position defines initial position
  40424. * @param interaxialDistance defines distance between each color axis
  40425. * @param scene defines the hosting scene
  40426. */
  40427. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40428. /**
  40429. * Gets camera class name
  40430. * @returns AnaglyphGamepadCamera
  40431. */
  40432. getClassName(): string;
  40433. }
  40434. }
  40435. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  40436. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40437. import { Scene } from "babylonjs/scene";
  40438. import { Vector3 } from "babylonjs/Maths/math.vector";
  40439. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40440. /**
  40441. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  40442. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40443. */
  40444. export class AnaglyphUniversalCamera extends UniversalCamera {
  40445. /**
  40446. * Creates a new AnaglyphUniversalCamera
  40447. * @param name defines camera name
  40448. * @param position defines initial position
  40449. * @param interaxialDistance defines distance between each color axis
  40450. * @param scene defines the hosting scene
  40451. */
  40452. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40453. /**
  40454. * Gets camera class name
  40455. * @returns AnaglyphUniversalCamera
  40456. */
  40457. getClassName(): string;
  40458. }
  40459. }
  40460. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  40461. /** @hidden */
  40462. export var stereoscopicInterlacePixelShader: {
  40463. name: string;
  40464. shader: string;
  40465. };
  40466. }
  40467. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  40468. import { Camera } from "babylonjs/Cameras/camera";
  40469. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40470. import { Engine } from "babylonjs/Engines/engine";
  40471. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  40472. /**
  40473. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  40474. */
  40475. export class StereoscopicInterlacePostProcess extends PostProcess {
  40476. private _stepSize;
  40477. private _passedProcess;
  40478. /**
  40479. * Initializes a StereoscopicInterlacePostProcess
  40480. * @param name The name of the effect.
  40481. * @param rigCameras The rig cameras to be appled to the post process
  40482. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  40483. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40484. * @param engine The engine which the post process will be applied. (default: current engine)
  40485. * @param reusable If the post process can be reused on the same frame. (default: false)
  40486. */
  40487. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  40488. }
  40489. }
  40490. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  40491. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  40492. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40493. import { Scene } from "babylonjs/scene";
  40494. import { Vector3 } from "babylonjs/Maths/math.vector";
  40495. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40496. /**
  40497. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  40498. * @see http://doc.babylonjs.com/features/cameras
  40499. */
  40500. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  40501. /**
  40502. * Creates a new StereoscopicArcRotateCamera
  40503. * @param name defines camera name
  40504. * @param alpha defines alpha angle (in radians)
  40505. * @param beta defines beta angle (in radians)
  40506. * @param radius defines radius
  40507. * @param target defines camera target
  40508. * @param interaxialDistance defines distance between each color axis
  40509. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40510. * @param scene defines the hosting scene
  40511. */
  40512. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40513. /**
  40514. * Gets camera class name
  40515. * @returns StereoscopicArcRotateCamera
  40516. */
  40517. getClassName(): string;
  40518. }
  40519. }
  40520. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  40521. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40522. import { Scene } from "babylonjs/scene";
  40523. import { Vector3 } from "babylonjs/Maths/math.vector";
  40524. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40525. /**
  40526. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  40527. * @see http://doc.babylonjs.com/features/cameras
  40528. */
  40529. export class StereoscopicFreeCamera extends FreeCamera {
  40530. /**
  40531. * Creates a new StereoscopicFreeCamera
  40532. * @param name defines camera name
  40533. * @param position defines initial position
  40534. * @param interaxialDistance defines distance between each color axis
  40535. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40536. * @param scene defines the hosting scene
  40537. */
  40538. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40539. /**
  40540. * Gets camera class name
  40541. * @returns StereoscopicFreeCamera
  40542. */
  40543. getClassName(): string;
  40544. }
  40545. }
  40546. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  40547. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40548. import { Scene } from "babylonjs/scene";
  40549. import { Vector3 } from "babylonjs/Maths/math.vector";
  40550. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40551. /**
  40552. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  40553. * @see http://doc.babylonjs.com/features/cameras
  40554. */
  40555. export class StereoscopicGamepadCamera extends GamepadCamera {
  40556. /**
  40557. * Creates a new StereoscopicGamepadCamera
  40558. * @param name defines camera name
  40559. * @param position defines initial position
  40560. * @param interaxialDistance defines distance between each color axis
  40561. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40562. * @param scene defines the hosting scene
  40563. */
  40564. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40565. /**
  40566. * Gets camera class name
  40567. * @returns StereoscopicGamepadCamera
  40568. */
  40569. getClassName(): string;
  40570. }
  40571. }
  40572. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  40573. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40574. import { Scene } from "babylonjs/scene";
  40575. import { Vector3 } from "babylonjs/Maths/math.vector";
  40576. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40577. /**
  40578. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  40579. * @see http://doc.babylonjs.com/features/cameras
  40580. */
  40581. export class StereoscopicUniversalCamera extends UniversalCamera {
  40582. /**
  40583. * Creates a new StereoscopicUniversalCamera
  40584. * @param name defines camera name
  40585. * @param position defines initial position
  40586. * @param interaxialDistance defines distance between each color axis
  40587. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40588. * @param scene defines the hosting scene
  40589. */
  40590. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40591. /**
  40592. * Gets camera class name
  40593. * @returns StereoscopicUniversalCamera
  40594. */
  40595. getClassName(): string;
  40596. }
  40597. }
  40598. declare module "babylonjs/Cameras/Stereoscopic/index" {
  40599. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  40600. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  40601. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  40602. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  40603. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  40604. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  40605. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  40606. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  40607. }
  40608. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  40609. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40610. import { Scene } from "babylonjs/scene";
  40611. import { Vector3 } from "babylonjs/Maths/math.vector";
  40612. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40613. /**
  40614. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  40615. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40616. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40617. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40618. */
  40619. export class VirtualJoysticksCamera extends FreeCamera {
  40620. /**
  40621. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  40622. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40623. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40624. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40625. * @param name Define the name of the camera in the scene
  40626. * @param position Define the start position of the camera in the scene
  40627. * @param scene Define the scene the camera belongs to
  40628. */
  40629. constructor(name: string, position: Vector3, scene: Scene);
  40630. /**
  40631. * Gets the current object class name.
  40632. * @return the class name
  40633. */
  40634. getClassName(): string;
  40635. }
  40636. }
  40637. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  40638. import { Matrix } from "babylonjs/Maths/math.vector";
  40639. /**
  40640. * This represents all the required metrics to create a VR camera.
  40641. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  40642. */
  40643. export class VRCameraMetrics {
  40644. /**
  40645. * Define the horizontal resolution off the screen.
  40646. */
  40647. hResolution: number;
  40648. /**
  40649. * Define the vertical resolution off the screen.
  40650. */
  40651. vResolution: number;
  40652. /**
  40653. * Define the horizontal screen size.
  40654. */
  40655. hScreenSize: number;
  40656. /**
  40657. * Define the vertical screen size.
  40658. */
  40659. vScreenSize: number;
  40660. /**
  40661. * Define the vertical screen center position.
  40662. */
  40663. vScreenCenter: number;
  40664. /**
  40665. * Define the distance of the eyes to the screen.
  40666. */
  40667. eyeToScreenDistance: number;
  40668. /**
  40669. * Define the distance between both lenses
  40670. */
  40671. lensSeparationDistance: number;
  40672. /**
  40673. * Define the distance between both viewer's eyes.
  40674. */
  40675. interpupillaryDistance: number;
  40676. /**
  40677. * Define the distortion factor of the VR postprocess.
  40678. * Please, touch with care.
  40679. */
  40680. distortionK: number[];
  40681. /**
  40682. * Define the chromatic aberration correction factors for the VR post process.
  40683. */
  40684. chromaAbCorrection: number[];
  40685. /**
  40686. * Define the scale factor of the post process.
  40687. * The smaller the better but the slower.
  40688. */
  40689. postProcessScaleFactor: number;
  40690. /**
  40691. * Define an offset for the lens center.
  40692. */
  40693. lensCenterOffset: number;
  40694. /**
  40695. * Define if the current vr camera should compensate the distortion of the lense or not.
  40696. */
  40697. compensateDistortion: boolean;
  40698. /**
  40699. * Defines if multiview should be enabled when rendering (Default: false)
  40700. */
  40701. multiviewEnabled: boolean;
  40702. /**
  40703. * Gets the rendering aspect ratio based on the provided resolutions.
  40704. */
  40705. readonly aspectRatio: number;
  40706. /**
  40707. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  40708. */
  40709. readonly aspectRatioFov: number;
  40710. /**
  40711. * @hidden
  40712. */
  40713. readonly leftHMatrix: Matrix;
  40714. /**
  40715. * @hidden
  40716. */
  40717. readonly rightHMatrix: Matrix;
  40718. /**
  40719. * @hidden
  40720. */
  40721. readonly leftPreViewMatrix: Matrix;
  40722. /**
  40723. * @hidden
  40724. */
  40725. readonly rightPreViewMatrix: Matrix;
  40726. /**
  40727. * Get the default VRMetrics based on the most generic setup.
  40728. * @returns the default vr metrics
  40729. */
  40730. static GetDefault(): VRCameraMetrics;
  40731. }
  40732. }
  40733. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  40734. /** @hidden */
  40735. export var vrDistortionCorrectionPixelShader: {
  40736. name: string;
  40737. shader: string;
  40738. };
  40739. }
  40740. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  40741. import { Camera } from "babylonjs/Cameras/camera";
  40742. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40743. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40744. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  40745. /**
  40746. * VRDistortionCorrectionPostProcess used for mobile VR
  40747. */
  40748. export class VRDistortionCorrectionPostProcess extends PostProcess {
  40749. private _isRightEye;
  40750. private _distortionFactors;
  40751. private _postProcessScaleFactor;
  40752. private _lensCenterOffset;
  40753. private _scaleIn;
  40754. private _scaleFactor;
  40755. private _lensCenter;
  40756. /**
  40757. * Initializes the VRDistortionCorrectionPostProcess
  40758. * @param name The name of the effect.
  40759. * @param camera The camera to apply the render pass to.
  40760. * @param isRightEye If this is for the right eye distortion
  40761. * @param vrMetrics All the required metrics for the VR camera
  40762. */
  40763. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  40764. }
  40765. }
  40766. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  40767. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  40768. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40769. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40770. import { Scene } from "babylonjs/scene";
  40771. import { Vector3 } from "babylonjs/Maths/math.vector";
  40772. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40773. import "babylonjs/Cameras/RigModes/vrRigMode";
  40774. /**
  40775. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  40776. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40777. */
  40778. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  40779. /**
  40780. * Creates a new VRDeviceOrientationArcRotateCamera
  40781. * @param name defines camera name
  40782. * @param alpha defines the camera rotation along the logitudinal axis
  40783. * @param beta defines the camera rotation along the latitudinal axis
  40784. * @param radius defines the camera distance from its target
  40785. * @param target defines the camera target
  40786. * @param scene defines the scene the camera belongs to
  40787. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40788. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40789. */
  40790. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40791. /**
  40792. * Gets camera class name
  40793. * @returns VRDeviceOrientationArcRotateCamera
  40794. */
  40795. getClassName(): string;
  40796. }
  40797. }
  40798. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  40799. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  40800. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40801. import { Scene } from "babylonjs/scene";
  40802. import { Vector3 } from "babylonjs/Maths/math.vector";
  40803. import "babylonjs/Cameras/RigModes/vrRigMode";
  40804. /**
  40805. * Camera used to simulate VR rendering (based on FreeCamera)
  40806. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40807. */
  40808. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  40809. /**
  40810. * Creates a new VRDeviceOrientationFreeCamera
  40811. * @param name defines camera name
  40812. * @param position defines the start position of the camera
  40813. * @param scene defines the scene the camera belongs to
  40814. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40815. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40816. */
  40817. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40818. /**
  40819. * Gets camera class name
  40820. * @returns VRDeviceOrientationFreeCamera
  40821. */
  40822. getClassName(): string;
  40823. }
  40824. }
  40825. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  40826. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  40827. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40828. import { Scene } from "babylonjs/scene";
  40829. import { Vector3 } from "babylonjs/Maths/math.vector";
  40830. import "babylonjs/Gamepads/gamepadSceneComponent";
  40831. /**
  40832. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  40833. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40834. */
  40835. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  40836. /**
  40837. * Creates a new VRDeviceOrientationGamepadCamera
  40838. * @param name defines camera name
  40839. * @param position defines the start position of the camera
  40840. * @param scene defines the scene the camera belongs to
  40841. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40842. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40843. */
  40844. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40845. /**
  40846. * Gets camera class name
  40847. * @returns VRDeviceOrientationGamepadCamera
  40848. */
  40849. getClassName(): string;
  40850. }
  40851. }
  40852. declare module "babylonjs/Materials/pushMaterial" {
  40853. import { Nullable } from "babylonjs/types";
  40854. import { Scene } from "babylonjs/scene";
  40855. import { Matrix } from "babylonjs/Maths/math.vector";
  40856. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40857. import { Mesh } from "babylonjs/Meshes/mesh";
  40858. import { Material } from "babylonjs/Materials/material";
  40859. import { Effect } from "babylonjs/Materials/effect";
  40860. /**
  40861. * Base class of materials working in push mode in babylon JS
  40862. * @hidden
  40863. */
  40864. export class PushMaterial extends Material {
  40865. protected _activeEffect: Effect;
  40866. protected _normalMatrix: Matrix;
  40867. /**
  40868. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  40869. * This means that the material can keep using a previous shader while a new one is being compiled.
  40870. * This is mostly used when shader parallel compilation is supported (true by default)
  40871. */
  40872. allowShaderHotSwapping: boolean;
  40873. constructor(name: string, scene: Scene);
  40874. getEffect(): Effect;
  40875. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  40876. /**
  40877. * Binds the given world matrix to the active effect
  40878. *
  40879. * @param world the matrix to bind
  40880. */
  40881. bindOnlyWorldMatrix(world: Matrix): void;
  40882. /**
  40883. * Binds the given normal matrix to the active effect
  40884. *
  40885. * @param normalMatrix the matrix to bind
  40886. */
  40887. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  40888. bind(world: Matrix, mesh?: Mesh): void;
  40889. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  40890. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  40891. }
  40892. }
  40893. declare module "babylonjs/Materials/materialFlags" {
  40894. /**
  40895. * This groups all the flags used to control the materials channel.
  40896. */
  40897. export class MaterialFlags {
  40898. private static _DiffuseTextureEnabled;
  40899. /**
  40900. * Are diffuse textures enabled in the application.
  40901. */
  40902. static DiffuseTextureEnabled: boolean;
  40903. private static _AmbientTextureEnabled;
  40904. /**
  40905. * Are ambient textures enabled in the application.
  40906. */
  40907. static AmbientTextureEnabled: boolean;
  40908. private static _OpacityTextureEnabled;
  40909. /**
  40910. * Are opacity textures enabled in the application.
  40911. */
  40912. static OpacityTextureEnabled: boolean;
  40913. private static _ReflectionTextureEnabled;
  40914. /**
  40915. * Are reflection textures enabled in the application.
  40916. */
  40917. static ReflectionTextureEnabled: boolean;
  40918. private static _EmissiveTextureEnabled;
  40919. /**
  40920. * Are emissive textures enabled in the application.
  40921. */
  40922. static EmissiveTextureEnabled: boolean;
  40923. private static _SpecularTextureEnabled;
  40924. /**
  40925. * Are specular textures enabled in the application.
  40926. */
  40927. static SpecularTextureEnabled: boolean;
  40928. private static _BumpTextureEnabled;
  40929. /**
  40930. * Are bump textures enabled in the application.
  40931. */
  40932. static BumpTextureEnabled: boolean;
  40933. private static _LightmapTextureEnabled;
  40934. /**
  40935. * Are lightmap textures enabled in the application.
  40936. */
  40937. static LightmapTextureEnabled: boolean;
  40938. private static _RefractionTextureEnabled;
  40939. /**
  40940. * Are refraction textures enabled in the application.
  40941. */
  40942. static RefractionTextureEnabled: boolean;
  40943. private static _ColorGradingTextureEnabled;
  40944. /**
  40945. * Are color grading textures enabled in the application.
  40946. */
  40947. static ColorGradingTextureEnabled: boolean;
  40948. private static _FresnelEnabled;
  40949. /**
  40950. * Are fresnels enabled in the application.
  40951. */
  40952. static FresnelEnabled: boolean;
  40953. private static _ClearCoatTextureEnabled;
  40954. /**
  40955. * Are clear coat textures enabled in the application.
  40956. */
  40957. static ClearCoatTextureEnabled: boolean;
  40958. private static _ClearCoatBumpTextureEnabled;
  40959. /**
  40960. * Are clear coat bump textures enabled in the application.
  40961. */
  40962. static ClearCoatBumpTextureEnabled: boolean;
  40963. private static _ClearCoatTintTextureEnabled;
  40964. /**
  40965. * Are clear coat tint textures enabled in the application.
  40966. */
  40967. static ClearCoatTintTextureEnabled: boolean;
  40968. private static _SheenTextureEnabled;
  40969. /**
  40970. * Are sheen textures enabled in the application.
  40971. */
  40972. static SheenTextureEnabled: boolean;
  40973. private static _AnisotropicTextureEnabled;
  40974. /**
  40975. * Are anisotropic textures enabled in the application.
  40976. */
  40977. static AnisotropicTextureEnabled: boolean;
  40978. private static _ThicknessTextureEnabled;
  40979. /**
  40980. * Are thickness textures enabled in the application.
  40981. */
  40982. static ThicknessTextureEnabled: boolean;
  40983. }
  40984. }
  40985. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  40986. /** @hidden */
  40987. export var defaultFragmentDeclaration: {
  40988. name: string;
  40989. shader: string;
  40990. };
  40991. }
  40992. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  40993. /** @hidden */
  40994. export var defaultUboDeclaration: {
  40995. name: string;
  40996. shader: string;
  40997. };
  40998. }
  40999. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  41000. /** @hidden */
  41001. export var lightFragmentDeclaration: {
  41002. name: string;
  41003. shader: string;
  41004. };
  41005. }
  41006. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  41007. /** @hidden */
  41008. export var lightUboDeclaration: {
  41009. name: string;
  41010. shader: string;
  41011. };
  41012. }
  41013. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  41014. /** @hidden */
  41015. export var lightsFragmentFunctions: {
  41016. name: string;
  41017. shader: string;
  41018. };
  41019. }
  41020. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  41021. /** @hidden */
  41022. export var shadowsFragmentFunctions: {
  41023. name: string;
  41024. shader: string;
  41025. };
  41026. }
  41027. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  41028. /** @hidden */
  41029. export var fresnelFunction: {
  41030. name: string;
  41031. shader: string;
  41032. };
  41033. }
  41034. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  41035. /** @hidden */
  41036. export var reflectionFunction: {
  41037. name: string;
  41038. shader: string;
  41039. };
  41040. }
  41041. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  41042. /** @hidden */
  41043. export var bumpFragmentFunctions: {
  41044. name: string;
  41045. shader: string;
  41046. };
  41047. }
  41048. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  41049. /** @hidden */
  41050. export var logDepthDeclaration: {
  41051. name: string;
  41052. shader: string;
  41053. };
  41054. }
  41055. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  41056. /** @hidden */
  41057. export var bumpFragment: {
  41058. name: string;
  41059. shader: string;
  41060. };
  41061. }
  41062. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  41063. /** @hidden */
  41064. export var depthPrePass: {
  41065. name: string;
  41066. shader: string;
  41067. };
  41068. }
  41069. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  41070. /** @hidden */
  41071. export var lightFragment: {
  41072. name: string;
  41073. shader: string;
  41074. };
  41075. }
  41076. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  41077. /** @hidden */
  41078. export var logDepthFragment: {
  41079. name: string;
  41080. shader: string;
  41081. };
  41082. }
  41083. declare module "babylonjs/Shaders/default.fragment" {
  41084. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  41085. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41086. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41087. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41088. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41089. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  41090. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  41091. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  41092. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  41093. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41094. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41095. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  41096. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  41097. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41098. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  41099. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  41100. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  41101. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  41102. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  41103. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  41104. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  41105. /** @hidden */
  41106. export var defaultPixelShader: {
  41107. name: string;
  41108. shader: string;
  41109. };
  41110. }
  41111. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  41112. /** @hidden */
  41113. export var defaultVertexDeclaration: {
  41114. name: string;
  41115. shader: string;
  41116. };
  41117. }
  41118. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  41119. /** @hidden */
  41120. export var bumpVertexDeclaration: {
  41121. name: string;
  41122. shader: string;
  41123. };
  41124. }
  41125. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  41126. /** @hidden */
  41127. export var bumpVertex: {
  41128. name: string;
  41129. shader: string;
  41130. };
  41131. }
  41132. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  41133. /** @hidden */
  41134. export var fogVertex: {
  41135. name: string;
  41136. shader: string;
  41137. };
  41138. }
  41139. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  41140. /** @hidden */
  41141. export var shadowsVertex: {
  41142. name: string;
  41143. shader: string;
  41144. };
  41145. }
  41146. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  41147. /** @hidden */
  41148. export var pointCloudVertex: {
  41149. name: string;
  41150. shader: string;
  41151. };
  41152. }
  41153. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  41154. /** @hidden */
  41155. export var logDepthVertex: {
  41156. name: string;
  41157. shader: string;
  41158. };
  41159. }
  41160. declare module "babylonjs/Shaders/default.vertex" {
  41161. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  41162. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41163. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41164. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  41165. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  41166. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  41167. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  41168. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  41169. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41170. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41171. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  41172. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  41173. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41174. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  41175. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  41176. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  41177. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  41178. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  41179. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  41180. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  41181. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  41182. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  41183. /** @hidden */
  41184. export var defaultVertexShader: {
  41185. name: string;
  41186. shader: string;
  41187. };
  41188. }
  41189. declare module "babylonjs/Materials/standardMaterial" {
  41190. import { SmartArray } from "babylonjs/Misc/smartArray";
  41191. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  41192. import { Nullable } from "babylonjs/types";
  41193. import { Scene } from "babylonjs/scene";
  41194. import { Matrix } from "babylonjs/Maths/math.vector";
  41195. import { Color3 } from "babylonjs/Maths/math.color";
  41196. import { SubMesh } from "babylonjs/Meshes/subMesh";
  41197. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41198. import { Mesh } from "babylonjs/Meshes/mesh";
  41199. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  41200. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41201. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  41202. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  41203. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  41204. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41205. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  41206. import "babylonjs/Shaders/default.fragment";
  41207. import "babylonjs/Shaders/default.vertex";
  41208. /** @hidden */
  41209. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  41210. MAINUV1: boolean;
  41211. MAINUV2: boolean;
  41212. DIFFUSE: boolean;
  41213. DIFFUSEDIRECTUV: number;
  41214. AMBIENT: boolean;
  41215. AMBIENTDIRECTUV: number;
  41216. OPACITY: boolean;
  41217. OPACITYDIRECTUV: number;
  41218. OPACITYRGB: boolean;
  41219. REFLECTION: boolean;
  41220. EMISSIVE: boolean;
  41221. EMISSIVEDIRECTUV: number;
  41222. SPECULAR: boolean;
  41223. SPECULARDIRECTUV: number;
  41224. BUMP: boolean;
  41225. BUMPDIRECTUV: number;
  41226. PARALLAX: boolean;
  41227. PARALLAXOCCLUSION: boolean;
  41228. SPECULAROVERALPHA: boolean;
  41229. CLIPPLANE: boolean;
  41230. CLIPPLANE2: boolean;
  41231. CLIPPLANE3: boolean;
  41232. CLIPPLANE4: boolean;
  41233. ALPHATEST: boolean;
  41234. DEPTHPREPASS: boolean;
  41235. ALPHAFROMDIFFUSE: boolean;
  41236. POINTSIZE: boolean;
  41237. FOG: boolean;
  41238. SPECULARTERM: boolean;
  41239. DIFFUSEFRESNEL: boolean;
  41240. OPACITYFRESNEL: boolean;
  41241. REFLECTIONFRESNEL: boolean;
  41242. REFRACTIONFRESNEL: boolean;
  41243. EMISSIVEFRESNEL: boolean;
  41244. FRESNEL: boolean;
  41245. NORMAL: boolean;
  41246. UV1: boolean;
  41247. UV2: boolean;
  41248. VERTEXCOLOR: boolean;
  41249. VERTEXALPHA: boolean;
  41250. NUM_BONE_INFLUENCERS: number;
  41251. BonesPerMesh: number;
  41252. BONETEXTURE: boolean;
  41253. INSTANCES: boolean;
  41254. GLOSSINESS: boolean;
  41255. ROUGHNESS: boolean;
  41256. EMISSIVEASILLUMINATION: boolean;
  41257. LINKEMISSIVEWITHDIFFUSE: boolean;
  41258. REFLECTIONFRESNELFROMSPECULAR: boolean;
  41259. LIGHTMAP: boolean;
  41260. LIGHTMAPDIRECTUV: number;
  41261. OBJECTSPACE_NORMALMAP: boolean;
  41262. USELIGHTMAPASSHADOWMAP: boolean;
  41263. REFLECTIONMAP_3D: boolean;
  41264. REFLECTIONMAP_SPHERICAL: boolean;
  41265. REFLECTIONMAP_PLANAR: boolean;
  41266. REFLECTIONMAP_CUBIC: boolean;
  41267. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  41268. REFLECTIONMAP_PROJECTION: boolean;
  41269. REFLECTIONMAP_SKYBOX: boolean;
  41270. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  41271. REFLECTIONMAP_EXPLICIT: boolean;
  41272. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  41273. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  41274. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  41275. INVERTCUBICMAP: boolean;
  41276. LOGARITHMICDEPTH: boolean;
  41277. REFRACTION: boolean;
  41278. REFRACTIONMAP_3D: boolean;
  41279. REFLECTIONOVERALPHA: boolean;
  41280. TWOSIDEDLIGHTING: boolean;
  41281. SHADOWFLOAT: boolean;
  41282. MORPHTARGETS: boolean;
  41283. MORPHTARGETS_NORMAL: boolean;
  41284. MORPHTARGETS_TANGENT: boolean;
  41285. MORPHTARGETS_UV: boolean;
  41286. NUM_MORPH_INFLUENCERS: number;
  41287. NONUNIFORMSCALING: boolean;
  41288. PREMULTIPLYALPHA: boolean;
  41289. IMAGEPROCESSING: boolean;
  41290. VIGNETTE: boolean;
  41291. VIGNETTEBLENDMODEMULTIPLY: boolean;
  41292. VIGNETTEBLENDMODEOPAQUE: boolean;
  41293. TONEMAPPING: boolean;
  41294. TONEMAPPING_ACES: boolean;
  41295. CONTRAST: boolean;
  41296. COLORCURVES: boolean;
  41297. COLORGRADING: boolean;
  41298. COLORGRADING3D: boolean;
  41299. SAMPLER3DGREENDEPTH: boolean;
  41300. SAMPLER3DBGRMAP: boolean;
  41301. IMAGEPROCESSINGPOSTPROCESS: boolean;
  41302. MULTIVIEW: boolean;
  41303. /**
  41304. * If the reflection texture on this material is in linear color space
  41305. * @hidden
  41306. */
  41307. IS_REFLECTION_LINEAR: boolean;
  41308. /**
  41309. * If the refraction texture on this material is in linear color space
  41310. * @hidden
  41311. */
  41312. IS_REFRACTION_LINEAR: boolean;
  41313. EXPOSURE: boolean;
  41314. constructor();
  41315. setReflectionMode(modeToEnable: string): void;
  41316. }
  41317. /**
  41318. * This is the default material used in Babylon. It is the best trade off between quality
  41319. * and performances.
  41320. * @see http://doc.babylonjs.com/babylon101/materials
  41321. */
  41322. export class StandardMaterial extends PushMaterial {
  41323. private _diffuseTexture;
  41324. /**
  41325. * The basic texture of the material as viewed under a light.
  41326. */
  41327. diffuseTexture: Nullable<BaseTexture>;
  41328. private _ambientTexture;
  41329. /**
  41330. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  41331. */
  41332. ambientTexture: Nullable<BaseTexture>;
  41333. private _opacityTexture;
  41334. /**
  41335. * Define the transparency of the material from a texture.
  41336. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  41337. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  41338. */
  41339. opacityTexture: Nullable<BaseTexture>;
  41340. private _reflectionTexture;
  41341. /**
  41342. * Define the texture used to display the reflection.
  41343. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41344. */
  41345. reflectionTexture: Nullable<BaseTexture>;
  41346. private _emissiveTexture;
  41347. /**
  41348. * Define texture of the material as if self lit.
  41349. * This will be mixed in the final result even in the absence of light.
  41350. */
  41351. emissiveTexture: Nullable<BaseTexture>;
  41352. private _specularTexture;
  41353. /**
  41354. * Define how the color and intensity of the highlight given by the light in the material.
  41355. */
  41356. specularTexture: Nullable<BaseTexture>;
  41357. private _bumpTexture;
  41358. /**
  41359. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  41360. * 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.
  41361. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  41362. */
  41363. bumpTexture: Nullable<BaseTexture>;
  41364. private _lightmapTexture;
  41365. /**
  41366. * Complex lighting can be computationally expensive to compute at runtime.
  41367. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  41368. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  41369. */
  41370. lightmapTexture: Nullable<BaseTexture>;
  41371. private _refractionTexture;
  41372. /**
  41373. * Define the texture used to display the refraction.
  41374. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41375. */
  41376. refractionTexture: Nullable<BaseTexture>;
  41377. /**
  41378. * The color of the material lit by the environmental background lighting.
  41379. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  41380. */
  41381. ambientColor: Color3;
  41382. /**
  41383. * The basic color of the material as viewed under a light.
  41384. */
  41385. diffuseColor: Color3;
  41386. /**
  41387. * Define how the color and intensity of the highlight given by the light in the material.
  41388. */
  41389. specularColor: Color3;
  41390. /**
  41391. * Define the color of the material as if self lit.
  41392. * This will be mixed in the final result even in the absence of light.
  41393. */
  41394. emissiveColor: Color3;
  41395. /**
  41396. * Defines how sharp are the highlights in the material.
  41397. * The bigger the value the sharper giving a more glossy feeling to the result.
  41398. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  41399. */
  41400. specularPower: number;
  41401. private _useAlphaFromDiffuseTexture;
  41402. /**
  41403. * Does the transparency come from the diffuse texture alpha channel.
  41404. */
  41405. useAlphaFromDiffuseTexture: boolean;
  41406. private _useEmissiveAsIllumination;
  41407. /**
  41408. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  41409. */
  41410. useEmissiveAsIllumination: boolean;
  41411. private _linkEmissiveWithDiffuse;
  41412. /**
  41413. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  41414. * the emissive level when the final color is close to one.
  41415. */
  41416. linkEmissiveWithDiffuse: boolean;
  41417. private _useSpecularOverAlpha;
  41418. /**
  41419. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  41420. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  41421. */
  41422. useSpecularOverAlpha: boolean;
  41423. private _useReflectionOverAlpha;
  41424. /**
  41425. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  41426. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  41427. */
  41428. useReflectionOverAlpha: boolean;
  41429. private _disableLighting;
  41430. /**
  41431. * Does lights from the scene impacts this material.
  41432. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  41433. */
  41434. disableLighting: boolean;
  41435. private _useObjectSpaceNormalMap;
  41436. /**
  41437. * Allows using an object space normal map (instead of tangent space).
  41438. */
  41439. useObjectSpaceNormalMap: boolean;
  41440. private _useParallax;
  41441. /**
  41442. * Is parallax enabled or not.
  41443. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41444. */
  41445. useParallax: boolean;
  41446. private _useParallaxOcclusion;
  41447. /**
  41448. * Is parallax occlusion enabled or not.
  41449. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  41450. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41451. */
  41452. useParallaxOcclusion: boolean;
  41453. /**
  41454. * 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.
  41455. */
  41456. parallaxScaleBias: number;
  41457. private _roughness;
  41458. /**
  41459. * Helps to define how blurry the reflections should appears in the material.
  41460. */
  41461. roughness: number;
  41462. /**
  41463. * In case of refraction, define the value of the index of refraction.
  41464. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41465. */
  41466. indexOfRefraction: number;
  41467. /**
  41468. * Invert the refraction texture alongside the y axis.
  41469. * It can be useful with procedural textures or probe for instance.
  41470. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41471. */
  41472. invertRefractionY: boolean;
  41473. /**
  41474. * Defines the alpha limits in alpha test mode.
  41475. */
  41476. alphaCutOff: number;
  41477. private _useLightmapAsShadowmap;
  41478. /**
  41479. * In case of light mapping, define whether the map contains light or shadow informations.
  41480. */
  41481. useLightmapAsShadowmap: boolean;
  41482. private _diffuseFresnelParameters;
  41483. /**
  41484. * Define the diffuse fresnel parameters of the material.
  41485. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41486. */
  41487. diffuseFresnelParameters: FresnelParameters;
  41488. private _opacityFresnelParameters;
  41489. /**
  41490. * Define the opacity fresnel parameters of the material.
  41491. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41492. */
  41493. opacityFresnelParameters: FresnelParameters;
  41494. private _reflectionFresnelParameters;
  41495. /**
  41496. * Define the reflection fresnel parameters of the material.
  41497. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41498. */
  41499. reflectionFresnelParameters: FresnelParameters;
  41500. private _refractionFresnelParameters;
  41501. /**
  41502. * Define the refraction fresnel parameters of the material.
  41503. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41504. */
  41505. refractionFresnelParameters: FresnelParameters;
  41506. private _emissiveFresnelParameters;
  41507. /**
  41508. * Define the emissive fresnel parameters of the material.
  41509. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41510. */
  41511. emissiveFresnelParameters: FresnelParameters;
  41512. private _useReflectionFresnelFromSpecular;
  41513. /**
  41514. * If true automatically deducts the fresnels values from the material specularity.
  41515. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41516. */
  41517. useReflectionFresnelFromSpecular: boolean;
  41518. private _useGlossinessFromSpecularMapAlpha;
  41519. /**
  41520. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  41521. */
  41522. useGlossinessFromSpecularMapAlpha: boolean;
  41523. private _maxSimultaneousLights;
  41524. /**
  41525. * Defines the maximum number of lights that can be used in the material
  41526. */
  41527. maxSimultaneousLights: number;
  41528. private _invertNormalMapX;
  41529. /**
  41530. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  41531. */
  41532. invertNormalMapX: boolean;
  41533. private _invertNormalMapY;
  41534. /**
  41535. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  41536. */
  41537. invertNormalMapY: boolean;
  41538. private _twoSidedLighting;
  41539. /**
  41540. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  41541. */
  41542. twoSidedLighting: boolean;
  41543. /**
  41544. * Default configuration related to image processing available in the standard Material.
  41545. */
  41546. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41547. /**
  41548. * Gets the image processing configuration used either in this material.
  41549. */
  41550. /**
  41551. * Sets the Default image processing configuration used either in the this material.
  41552. *
  41553. * If sets to null, the scene one is in use.
  41554. */
  41555. imageProcessingConfiguration: ImageProcessingConfiguration;
  41556. /**
  41557. * Keep track of the image processing observer to allow dispose and replace.
  41558. */
  41559. private _imageProcessingObserver;
  41560. /**
  41561. * Attaches a new image processing configuration to the Standard Material.
  41562. * @param configuration
  41563. */
  41564. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  41565. /**
  41566. * Gets wether the color curves effect is enabled.
  41567. */
  41568. /**
  41569. * Sets wether the color curves effect is enabled.
  41570. */
  41571. cameraColorCurvesEnabled: boolean;
  41572. /**
  41573. * Gets wether the color grading effect is enabled.
  41574. */
  41575. /**
  41576. * Gets wether the color grading effect is enabled.
  41577. */
  41578. cameraColorGradingEnabled: boolean;
  41579. /**
  41580. * Gets wether tonemapping is enabled or not.
  41581. */
  41582. /**
  41583. * Sets wether tonemapping is enabled or not
  41584. */
  41585. cameraToneMappingEnabled: boolean;
  41586. /**
  41587. * The camera exposure used on this material.
  41588. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41589. * This corresponds to a photographic exposure.
  41590. */
  41591. /**
  41592. * The camera exposure used on this material.
  41593. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41594. * This corresponds to a photographic exposure.
  41595. */
  41596. cameraExposure: number;
  41597. /**
  41598. * Gets The camera contrast used on this material.
  41599. */
  41600. /**
  41601. * Sets The camera contrast used on this material.
  41602. */
  41603. cameraContrast: number;
  41604. /**
  41605. * Gets the Color Grading 2D Lookup Texture.
  41606. */
  41607. /**
  41608. * Sets the Color Grading 2D Lookup Texture.
  41609. */
  41610. cameraColorGradingTexture: Nullable<BaseTexture>;
  41611. /**
  41612. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41613. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41614. * 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;
  41615. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41616. */
  41617. /**
  41618. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41619. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41620. * 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;
  41621. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41622. */
  41623. cameraColorCurves: Nullable<ColorCurves>;
  41624. /**
  41625. * Custom callback helping to override the default shader used in the material.
  41626. */
  41627. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  41628. protected _renderTargets: SmartArray<RenderTargetTexture>;
  41629. protected _worldViewProjectionMatrix: Matrix;
  41630. protected _globalAmbientColor: Color3;
  41631. protected _useLogarithmicDepth: boolean;
  41632. protected _rebuildInParallel: boolean;
  41633. /**
  41634. * Instantiates a new standard material.
  41635. * This is the default material used in Babylon. It is the best trade off between quality
  41636. * and performances.
  41637. * @see http://doc.babylonjs.com/babylon101/materials
  41638. * @param name Define the name of the material in the scene
  41639. * @param scene Define the scene the material belong to
  41640. */
  41641. constructor(name: string, scene: Scene);
  41642. /**
  41643. * Gets a boolean indicating that current material needs to register RTT
  41644. */
  41645. readonly hasRenderTargetTextures: boolean;
  41646. /**
  41647. * Gets the current class name of the material e.g. "StandardMaterial"
  41648. * Mainly use in serialization.
  41649. * @returns the class name
  41650. */
  41651. getClassName(): string;
  41652. /**
  41653. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  41654. * You can try switching to logarithmic depth.
  41655. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  41656. */
  41657. useLogarithmicDepth: boolean;
  41658. /**
  41659. * Specifies if the material will require alpha blending
  41660. * @returns a boolean specifying if alpha blending is needed
  41661. */
  41662. needAlphaBlending(): boolean;
  41663. /**
  41664. * Specifies if this material should be rendered in alpha test mode
  41665. * @returns a boolean specifying if an alpha test is needed.
  41666. */
  41667. needAlphaTesting(): boolean;
  41668. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  41669. /**
  41670. * Get the texture used for alpha test purpose.
  41671. * @returns the diffuse texture in case of the standard material.
  41672. */
  41673. getAlphaTestTexture(): Nullable<BaseTexture>;
  41674. /**
  41675. * Get if the submesh is ready to be used and all its information available.
  41676. * Child classes can use it to update shaders
  41677. * @param mesh defines the mesh to check
  41678. * @param subMesh defines which submesh to check
  41679. * @param useInstances specifies that instances should be used
  41680. * @returns a boolean indicating that the submesh is ready or not
  41681. */
  41682. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  41683. /**
  41684. * Builds the material UBO layouts.
  41685. * Used internally during the effect preparation.
  41686. */
  41687. buildUniformLayout(): void;
  41688. /**
  41689. * Unbinds the material from the mesh
  41690. */
  41691. unbind(): void;
  41692. /**
  41693. * Binds the submesh to this material by preparing the effect and shader to draw
  41694. * @param world defines the world transformation matrix
  41695. * @param mesh defines the mesh containing the submesh
  41696. * @param subMesh defines the submesh to bind the material to
  41697. */
  41698. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  41699. /**
  41700. * Get the list of animatables in the material.
  41701. * @returns the list of animatables object used in the material
  41702. */
  41703. getAnimatables(): IAnimatable[];
  41704. /**
  41705. * Gets the active textures from the material
  41706. * @returns an array of textures
  41707. */
  41708. getActiveTextures(): BaseTexture[];
  41709. /**
  41710. * Specifies if the material uses a texture
  41711. * @param texture defines the texture to check against the material
  41712. * @returns a boolean specifying if the material uses the texture
  41713. */
  41714. hasTexture(texture: BaseTexture): boolean;
  41715. /**
  41716. * Disposes the material
  41717. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  41718. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  41719. */
  41720. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  41721. /**
  41722. * Makes a duplicate of the material, and gives it a new name
  41723. * @param name defines the new name for the duplicated material
  41724. * @returns the cloned material
  41725. */
  41726. clone(name: string): StandardMaterial;
  41727. /**
  41728. * Serializes this material in a JSON representation
  41729. * @returns the serialized material object
  41730. */
  41731. serialize(): any;
  41732. /**
  41733. * Creates a standard material from parsed material data
  41734. * @param source defines the JSON representation of the material
  41735. * @param scene defines the hosting scene
  41736. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  41737. * @returns a new standard material
  41738. */
  41739. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  41740. /**
  41741. * Are diffuse textures enabled in the application.
  41742. */
  41743. static DiffuseTextureEnabled: boolean;
  41744. /**
  41745. * Are ambient textures enabled in the application.
  41746. */
  41747. static AmbientTextureEnabled: boolean;
  41748. /**
  41749. * Are opacity textures enabled in the application.
  41750. */
  41751. static OpacityTextureEnabled: boolean;
  41752. /**
  41753. * Are reflection textures enabled in the application.
  41754. */
  41755. static ReflectionTextureEnabled: boolean;
  41756. /**
  41757. * Are emissive textures enabled in the application.
  41758. */
  41759. static EmissiveTextureEnabled: boolean;
  41760. /**
  41761. * Are specular textures enabled in the application.
  41762. */
  41763. static SpecularTextureEnabled: boolean;
  41764. /**
  41765. * Are bump textures enabled in the application.
  41766. */
  41767. static BumpTextureEnabled: boolean;
  41768. /**
  41769. * Are lightmap textures enabled in the application.
  41770. */
  41771. static LightmapTextureEnabled: boolean;
  41772. /**
  41773. * Are refraction textures enabled in the application.
  41774. */
  41775. static RefractionTextureEnabled: boolean;
  41776. /**
  41777. * Are color grading textures enabled in the application.
  41778. */
  41779. static ColorGradingTextureEnabled: boolean;
  41780. /**
  41781. * Are fresnels enabled in the application.
  41782. */
  41783. static FresnelEnabled: boolean;
  41784. }
  41785. }
  41786. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  41787. import { Scene } from "babylonjs/scene";
  41788. import { Texture } from "babylonjs/Materials/Textures/texture";
  41789. /**
  41790. * A class extending Texture allowing drawing on a texture
  41791. * @see http://doc.babylonjs.com/how_to/dynamictexture
  41792. */
  41793. export class DynamicTexture extends Texture {
  41794. private _generateMipMaps;
  41795. private _canvas;
  41796. private _context;
  41797. private _engine;
  41798. /**
  41799. * Creates a DynamicTexture
  41800. * @param name defines the name of the texture
  41801. * @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
  41802. * @param scene defines the scene where you want the texture
  41803. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  41804. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  41805. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  41806. */
  41807. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  41808. /**
  41809. * Get the current class name of the texture useful for serialization or dynamic coding.
  41810. * @returns "DynamicTexture"
  41811. */
  41812. getClassName(): string;
  41813. /**
  41814. * Gets the current state of canRescale
  41815. */
  41816. readonly canRescale: boolean;
  41817. private _recreate;
  41818. /**
  41819. * Scales the texture
  41820. * @param ratio the scale factor to apply to both width and height
  41821. */
  41822. scale(ratio: number): void;
  41823. /**
  41824. * Resizes the texture
  41825. * @param width the new width
  41826. * @param height the new height
  41827. */
  41828. scaleTo(width: number, height: number): void;
  41829. /**
  41830. * Gets the context of the canvas used by the texture
  41831. * @returns the canvas context of the dynamic texture
  41832. */
  41833. getContext(): CanvasRenderingContext2D;
  41834. /**
  41835. * Clears the texture
  41836. */
  41837. clear(): void;
  41838. /**
  41839. * Updates the texture
  41840. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41841. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  41842. */
  41843. update(invertY?: boolean, premulAlpha?: boolean): void;
  41844. /**
  41845. * Draws text onto the texture
  41846. * @param text defines the text to be drawn
  41847. * @param x defines the placement of the text from the left
  41848. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  41849. * @param font defines the font to be used with font-style, font-size, font-name
  41850. * @param color defines the color used for the text
  41851. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  41852. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41853. * @param update defines whether texture is immediately update (default is true)
  41854. */
  41855. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  41856. /**
  41857. * Clones the texture
  41858. * @returns the clone of the texture.
  41859. */
  41860. clone(): DynamicTexture;
  41861. /**
  41862. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  41863. * @returns a serialized dynamic texture object
  41864. */
  41865. serialize(): any;
  41866. /** @hidden */
  41867. _rebuild(): void;
  41868. }
  41869. }
  41870. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  41871. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41872. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41873. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41874. /** @hidden */
  41875. export var imageProcessingPixelShader: {
  41876. name: string;
  41877. shader: string;
  41878. };
  41879. }
  41880. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  41881. import { Nullable } from "babylonjs/types";
  41882. import { Color4 } from "babylonjs/Maths/math.color";
  41883. import { Camera } from "babylonjs/Cameras/camera";
  41884. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41885. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41886. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  41887. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41888. import { Engine } from "babylonjs/Engines/engine";
  41889. import "babylonjs/Shaders/imageProcessing.fragment";
  41890. import "babylonjs/Shaders/postprocess.vertex";
  41891. /**
  41892. * ImageProcessingPostProcess
  41893. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  41894. */
  41895. export class ImageProcessingPostProcess extends PostProcess {
  41896. /**
  41897. * Default configuration related to image processing available in the PBR Material.
  41898. */
  41899. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41900. /**
  41901. * Gets the image processing configuration used either in this material.
  41902. */
  41903. /**
  41904. * Sets the Default image processing configuration used either in the this material.
  41905. *
  41906. * If sets to null, the scene one is in use.
  41907. */
  41908. imageProcessingConfiguration: ImageProcessingConfiguration;
  41909. /**
  41910. * Keep track of the image processing observer to allow dispose and replace.
  41911. */
  41912. private _imageProcessingObserver;
  41913. /**
  41914. * Attaches a new image processing configuration to the PBR Material.
  41915. * @param configuration
  41916. */
  41917. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  41918. /**
  41919. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41920. */
  41921. /**
  41922. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41923. */
  41924. colorCurves: Nullable<ColorCurves>;
  41925. /**
  41926. * Gets wether the color curves effect is enabled.
  41927. */
  41928. /**
  41929. * Sets wether the color curves effect is enabled.
  41930. */
  41931. colorCurvesEnabled: boolean;
  41932. /**
  41933. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41934. */
  41935. /**
  41936. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41937. */
  41938. colorGradingTexture: Nullable<BaseTexture>;
  41939. /**
  41940. * Gets wether the color grading effect is enabled.
  41941. */
  41942. /**
  41943. * Gets wether the color grading effect is enabled.
  41944. */
  41945. colorGradingEnabled: boolean;
  41946. /**
  41947. * Gets exposure used in the effect.
  41948. */
  41949. /**
  41950. * Sets exposure used in the effect.
  41951. */
  41952. exposure: number;
  41953. /**
  41954. * Gets wether tonemapping is enabled or not.
  41955. */
  41956. /**
  41957. * Sets wether tonemapping is enabled or not
  41958. */
  41959. toneMappingEnabled: boolean;
  41960. /**
  41961. * Gets the type of tone mapping effect.
  41962. */
  41963. /**
  41964. * Sets the type of tone mapping effect.
  41965. */
  41966. toneMappingType: number;
  41967. /**
  41968. * Gets contrast used in the effect.
  41969. */
  41970. /**
  41971. * Sets contrast used in the effect.
  41972. */
  41973. contrast: number;
  41974. /**
  41975. * Gets Vignette stretch size.
  41976. */
  41977. /**
  41978. * Sets Vignette stretch size.
  41979. */
  41980. vignetteStretch: number;
  41981. /**
  41982. * Gets Vignette centre X Offset.
  41983. */
  41984. /**
  41985. * Sets Vignette centre X Offset.
  41986. */
  41987. vignetteCentreX: number;
  41988. /**
  41989. * Gets Vignette centre Y Offset.
  41990. */
  41991. /**
  41992. * Sets Vignette centre Y Offset.
  41993. */
  41994. vignetteCentreY: number;
  41995. /**
  41996. * Gets Vignette weight or intensity of the vignette effect.
  41997. */
  41998. /**
  41999. * Sets Vignette weight or intensity of the vignette effect.
  42000. */
  42001. vignetteWeight: number;
  42002. /**
  42003. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42004. * if vignetteEnabled is set to true.
  42005. */
  42006. /**
  42007. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42008. * if vignetteEnabled is set to true.
  42009. */
  42010. vignetteColor: Color4;
  42011. /**
  42012. * Gets Camera field of view used by the Vignette effect.
  42013. */
  42014. /**
  42015. * Sets Camera field of view used by the Vignette effect.
  42016. */
  42017. vignetteCameraFov: number;
  42018. /**
  42019. * Gets the vignette blend mode allowing different kind of effect.
  42020. */
  42021. /**
  42022. * Sets the vignette blend mode allowing different kind of effect.
  42023. */
  42024. vignetteBlendMode: number;
  42025. /**
  42026. * Gets wether the vignette effect is enabled.
  42027. */
  42028. /**
  42029. * Sets wether the vignette effect is enabled.
  42030. */
  42031. vignetteEnabled: boolean;
  42032. private _fromLinearSpace;
  42033. /**
  42034. * Gets wether the input of the processing is in Gamma or Linear Space.
  42035. */
  42036. /**
  42037. * Sets wether the input of the processing is in Gamma or Linear Space.
  42038. */
  42039. fromLinearSpace: boolean;
  42040. /**
  42041. * Defines cache preventing GC.
  42042. */
  42043. private _defines;
  42044. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  42045. /**
  42046. * "ImageProcessingPostProcess"
  42047. * @returns "ImageProcessingPostProcess"
  42048. */
  42049. getClassName(): string;
  42050. protected _updateParameters(): void;
  42051. dispose(camera?: Camera): void;
  42052. }
  42053. }
  42054. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  42055. import { Scene } from "babylonjs/scene";
  42056. import { Color3 } from "babylonjs/Maths/math.color";
  42057. import { Mesh } from "babylonjs/Meshes/mesh";
  42058. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  42059. import { Nullable } from "babylonjs/types";
  42060. /**
  42061. * Class containing static functions to help procedurally build meshes
  42062. */
  42063. export class GroundBuilder {
  42064. /**
  42065. * Creates a ground mesh
  42066. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  42067. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  42068. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  42069. * @param name defines the name of the mesh
  42070. * @param options defines the options used to create the mesh
  42071. * @param scene defines the hosting scene
  42072. * @returns the ground mesh
  42073. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  42074. */
  42075. static CreateGround(name: string, options: {
  42076. width?: number;
  42077. height?: number;
  42078. subdivisions?: number;
  42079. subdivisionsX?: number;
  42080. subdivisionsY?: number;
  42081. updatable?: boolean;
  42082. }, scene: any): Mesh;
  42083. /**
  42084. * Creates a tiled ground mesh
  42085. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  42086. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  42087. * * 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
  42088. * * 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
  42089. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42090. * @param name defines the name of the mesh
  42091. * @param options defines the options used to create the mesh
  42092. * @param scene defines the hosting scene
  42093. * @returns the tiled ground mesh
  42094. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42095. */
  42096. static CreateTiledGround(name: string, options: {
  42097. xmin: number;
  42098. zmin: number;
  42099. xmax: number;
  42100. zmax: number;
  42101. subdivisions?: {
  42102. w: number;
  42103. h: number;
  42104. };
  42105. precision?: {
  42106. w: number;
  42107. h: number;
  42108. };
  42109. updatable?: boolean;
  42110. }, scene?: Nullable<Scene>): Mesh;
  42111. /**
  42112. * Creates a ground mesh from a height map
  42113. * * The parameter `url` sets the URL of the height map image resource.
  42114. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  42115. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  42116. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  42117. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  42118. * * 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.
  42119. * * 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).
  42120. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  42121. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42122. * @param name defines the name of the mesh
  42123. * @param url defines the url to the height map
  42124. * @param options defines the options used to create the mesh
  42125. * @param scene defines the hosting scene
  42126. * @returns the ground mesh
  42127. * @see https://doc.babylonjs.com/babylon101/height_map
  42128. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  42129. */
  42130. static CreateGroundFromHeightMap(name: string, url: string, options: {
  42131. width?: number;
  42132. height?: number;
  42133. subdivisions?: number;
  42134. minHeight?: number;
  42135. maxHeight?: number;
  42136. colorFilter?: Color3;
  42137. alphaFilter?: number;
  42138. updatable?: boolean;
  42139. onReady?: (mesh: GroundMesh) => void;
  42140. }, scene?: Nullable<Scene>): GroundMesh;
  42141. }
  42142. }
  42143. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  42144. import { Vector4 } from "babylonjs/Maths/math.vector";
  42145. import { Mesh } from "babylonjs/Meshes/mesh";
  42146. /**
  42147. * Class containing static functions to help procedurally build meshes
  42148. */
  42149. export class TorusBuilder {
  42150. /**
  42151. * Creates a torus mesh
  42152. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  42153. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  42154. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  42155. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42156. * * If you create a double-sided mesh, you can choose what parts of 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
  42157. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42158. * @param name defines the name of the mesh
  42159. * @param options defines the options used to create the mesh
  42160. * @param scene defines the hosting scene
  42161. * @returns the torus mesh
  42162. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  42163. */
  42164. static CreateTorus(name: string, options: {
  42165. diameter?: number;
  42166. thickness?: number;
  42167. tessellation?: number;
  42168. updatable?: boolean;
  42169. sideOrientation?: number;
  42170. frontUVs?: Vector4;
  42171. backUVs?: Vector4;
  42172. }, scene: any): Mesh;
  42173. }
  42174. }
  42175. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  42176. import { Vector4 } from "babylonjs/Maths/math.vector";
  42177. import { Color4 } from "babylonjs/Maths/math.color";
  42178. import { Mesh } from "babylonjs/Meshes/mesh";
  42179. /**
  42180. * Class containing static functions to help procedurally build meshes
  42181. */
  42182. export class CylinderBuilder {
  42183. /**
  42184. * Creates a cylinder or a cone mesh
  42185. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  42186. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  42187. * * 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.
  42188. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  42189. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  42190. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  42191. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  42192. * * 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).
  42193. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  42194. * * 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).
  42195. * * 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
  42196. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  42197. * * 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
  42198. * * 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.
  42199. * * If `enclose` is false, a ring surface is one element.
  42200. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  42201. * * 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
  42202. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42203. * * If you create a double-sided mesh, you can choose what parts of 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
  42204. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42205. * @param name defines the name of the mesh
  42206. * @param options defines the options used to create the mesh
  42207. * @param scene defines the hosting scene
  42208. * @returns the cylinder mesh
  42209. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42210. */
  42211. static CreateCylinder(name: string, options: {
  42212. height?: number;
  42213. diameterTop?: number;
  42214. diameterBottom?: number;
  42215. diameter?: number;
  42216. tessellation?: number;
  42217. subdivisions?: number;
  42218. arc?: number;
  42219. faceColors?: Color4[];
  42220. faceUV?: Vector4[];
  42221. updatable?: boolean;
  42222. hasRings?: boolean;
  42223. enclose?: boolean;
  42224. cap?: number;
  42225. sideOrientation?: number;
  42226. frontUVs?: Vector4;
  42227. backUVs?: Vector4;
  42228. }, scene: any): Mesh;
  42229. }
  42230. }
  42231. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  42232. import { Observable } from "babylonjs/Misc/observable";
  42233. import { Nullable } from "babylonjs/types";
  42234. import { Camera } from "babylonjs/Cameras/camera";
  42235. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  42236. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42237. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  42238. import { Scene } from "babylonjs/scene";
  42239. import { Vector3 } from "babylonjs/Maths/math.vector";
  42240. import { Color3 } from "babylonjs/Maths/math.color";
  42241. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42242. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42243. import { Mesh } from "babylonjs/Meshes/mesh";
  42244. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  42245. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  42246. import "babylonjs/Meshes/Builders/groundBuilder";
  42247. import "babylonjs/Meshes/Builders/torusBuilder";
  42248. import "babylonjs/Meshes/Builders/cylinderBuilder";
  42249. import "babylonjs/Gamepads/gamepadSceneComponent";
  42250. import "babylonjs/Animations/animatable";
  42251. /**
  42252. * Options to modify the vr teleportation behavior.
  42253. */
  42254. export interface VRTeleportationOptions {
  42255. /**
  42256. * The name of the mesh which should be used as the teleportation floor. (default: null)
  42257. */
  42258. floorMeshName?: string;
  42259. /**
  42260. * A list of meshes to be used as the teleportation floor. (default: empty)
  42261. */
  42262. floorMeshes?: Mesh[];
  42263. }
  42264. /**
  42265. * Options to modify the vr experience helper's behavior.
  42266. */
  42267. export interface VRExperienceHelperOptions extends WebVROptions {
  42268. /**
  42269. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  42270. */
  42271. createDeviceOrientationCamera?: boolean;
  42272. /**
  42273. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  42274. */
  42275. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  42276. /**
  42277. * Uses the main button on the controller to toggle the laser casted. (default: true)
  42278. */
  42279. laserToggle?: boolean;
  42280. /**
  42281. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  42282. */
  42283. floorMeshes?: Mesh[];
  42284. /**
  42285. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  42286. */
  42287. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  42288. }
  42289. /**
  42290. * Event containing information after VR has been entered
  42291. */
  42292. export class OnAfterEnteringVRObservableEvent {
  42293. /**
  42294. * If entering vr was successful
  42295. */
  42296. success: boolean;
  42297. }
  42298. /**
  42299. * Helps to quickly add VR support to an existing scene.
  42300. * See http://doc.babylonjs.com/how_to/webvr_helper
  42301. */
  42302. export class VRExperienceHelper {
  42303. /** Options to modify the vr experience helper's behavior. */
  42304. webVROptions: VRExperienceHelperOptions;
  42305. private _scene;
  42306. private _position;
  42307. private _btnVR;
  42308. private _btnVRDisplayed;
  42309. private _webVRsupported;
  42310. private _webVRready;
  42311. private _webVRrequesting;
  42312. private _webVRpresenting;
  42313. private _hasEnteredVR;
  42314. private _fullscreenVRpresenting;
  42315. private _canvas;
  42316. private _webVRCamera;
  42317. private _vrDeviceOrientationCamera;
  42318. private _deviceOrientationCamera;
  42319. private _existingCamera;
  42320. private _onKeyDown;
  42321. private _onVrDisplayPresentChange;
  42322. private _onVRDisplayChanged;
  42323. private _onVRRequestPresentStart;
  42324. private _onVRRequestPresentComplete;
  42325. /**
  42326. * Gets or sets a boolean indicating that gaze can be enabled even if pointer lock is not engage (useful on iOS where fullscreen mode and pointer lock are not supported)
  42327. */
  42328. enableGazeEvenWhenNoPointerLock: boolean;
  42329. /**
  42330. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  42331. */
  42332. exitVROnDoubleTap: boolean;
  42333. /**
  42334. * Observable raised right before entering VR.
  42335. */
  42336. onEnteringVRObservable: Observable<VRExperienceHelper>;
  42337. /**
  42338. * Observable raised when entering VR has completed.
  42339. */
  42340. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  42341. /**
  42342. * Observable raised when exiting VR.
  42343. */
  42344. onExitingVRObservable: Observable<VRExperienceHelper>;
  42345. /**
  42346. * Observable raised when controller mesh is loaded.
  42347. */
  42348. onControllerMeshLoadedObservable: Observable<WebVRController>;
  42349. /** Return this.onEnteringVRObservable
  42350. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  42351. */
  42352. readonly onEnteringVR: Observable<VRExperienceHelper>;
  42353. /** Return this.onExitingVRObservable
  42354. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  42355. */
  42356. readonly onExitingVR: Observable<VRExperienceHelper>;
  42357. /** Return this.onControllerMeshLoadedObservable
  42358. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  42359. */
  42360. readonly onControllerMeshLoaded: Observable<WebVRController>;
  42361. private _rayLength;
  42362. private _useCustomVRButton;
  42363. private _teleportationRequested;
  42364. private _teleportActive;
  42365. private _floorMeshName;
  42366. private _floorMeshesCollection;
  42367. private _rotationAllowed;
  42368. private _teleportBackwardsVector;
  42369. private _teleportationTarget;
  42370. private _isDefaultTeleportationTarget;
  42371. private _postProcessMove;
  42372. private _teleportationFillColor;
  42373. private _teleportationBorderColor;
  42374. private _rotationAngle;
  42375. private _haloCenter;
  42376. private _cameraGazer;
  42377. private _padSensibilityUp;
  42378. private _padSensibilityDown;
  42379. private _leftController;
  42380. private _rightController;
  42381. /**
  42382. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  42383. */
  42384. onNewMeshSelected: Observable<AbstractMesh>;
  42385. /**
  42386. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  42387. * This observable will provide the mesh and the controller used to select the mesh
  42388. */
  42389. onMeshSelectedWithController: Observable<{
  42390. mesh: AbstractMesh;
  42391. controller: WebVRController;
  42392. }>;
  42393. /**
  42394. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  42395. */
  42396. onNewMeshPicked: Observable<PickingInfo>;
  42397. private _circleEase;
  42398. /**
  42399. * Observable raised before camera teleportation
  42400. */
  42401. onBeforeCameraTeleport: Observable<Vector3>;
  42402. /**
  42403. * Observable raised after camera teleportation
  42404. */
  42405. onAfterCameraTeleport: Observable<Vector3>;
  42406. /**
  42407. * Observable raised when current selected mesh gets unselected
  42408. */
  42409. onSelectedMeshUnselected: Observable<AbstractMesh>;
  42410. private _raySelectionPredicate;
  42411. /**
  42412. * To be optionaly changed by user to define custom ray selection
  42413. */
  42414. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  42415. /**
  42416. * To be optionaly changed by user to define custom selection logic (after ray selection)
  42417. */
  42418. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  42419. /**
  42420. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  42421. */
  42422. teleportationEnabled: boolean;
  42423. private _defaultHeight;
  42424. private _teleportationInitialized;
  42425. private _interactionsEnabled;
  42426. private _interactionsRequested;
  42427. private _displayGaze;
  42428. private _displayLaserPointer;
  42429. /**
  42430. * The mesh used to display where the user is going to teleport.
  42431. */
  42432. /**
  42433. * Sets the mesh to be used to display where the user is going to teleport.
  42434. */
  42435. teleportationTarget: Mesh;
  42436. /**
  42437. * 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
  42438. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  42439. * See http://doc.babylonjs.com/resources/baking_transformations
  42440. */
  42441. gazeTrackerMesh: Mesh;
  42442. /**
  42443. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  42444. */
  42445. updateGazeTrackerScale: boolean;
  42446. /**
  42447. * If the gaze trackers color should be updated when selecting meshes
  42448. */
  42449. updateGazeTrackerColor: boolean;
  42450. /**
  42451. * If the controller laser color should be updated when selecting meshes
  42452. */
  42453. updateControllerLaserColor: boolean;
  42454. /**
  42455. * The gaze tracking mesh corresponding to the left controller
  42456. */
  42457. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  42458. /**
  42459. * The gaze tracking mesh corresponding to the right controller
  42460. */
  42461. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  42462. /**
  42463. * If the ray of the gaze should be displayed.
  42464. */
  42465. /**
  42466. * Sets if the ray of the gaze should be displayed.
  42467. */
  42468. displayGaze: boolean;
  42469. /**
  42470. * If the ray of the LaserPointer should be displayed.
  42471. */
  42472. /**
  42473. * Sets if the ray of the LaserPointer should be displayed.
  42474. */
  42475. displayLaserPointer: boolean;
  42476. /**
  42477. * The deviceOrientationCamera used as the camera when not in VR.
  42478. */
  42479. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  42480. /**
  42481. * Based on the current WebVR support, returns the current VR camera used.
  42482. */
  42483. readonly currentVRCamera: Nullable<Camera>;
  42484. /**
  42485. * The webVRCamera which is used when in VR.
  42486. */
  42487. readonly webVRCamera: WebVRFreeCamera;
  42488. /**
  42489. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  42490. */
  42491. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  42492. /**
  42493. * The html button that is used to trigger entering into VR.
  42494. */
  42495. readonly vrButton: Nullable<HTMLButtonElement>;
  42496. private readonly _teleportationRequestInitiated;
  42497. /**
  42498. * Defines wether or not Pointer lock should be requested when switching to
  42499. * full screen.
  42500. */
  42501. requestPointerLockOnFullScreen: boolean;
  42502. /**
  42503. * Instantiates a VRExperienceHelper.
  42504. * Helps to quickly add VR support to an existing scene.
  42505. * @param scene The scene the VRExperienceHelper belongs to.
  42506. * @param webVROptions Options to modify the vr experience helper's behavior.
  42507. */
  42508. constructor(scene: Scene,
  42509. /** Options to modify the vr experience helper's behavior. */
  42510. webVROptions?: VRExperienceHelperOptions);
  42511. private _onDefaultMeshLoaded;
  42512. private _onResize;
  42513. private _onFullscreenChange;
  42514. /**
  42515. * Gets a value indicating if we are currently in VR mode.
  42516. */
  42517. readonly isInVRMode: boolean;
  42518. private onVrDisplayPresentChange;
  42519. private onVRDisplayChanged;
  42520. private moveButtonToBottomRight;
  42521. private displayVRButton;
  42522. private updateButtonVisibility;
  42523. private _cachedAngularSensibility;
  42524. /**
  42525. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  42526. * Otherwise, will use the fullscreen API.
  42527. */
  42528. enterVR(): void;
  42529. /**
  42530. * Attempt to exit VR, or fullscreen.
  42531. */
  42532. exitVR(): void;
  42533. /**
  42534. * The position of the vr experience helper.
  42535. */
  42536. /**
  42537. * Sets the position of the vr experience helper.
  42538. */
  42539. position: Vector3;
  42540. /**
  42541. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  42542. */
  42543. enableInteractions(): void;
  42544. private readonly _noControllerIsActive;
  42545. private beforeRender;
  42546. private _isTeleportationFloor;
  42547. /**
  42548. * Adds a floor mesh to be used for teleportation.
  42549. * @param floorMesh the mesh to be used for teleportation.
  42550. */
  42551. addFloorMesh(floorMesh: Mesh): void;
  42552. /**
  42553. * Removes a floor mesh from being used for teleportation.
  42554. * @param floorMesh the mesh to be removed.
  42555. */
  42556. removeFloorMesh(floorMesh: Mesh): void;
  42557. /**
  42558. * Enables interactions and teleportation using the VR controllers and gaze.
  42559. * @param vrTeleportationOptions options to modify teleportation behavior.
  42560. */
  42561. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  42562. private _onNewGamepadConnected;
  42563. private _tryEnableInteractionOnController;
  42564. private _onNewGamepadDisconnected;
  42565. private _enableInteractionOnController;
  42566. private _checkTeleportWithRay;
  42567. private _checkRotate;
  42568. private _checkTeleportBackwards;
  42569. private _enableTeleportationOnController;
  42570. private _createTeleportationCircles;
  42571. private _displayTeleportationTarget;
  42572. private _hideTeleportationTarget;
  42573. private _rotateCamera;
  42574. private _moveTeleportationSelectorTo;
  42575. private _workingVector;
  42576. private _workingQuaternion;
  42577. private _workingMatrix;
  42578. /**
  42579. * Teleports the users feet to the desired location
  42580. * @param location The location where the user's feet should be placed
  42581. */
  42582. teleportCamera(location: Vector3): void;
  42583. private _convertNormalToDirectionOfRay;
  42584. private _castRayAndSelectObject;
  42585. private _notifySelectedMeshUnselected;
  42586. /**
  42587. * Sets the color of the laser ray from the vr controllers.
  42588. * @param color new color for the ray.
  42589. */
  42590. changeLaserColor(color: Color3): void;
  42591. /**
  42592. * Sets the color of the ray from the vr headsets gaze.
  42593. * @param color new color for the ray.
  42594. */
  42595. changeGazeColor(color: Color3): void;
  42596. /**
  42597. * Exits VR and disposes of the vr experience helper
  42598. */
  42599. dispose(): void;
  42600. /**
  42601. * Gets the name of the VRExperienceHelper class
  42602. * @returns "VRExperienceHelper"
  42603. */
  42604. getClassName(): string;
  42605. }
  42606. }
  42607. declare module "babylonjs/Cameras/VR/index" {
  42608. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  42609. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  42610. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42611. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  42612. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  42613. export * from "babylonjs/Cameras/VR/webVRCamera";
  42614. }
  42615. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  42616. import { Observable } from "babylonjs/Misc/observable";
  42617. import { Nullable } from "babylonjs/types";
  42618. import { IDisposable, Scene } from "babylonjs/scene";
  42619. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  42620. /**
  42621. * Manages an XRSession to work with Babylon's engine
  42622. * @see https://doc.babylonjs.com/how_to/webxr
  42623. */
  42624. export class WebXRSessionManager implements IDisposable {
  42625. private scene;
  42626. /**
  42627. * Fires every time a new xrFrame arrives which can be used to update the camera
  42628. */
  42629. onXRFrameObservable: Observable<any>;
  42630. /**
  42631. * Fires when the xr session is ended either by the device or manually done
  42632. */
  42633. onXRSessionEnded: Observable<any>;
  42634. /**
  42635. * Underlying xr session
  42636. */
  42637. session: XRSession;
  42638. /**
  42639. * Type of reference space used when creating the session
  42640. */
  42641. referenceSpace: XRReferenceSpace;
  42642. /** @hidden */
  42643. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  42644. /**
  42645. * Current XR frame
  42646. */
  42647. currentFrame: Nullable<XRFrame>;
  42648. private _xrNavigator;
  42649. private baseLayer;
  42650. /**
  42651. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  42652. * @param scene The scene which the session should be created for
  42653. */
  42654. constructor(scene: Scene);
  42655. /**
  42656. * Initializes the manager
  42657. * After initialization enterXR can be called to start an XR session
  42658. * @returns Promise which resolves after it is initialized
  42659. */
  42660. initializeAsync(): Promise<void>;
  42661. /**
  42662. * Initializes an xr session
  42663. * @param xrSessionMode mode to initialize
  42664. * @returns a promise which will resolve once the session has been initialized
  42665. */
  42666. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  42667. /**
  42668. * Sets the reference space on the xr session
  42669. * @param referenceSpace space to set
  42670. * @returns a promise that will resolve once the reference space has been set
  42671. */
  42672. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  42673. /**
  42674. * Updates the render state of the session
  42675. * @param state state to set
  42676. * @returns a promise that resolves once the render state has been updated
  42677. */
  42678. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  42679. /**
  42680. * Starts rendering to the xr layer
  42681. * @returns a promise that will resolve once rendering has started
  42682. */
  42683. startRenderingToXRAsync(): Promise<void>;
  42684. /**
  42685. * Stops the xrSession and restores the renderloop
  42686. * @returns Promise which resolves after it exits XR
  42687. */
  42688. exitXRAsync(): Promise<unknown>;
  42689. /**
  42690. * Checks if a session would be supported for the creation options specified
  42691. * @param sessionMode session mode to check if supported eg. immersive-vr
  42692. * @returns true if supported
  42693. */
  42694. supportsSessionAsync(sessionMode: XRSessionMode): any;
  42695. /**
  42696. * @hidden
  42697. * Converts the render layer of xrSession to a render target
  42698. * @param session session to create render target for
  42699. * @param scene scene the new render target should be created for
  42700. */
  42701. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  42702. /**
  42703. * Disposes of the session manager
  42704. */
  42705. dispose(): void;
  42706. }
  42707. }
  42708. declare module "babylonjs/Cameras/XR/webXRCamera" {
  42709. import { Scene } from "babylonjs/scene";
  42710. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  42711. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42712. /**
  42713. * WebXR Camera which holds the views for the xrSession
  42714. * @see https://doc.babylonjs.com/how_to/webxr
  42715. */
  42716. export class WebXRCamera extends FreeCamera {
  42717. private static _TmpMatrix;
  42718. /**
  42719. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  42720. * @param name the name of the camera
  42721. * @param scene the scene to add the camera to
  42722. */
  42723. constructor(name: string, scene: Scene);
  42724. private _updateNumberOfRigCameras;
  42725. /** @hidden */
  42726. _updateForDualEyeDebugging(pupilDistance?: number): void;
  42727. /**
  42728. * Updates the cameras position from the current pose information of the XR session
  42729. * @param xrSessionManager the session containing pose information
  42730. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  42731. */
  42732. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  42733. }
  42734. }
  42735. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  42736. import { Nullable } from "babylonjs/types";
  42737. import { IDisposable } from "babylonjs/scene";
  42738. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42739. /**
  42740. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  42741. */
  42742. export class WebXRManagedOutputCanvas implements IDisposable {
  42743. private helper;
  42744. private _canvas;
  42745. /**
  42746. * xrpresent context of the canvas which can be used to display/mirror xr content
  42747. */
  42748. canvasContext: WebGLRenderingContext;
  42749. /**
  42750. * xr layer for the canvas
  42751. */
  42752. xrLayer: Nullable<XRWebGLLayer>;
  42753. /**
  42754. * Initializes the xr layer for the session
  42755. * @param xrSession xr session
  42756. * @returns a promise that will resolve once the XR Layer has been created
  42757. */
  42758. initializeXRLayerAsync(xrSession: any): any;
  42759. /**
  42760. * Initializes the canvas to be added/removed upon entering/exiting xr
  42761. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  42762. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  42763. */
  42764. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  42765. /**
  42766. * Disposes of the object
  42767. */
  42768. dispose(): void;
  42769. private _setManagedOutputCanvas;
  42770. private _addCanvas;
  42771. private _removeCanvas;
  42772. }
  42773. }
  42774. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  42775. import { Observable } from "babylonjs/Misc/observable";
  42776. import { IDisposable, Scene } from "babylonjs/scene";
  42777. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  42778. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42779. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42780. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  42781. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42782. /**
  42783. * States of the webXR experience
  42784. */
  42785. export enum WebXRState {
  42786. /**
  42787. * Transitioning to being in XR mode
  42788. */
  42789. ENTERING_XR = 0,
  42790. /**
  42791. * Transitioning to non XR mode
  42792. */
  42793. EXITING_XR = 1,
  42794. /**
  42795. * In XR mode and presenting
  42796. */
  42797. IN_XR = 2,
  42798. /**
  42799. * Not entered XR mode
  42800. */
  42801. NOT_IN_XR = 3
  42802. }
  42803. /**
  42804. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  42805. * @see https://doc.babylonjs.com/how_to/webxr
  42806. */
  42807. export class WebXRExperienceHelper implements IDisposable {
  42808. private scene;
  42809. /**
  42810. * 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
  42811. */
  42812. container: AbstractMesh;
  42813. /**
  42814. * Camera used to render xr content
  42815. */
  42816. camera: WebXRCamera;
  42817. /**
  42818. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  42819. */
  42820. state: WebXRState;
  42821. private _setState;
  42822. private static _TmpVector;
  42823. /**
  42824. * Fires when the state of the experience helper has changed
  42825. */
  42826. onStateChangedObservable: Observable<WebXRState>;
  42827. /** Session manager used to keep track of xr session */
  42828. sessionManager: WebXRSessionManager;
  42829. private _nonVRCamera;
  42830. private _originalSceneAutoClear;
  42831. private _supported;
  42832. /**
  42833. * Creates the experience helper
  42834. * @param scene the scene to attach the experience helper to
  42835. * @returns a promise for the experience helper
  42836. */
  42837. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  42838. /**
  42839. * Creates a WebXRExperienceHelper
  42840. * @param scene The scene the helper should be created in
  42841. */
  42842. private constructor();
  42843. /**
  42844. * Exits XR mode and returns the scene to its original state
  42845. * @returns promise that resolves after xr mode has exited
  42846. */
  42847. exitXRAsync(): Promise<unknown>;
  42848. /**
  42849. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  42850. * @param sessionCreationOptions options for the XR session
  42851. * @param referenceSpaceType frame of reference of the XR session
  42852. * @param outputCanvas the output canvas that will be used to enter XR mode
  42853. * @returns promise that resolves after xr mode has entered
  42854. */
  42855. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  42856. /**
  42857. * Updates the global position of the camera by moving the camera's container
  42858. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  42859. * @param position The desired global position of the camera
  42860. */
  42861. setPositionOfCameraUsingContainer(position: Vector3): void;
  42862. /**
  42863. * Rotates the xr camera by rotating the camera's container around the camera's position
  42864. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  42865. * @param rotation the desired quaternion rotation to apply to the camera
  42866. */
  42867. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  42868. /**
  42869. * Disposes of the experience helper
  42870. */
  42871. dispose(): void;
  42872. }
  42873. }
  42874. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  42875. import { Nullable } from "babylonjs/types";
  42876. import { Observable } from "babylonjs/Misc/observable";
  42877. import { IDisposable, Scene } from "babylonjs/scene";
  42878. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42879. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42880. /**
  42881. * Button which can be used to enter a different mode of XR
  42882. */
  42883. export class WebXREnterExitUIButton {
  42884. /** button element */
  42885. element: HTMLElement;
  42886. /** XR initialization options for the button */
  42887. sessionMode: XRSessionMode;
  42888. /** Reference space type */
  42889. referenceSpaceType: XRReferenceSpaceType;
  42890. /**
  42891. * Creates a WebXREnterExitUIButton
  42892. * @param element button element
  42893. * @param sessionMode XR initialization session mode
  42894. * @param referenceSpaceType the type of reference space to be used
  42895. */
  42896. constructor(
  42897. /** button element */
  42898. element: HTMLElement,
  42899. /** XR initialization options for the button */
  42900. sessionMode: XRSessionMode,
  42901. /** Reference space type */
  42902. referenceSpaceType: XRReferenceSpaceType);
  42903. /**
  42904. * Overwritable function which can be used to update the button's visuals when the state changes
  42905. * @param activeButton the current active button in the UI
  42906. */
  42907. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  42908. }
  42909. /**
  42910. * Options to create the webXR UI
  42911. */
  42912. export class WebXREnterExitUIOptions {
  42913. /**
  42914. * Context to enter xr with
  42915. */
  42916. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  42917. /**
  42918. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  42919. */
  42920. customButtons?: Array<WebXREnterExitUIButton>;
  42921. }
  42922. /**
  42923. * UI to allow the user to enter/exit XR mode
  42924. */
  42925. export class WebXREnterExitUI implements IDisposable {
  42926. private scene;
  42927. private _overlay;
  42928. private _buttons;
  42929. private _activeButton;
  42930. /**
  42931. * Fired every time the active button is changed.
  42932. *
  42933. * When xr is entered via a button that launches xr that button will be the callback parameter
  42934. *
  42935. * When exiting xr the callback parameter will be null)
  42936. */
  42937. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  42938. /**
  42939. * Creates UI to allow the user to enter/exit XR mode
  42940. * @param scene the scene to add the ui to
  42941. * @param helper the xr experience helper to enter/exit xr with
  42942. * @param options options to configure the UI
  42943. * @returns the created ui
  42944. */
  42945. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  42946. private constructor();
  42947. private _updateButtons;
  42948. /**
  42949. * Disposes of the object
  42950. */
  42951. dispose(): void;
  42952. }
  42953. }
  42954. declare module "babylonjs/Cameras/XR/webXRController" {
  42955. import { Nullable } from "babylonjs/types";
  42956. import { Observable } from "babylonjs/Misc/observable";
  42957. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42958. import { Ray } from "babylonjs/Culling/ray";
  42959. import { Scene } from "babylonjs/scene";
  42960. /**
  42961. * Represents an XR input
  42962. */
  42963. export class WebXRController {
  42964. private scene;
  42965. /** The underlying input source for the controller */
  42966. inputSource: XRInputSource;
  42967. private parentContainer;
  42968. /**
  42969. * 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
  42970. */
  42971. grip?: AbstractMesh;
  42972. /**
  42973. * Pointer which can be used to select objects or attach a visible laser to
  42974. */
  42975. pointer: AbstractMesh;
  42976. /**
  42977. * Event that fires when the controller is removed/disposed
  42978. */
  42979. onDisposeObservable: Observable<{}>;
  42980. private _tmpMatrix;
  42981. private _tmpQuaternion;
  42982. private _tmpVector;
  42983. /**
  42984. * Creates the controller
  42985. * @see https://doc.babylonjs.com/how_to/webxr
  42986. * @param scene the scene which the controller should be associated to
  42987. * @param inputSource the underlying input source for the controller
  42988. * @param parentContainer parent that the controller meshes should be children of
  42989. */
  42990. constructor(scene: Scene,
  42991. /** The underlying input source for the controller */
  42992. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  42993. /**
  42994. * Updates the controller pose based on the given XRFrame
  42995. * @param xrFrame xr frame to update the pose with
  42996. * @param referenceSpace reference space to use
  42997. */
  42998. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  42999. /**
  43000. * Gets a world space ray coming from the controller
  43001. * @param result the resulting ray
  43002. */
  43003. getWorldPointerRayToRef(result: Ray): void;
  43004. /**
  43005. * Disposes of the object
  43006. */
  43007. dispose(): void;
  43008. }
  43009. }
  43010. declare module "babylonjs/Cameras/XR/webXRInput" {
  43011. import { Observable } from "babylonjs/Misc/observable";
  43012. import { IDisposable } from "babylonjs/scene";
  43013. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43014. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  43015. /**
  43016. * XR input used to track XR inputs such as controllers/rays
  43017. */
  43018. export class WebXRInput implements IDisposable {
  43019. /**
  43020. * Base experience the input listens to
  43021. */
  43022. baseExperience: WebXRExperienceHelper;
  43023. /**
  43024. * XR controllers being tracked
  43025. */
  43026. controllers: Array<WebXRController>;
  43027. private _frameObserver;
  43028. private _stateObserver;
  43029. /**
  43030. * Event when a controller has been connected/added
  43031. */
  43032. onControllerAddedObservable: Observable<WebXRController>;
  43033. /**
  43034. * Event when a controller has been removed/disconnected
  43035. */
  43036. onControllerRemovedObservable: Observable<WebXRController>;
  43037. /**
  43038. * Initializes the WebXRInput
  43039. * @param baseExperience experience helper which the input should be created for
  43040. */
  43041. constructor(
  43042. /**
  43043. * Base experience the input listens to
  43044. */
  43045. baseExperience: WebXRExperienceHelper);
  43046. private _onInputSourcesChange;
  43047. private _addAndRemoveControllers;
  43048. /**
  43049. * Disposes of the object
  43050. */
  43051. dispose(): void;
  43052. }
  43053. }
  43054. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  43055. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43056. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43057. /**
  43058. * Enables teleportation
  43059. */
  43060. export class WebXRControllerTeleportation {
  43061. private _teleportationFillColor;
  43062. private _teleportationBorderColor;
  43063. private _tmpRay;
  43064. private _tmpVector;
  43065. /**
  43066. * Creates a WebXRControllerTeleportation
  43067. * @param input input manager to add teleportation to
  43068. * @param floorMeshes floormeshes which can be teleported to
  43069. */
  43070. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  43071. }
  43072. }
  43073. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  43074. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43075. /**
  43076. * Handles pointer input automatically for the pointer of XR controllers
  43077. */
  43078. export class WebXRControllerPointerSelection {
  43079. private static _idCounter;
  43080. private _tmpRay;
  43081. /**
  43082. * Creates a WebXRControllerPointerSelection
  43083. * @param input input manager to setup pointer selection
  43084. */
  43085. constructor(input: WebXRInput);
  43086. private _convertNormalToDirectionOfRay;
  43087. private _updatePointerDistance;
  43088. }
  43089. }
  43090. declare module "babylonjs/Loading/sceneLoader" {
  43091. import { Observable } from "babylonjs/Misc/observable";
  43092. import { Nullable } from "babylonjs/types";
  43093. import { Scene } from "babylonjs/scene";
  43094. import { Engine } from "babylonjs/Engines/engine";
  43095. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43096. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  43097. import { AssetContainer } from "babylonjs/assetContainer";
  43098. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  43099. import { Skeleton } from "babylonjs/Bones/skeleton";
  43100. /**
  43101. * Class used to represent data loading progression
  43102. */
  43103. export class SceneLoaderProgressEvent {
  43104. /** defines if data length to load can be evaluated */
  43105. readonly lengthComputable: boolean;
  43106. /** defines the loaded data length */
  43107. readonly loaded: number;
  43108. /** defines the data length to load */
  43109. readonly total: number;
  43110. /**
  43111. * Create a new progress event
  43112. * @param lengthComputable defines if data length to load can be evaluated
  43113. * @param loaded defines the loaded data length
  43114. * @param total defines the data length to load
  43115. */
  43116. constructor(
  43117. /** defines if data length to load can be evaluated */
  43118. lengthComputable: boolean,
  43119. /** defines the loaded data length */
  43120. loaded: number,
  43121. /** defines the data length to load */
  43122. total: number);
  43123. /**
  43124. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  43125. * @param event defines the source event
  43126. * @returns a new SceneLoaderProgressEvent
  43127. */
  43128. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  43129. }
  43130. /**
  43131. * Interface used by SceneLoader plugins to define supported file extensions
  43132. */
  43133. export interface ISceneLoaderPluginExtensions {
  43134. /**
  43135. * Defines the list of supported extensions
  43136. */
  43137. [extension: string]: {
  43138. isBinary: boolean;
  43139. };
  43140. }
  43141. /**
  43142. * Interface used by SceneLoader plugin factory
  43143. */
  43144. export interface ISceneLoaderPluginFactory {
  43145. /**
  43146. * Defines the name of the factory
  43147. */
  43148. name: string;
  43149. /**
  43150. * Function called to create a new plugin
  43151. * @return the new plugin
  43152. */
  43153. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  43154. /**
  43155. * Boolean indicating if the plugin can direct load specific data
  43156. */
  43157. canDirectLoad?: (data: string) => boolean;
  43158. }
  43159. /**
  43160. * Interface used to define a SceneLoader plugin
  43161. */
  43162. export interface ISceneLoaderPlugin {
  43163. /**
  43164. * The friendly name of this plugin.
  43165. */
  43166. name: string;
  43167. /**
  43168. * The file extensions supported by this plugin.
  43169. */
  43170. extensions: string | ISceneLoaderPluginExtensions;
  43171. /**
  43172. * Import meshes into a scene.
  43173. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43174. * @param scene The scene to import into
  43175. * @param data The data to import
  43176. * @param rootUrl The root url for scene and resources
  43177. * @param meshes The meshes array to import into
  43178. * @param particleSystems The particle systems array to import into
  43179. * @param skeletons The skeletons array to import into
  43180. * @param onError The callback when import fails
  43181. * @returns True if successful or false otherwise
  43182. */
  43183. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  43184. /**
  43185. * Load into a scene.
  43186. * @param scene The scene to load into
  43187. * @param data The data to import
  43188. * @param rootUrl The root url for scene and resources
  43189. * @param onError The callback when import fails
  43190. * @returns true if successful or false otherwise
  43191. */
  43192. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  43193. /**
  43194. * The callback that returns true if the data can be directly loaded.
  43195. */
  43196. canDirectLoad?: (data: string) => boolean;
  43197. /**
  43198. * The callback that allows custom handling of the root url based on the response url.
  43199. */
  43200. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  43201. /**
  43202. * Load into an asset container.
  43203. * @param scene The scene to load into
  43204. * @param data The data to import
  43205. * @param rootUrl The root url for scene and resources
  43206. * @param onError The callback when import fails
  43207. * @returns The loaded asset container
  43208. */
  43209. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  43210. }
  43211. /**
  43212. * Interface used to define an async SceneLoader plugin
  43213. */
  43214. export interface ISceneLoaderPluginAsync {
  43215. /**
  43216. * The friendly name of this plugin.
  43217. */
  43218. name: string;
  43219. /**
  43220. * The file extensions supported by this plugin.
  43221. */
  43222. extensions: string | ISceneLoaderPluginExtensions;
  43223. /**
  43224. * Import meshes into a scene.
  43225. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43226. * @param scene The scene to import into
  43227. * @param data The data to import
  43228. * @param rootUrl The root url for scene and resources
  43229. * @param onProgress The callback when the load progresses
  43230. * @param fileName Defines the name of the file to load
  43231. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  43232. */
  43233. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  43234. meshes: AbstractMesh[];
  43235. particleSystems: IParticleSystem[];
  43236. skeletons: Skeleton[];
  43237. animationGroups: AnimationGroup[];
  43238. }>;
  43239. /**
  43240. * Load into a scene.
  43241. * @param scene The scene to load into
  43242. * @param data The data to import
  43243. * @param rootUrl The root url for scene and resources
  43244. * @param onProgress The callback when the load progresses
  43245. * @param fileName Defines the name of the file to load
  43246. * @returns Nothing
  43247. */
  43248. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  43249. /**
  43250. * The callback that returns true if the data can be directly loaded.
  43251. */
  43252. canDirectLoad?: (data: string) => boolean;
  43253. /**
  43254. * The callback that allows custom handling of the root url based on the response url.
  43255. */
  43256. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  43257. /**
  43258. * Load into an asset container.
  43259. * @param scene The scene to load into
  43260. * @param data The data to import
  43261. * @param rootUrl The root url for scene and resources
  43262. * @param onProgress The callback when the load progresses
  43263. * @param fileName Defines the name of the file to load
  43264. * @returns The loaded asset container
  43265. */
  43266. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  43267. }
  43268. /**
  43269. * Class used to load scene from various file formats using registered plugins
  43270. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  43271. */
  43272. export class SceneLoader {
  43273. /**
  43274. * No logging while loading
  43275. */
  43276. static readonly NO_LOGGING: number;
  43277. /**
  43278. * Minimal logging while loading
  43279. */
  43280. static readonly MINIMAL_LOGGING: number;
  43281. /**
  43282. * Summary logging while loading
  43283. */
  43284. static readonly SUMMARY_LOGGING: number;
  43285. /**
  43286. * Detailled logging while loading
  43287. */
  43288. static readonly DETAILED_LOGGING: number;
  43289. /**
  43290. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  43291. */
  43292. static ForceFullSceneLoadingForIncremental: boolean;
  43293. /**
  43294. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  43295. */
  43296. static ShowLoadingScreen: boolean;
  43297. /**
  43298. * Defines the current logging level (while loading the scene)
  43299. * @ignorenaming
  43300. */
  43301. static loggingLevel: number;
  43302. /**
  43303. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  43304. */
  43305. static CleanBoneMatrixWeights: boolean;
  43306. /**
  43307. * Event raised when a plugin is used to load a scene
  43308. */
  43309. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43310. private static _registeredPlugins;
  43311. private static _getDefaultPlugin;
  43312. private static _getPluginForExtension;
  43313. private static _getPluginForDirectLoad;
  43314. private static _getPluginForFilename;
  43315. private static _getDirectLoad;
  43316. private static _loadData;
  43317. private static _getFileInfo;
  43318. /**
  43319. * Gets a plugin that can load the given extension
  43320. * @param extension defines the extension to load
  43321. * @returns a plugin or null if none works
  43322. */
  43323. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  43324. /**
  43325. * Gets a boolean indicating that the given extension can be loaded
  43326. * @param extension defines the extension to load
  43327. * @returns true if the extension is supported
  43328. */
  43329. static IsPluginForExtensionAvailable(extension: string): boolean;
  43330. /**
  43331. * Adds a new plugin to the list of registered plugins
  43332. * @param plugin defines the plugin to add
  43333. */
  43334. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  43335. /**
  43336. * Import meshes into a scene
  43337. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43338. * @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)
  43339. * @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)
  43340. * @param scene the instance of BABYLON.Scene to append to
  43341. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  43342. * @param onProgress a callback with a progress event for each file being loaded
  43343. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43344. * @param pluginExtension the extension used to determine the plugin
  43345. * @returns The loaded plugin
  43346. */
  43347. 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>;
  43348. /**
  43349. * Import meshes into a scene
  43350. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43351. * @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)
  43352. * @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)
  43353. * @param scene the instance of BABYLON.Scene to append to
  43354. * @param onProgress a callback with a progress event for each file being loaded
  43355. * @param pluginExtension the extension used to determine the plugin
  43356. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  43357. */
  43358. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  43359. meshes: AbstractMesh[];
  43360. particleSystems: IParticleSystem[];
  43361. skeletons: Skeleton[];
  43362. animationGroups: AnimationGroup[];
  43363. }>;
  43364. /**
  43365. * Load a scene
  43366. * @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)
  43367. * @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)
  43368. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43369. * @param onSuccess a callback with the scene when import succeeds
  43370. * @param onProgress a callback with a progress event for each file being loaded
  43371. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43372. * @param pluginExtension the extension used to determine the plugin
  43373. * @returns The loaded plugin
  43374. */
  43375. 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>;
  43376. /**
  43377. * Load a scene
  43378. * @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)
  43379. * @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)
  43380. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43381. * @param onProgress a callback with a progress event for each file being loaded
  43382. * @param pluginExtension the extension used to determine the plugin
  43383. * @returns The loaded scene
  43384. */
  43385. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43386. /**
  43387. * Append a scene
  43388. * @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)
  43389. * @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)
  43390. * @param scene is the instance of BABYLON.Scene to append to
  43391. * @param onSuccess a callback with the scene when import succeeds
  43392. * @param onProgress a callback with a progress event for each file being loaded
  43393. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43394. * @param pluginExtension the extension used to determine the plugin
  43395. * @returns The loaded plugin
  43396. */
  43397. 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>;
  43398. /**
  43399. * Append a scene
  43400. * @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)
  43401. * @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)
  43402. * @param scene is the instance of BABYLON.Scene to append to
  43403. * @param onProgress a callback with a progress event for each file being loaded
  43404. * @param pluginExtension the extension used to determine the plugin
  43405. * @returns The given scene
  43406. */
  43407. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43408. /**
  43409. * Load a scene into an asset container
  43410. * @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)
  43411. * @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)
  43412. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  43413. * @param onSuccess a callback with the scene when import succeeds
  43414. * @param onProgress a callback with a progress event for each file being loaded
  43415. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43416. * @param pluginExtension the extension used to determine the plugin
  43417. * @returns The loaded plugin
  43418. */
  43419. 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>;
  43420. /**
  43421. * Load a scene into an asset container
  43422. * @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)
  43423. * @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)
  43424. * @param scene is the instance of Scene to append to
  43425. * @param onProgress a callback with a progress event for each file being loaded
  43426. * @param pluginExtension the extension used to determine the plugin
  43427. * @returns The loaded asset container
  43428. */
  43429. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  43430. }
  43431. }
  43432. declare module "babylonjs/Gamepads/Controllers/genericController" {
  43433. import { Scene } from "babylonjs/scene";
  43434. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43435. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43436. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43437. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43438. /**
  43439. * Generic Controller
  43440. */
  43441. export class GenericController extends WebVRController {
  43442. /**
  43443. * Base Url for the controller model.
  43444. */
  43445. static readonly MODEL_BASE_URL: string;
  43446. /**
  43447. * File name for the controller model.
  43448. */
  43449. static readonly MODEL_FILENAME: string;
  43450. /**
  43451. * Creates a new GenericController from a gamepad
  43452. * @param vrGamepad the gamepad that the controller should be created from
  43453. */
  43454. constructor(vrGamepad: any);
  43455. /**
  43456. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43457. * @param scene scene in which to add meshes
  43458. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43459. */
  43460. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43461. /**
  43462. * Called once for each button that changed state since the last frame
  43463. * @param buttonIdx Which button index changed
  43464. * @param state New state of the button
  43465. * @param changes Which properties on the state changed since last frame
  43466. */
  43467. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43468. }
  43469. }
  43470. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  43471. import { Observable } from "babylonjs/Misc/observable";
  43472. import { Scene } from "babylonjs/scene";
  43473. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43474. import { Ray } from "babylonjs/Culling/ray";
  43475. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43476. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43477. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43478. /**
  43479. * Defines the WindowsMotionController object that the state of the windows motion controller
  43480. */
  43481. export class WindowsMotionController extends WebVRController {
  43482. /**
  43483. * The base url used to load the left and right controller models
  43484. */
  43485. static MODEL_BASE_URL: string;
  43486. /**
  43487. * The name of the left controller model file
  43488. */
  43489. static MODEL_LEFT_FILENAME: string;
  43490. /**
  43491. * The name of the right controller model file
  43492. */
  43493. static MODEL_RIGHT_FILENAME: string;
  43494. /**
  43495. * The controller name prefix for this controller type
  43496. */
  43497. static readonly GAMEPAD_ID_PREFIX: string;
  43498. /**
  43499. * The controller id pattern for this controller type
  43500. */
  43501. private static readonly GAMEPAD_ID_PATTERN;
  43502. private _loadedMeshInfo;
  43503. private readonly _mapping;
  43504. /**
  43505. * Fired when the trackpad on this controller is clicked
  43506. */
  43507. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  43508. /**
  43509. * Fired when the trackpad on this controller is modified
  43510. */
  43511. onTrackpadValuesChangedObservable: Observable<StickValues>;
  43512. /**
  43513. * The current x and y values of this controller's trackpad
  43514. */
  43515. trackpad: StickValues;
  43516. /**
  43517. * Creates a new WindowsMotionController from a gamepad
  43518. * @param vrGamepad the gamepad that the controller should be created from
  43519. */
  43520. constructor(vrGamepad: any);
  43521. /**
  43522. * Fired when the trigger on this controller is modified
  43523. */
  43524. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43525. /**
  43526. * Fired when the menu button on this controller is modified
  43527. */
  43528. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43529. /**
  43530. * Fired when the grip button on this controller is modified
  43531. */
  43532. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43533. /**
  43534. * Fired when the thumbstick button on this controller is modified
  43535. */
  43536. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43537. /**
  43538. * Fired when the touchpad button on this controller is modified
  43539. */
  43540. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43541. /**
  43542. * Fired when the touchpad values on this controller are modified
  43543. */
  43544. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  43545. private _updateTrackpad;
  43546. /**
  43547. * Called once per frame by the engine.
  43548. */
  43549. update(): void;
  43550. /**
  43551. * Called once for each button that changed state since the last frame
  43552. * @param buttonIdx Which button index changed
  43553. * @param state New state of the button
  43554. * @param changes Which properties on the state changed since last frame
  43555. */
  43556. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43557. /**
  43558. * Moves the buttons on the controller mesh based on their current state
  43559. * @param buttonName the name of the button to move
  43560. * @param buttonValue the value of the button which determines the buttons new position
  43561. */
  43562. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  43563. /**
  43564. * Moves the axis on the controller mesh based on its current state
  43565. * @param axis the index of the axis
  43566. * @param axisValue the value of the axis which determines the meshes new position
  43567. * @hidden
  43568. */
  43569. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  43570. /**
  43571. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43572. * @param scene scene in which to add meshes
  43573. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43574. */
  43575. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  43576. /**
  43577. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  43578. * can be transformed by button presses and axes values, based on this._mapping.
  43579. *
  43580. * @param scene scene in which the meshes exist
  43581. * @param meshes list of meshes that make up the controller model to process
  43582. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  43583. */
  43584. private processModel;
  43585. private createMeshInfo;
  43586. /**
  43587. * Gets the ray of the controller in the direction the controller is pointing
  43588. * @param length the length the resulting ray should be
  43589. * @returns a ray in the direction the controller is pointing
  43590. */
  43591. getForwardRay(length?: number): Ray;
  43592. /**
  43593. * Disposes of the controller
  43594. */
  43595. dispose(): void;
  43596. }
  43597. }
  43598. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  43599. import { Observable } from "babylonjs/Misc/observable";
  43600. import { Scene } from "babylonjs/scene";
  43601. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43602. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43603. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43604. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43605. /**
  43606. * Oculus Touch Controller
  43607. */
  43608. export class OculusTouchController extends WebVRController {
  43609. /**
  43610. * Base Url for the controller model.
  43611. */
  43612. static MODEL_BASE_URL: string;
  43613. /**
  43614. * File name for the left controller model.
  43615. */
  43616. static MODEL_LEFT_FILENAME: string;
  43617. /**
  43618. * File name for the right controller model.
  43619. */
  43620. static MODEL_RIGHT_FILENAME: string;
  43621. /**
  43622. * Base Url for the Quest controller model.
  43623. */
  43624. static QUEST_MODEL_BASE_URL: string;
  43625. /**
  43626. * @hidden
  43627. * If the controllers are running on a device that needs the updated Quest controller models
  43628. */
  43629. static _IsQuest: boolean;
  43630. /**
  43631. * Fired when the secondary trigger on this controller is modified
  43632. */
  43633. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  43634. /**
  43635. * Fired when the thumb rest on this controller is modified
  43636. */
  43637. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  43638. /**
  43639. * Creates a new OculusTouchController from a gamepad
  43640. * @param vrGamepad the gamepad that the controller should be created from
  43641. */
  43642. constructor(vrGamepad: any);
  43643. /**
  43644. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43645. * @param scene scene in which to add meshes
  43646. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43647. */
  43648. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43649. /**
  43650. * Fired when the A button on this controller is modified
  43651. */
  43652. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43653. /**
  43654. * Fired when the B button on this controller is modified
  43655. */
  43656. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43657. /**
  43658. * Fired when the X button on this controller is modified
  43659. */
  43660. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43661. /**
  43662. * Fired when the Y button on this controller is modified
  43663. */
  43664. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43665. /**
  43666. * Called once for each button that changed state since the last frame
  43667. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  43668. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  43669. * 2) secondary trigger (same)
  43670. * 3) A (right) X (left), touch, pressed = value
  43671. * 4) B / Y
  43672. * 5) thumb rest
  43673. * @param buttonIdx Which button index changed
  43674. * @param state New state of the button
  43675. * @param changes Which properties on the state changed since last frame
  43676. */
  43677. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43678. }
  43679. }
  43680. declare module "babylonjs/Gamepads/Controllers/viveController" {
  43681. import { Scene } from "babylonjs/scene";
  43682. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43683. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43684. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43685. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43686. import { Observable } from "babylonjs/Misc/observable";
  43687. /**
  43688. * Vive Controller
  43689. */
  43690. export class ViveController extends WebVRController {
  43691. /**
  43692. * Base Url for the controller model.
  43693. */
  43694. static MODEL_BASE_URL: string;
  43695. /**
  43696. * File name for the controller model.
  43697. */
  43698. static MODEL_FILENAME: string;
  43699. /**
  43700. * Creates a new ViveController from a gamepad
  43701. * @param vrGamepad the gamepad that the controller should be created from
  43702. */
  43703. constructor(vrGamepad: any);
  43704. /**
  43705. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43706. * @param scene scene in which to add meshes
  43707. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43708. */
  43709. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43710. /**
  43711. * Fired when the left button on this controller is modified
  43712. */
  43713. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43714. /**
  43715. * Fired when the right button on this controller is modified
  43716. */
  43717. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43718. /**
  43719. * Fired when the menu button on this controller is modified
  43720. */
  43721. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43722. /**
  43723. * Called once for each button that changed state since the last frame
  43724. * Vive mapping:
  43725. * 0: touchpad
  43726. * 1: trigger
  43727. * 2: left AND right buttons
  43728. * 3: menu button
  43729. * @param buttonIdx Which button index changed
  43730. * @param state New state of the button
  43731. * @param changes Which properties on the state changed since last frame
  43732. */
  43733. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43734. }
  43735. }
  43736. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  43737. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43738. /**
  43739. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  43740. */
  43741. export class WebXRControllerModelLoader {
  43742. /**
  43743. * Creates the WebXRControllerModelLoader
  43744. * @param input xr input that creates the controllers
  43745. */
  43746. constructor(input: WebXRInput);
  43747. }
  43748. }
  43749. declare module "babylonjs/Cameras/XR/index" {
  43750. export * from "babylonjs/Cameras/XR/webXRCamera";
  43751. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  43752. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43753. export * from "babylonjs/Cameras/XR/webXRInput";
  43754. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  43755. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  43756. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  43757. export * from "babylonjs/Cameras/XR/webXRController";
  43758. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43759. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  43760. }
  43761. declare module "babylonjs/Cameras/RigModes/index" {
  43762. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  43763. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  43764. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  43765. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  43766. }
  43767. declare module "babylonjs/Cameras/index" {
  43768. export * from "babylonjs/Cameras/Inputs/index";
  43769. export * from "babylonjs/Cameras/cameraInputsManager";
  43770. export * from "babylonjs/Cameras/camera";
  43771. export * from "babylonjs/Cameras/targetCamera";
  43772. export * from "babylonjs/Cameras/freeCamera";
  43773. export * from "babylonjs/Cameras/freeCameraInputsManager";
  43774. export * from "babylonjs/Cameras/touchCamera";
  43775. export * from "babylonjs/Cameras/arcRotateCamera";
  43776. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  43777. export * from "babylonjs/Cameras/deviceOrientationCamera";
  43778. export * from "babylonjs/Cameras/flyCamera";
  43779. export * from "babylonjs/Cameras/flyCameraInputsManager";
  43780. export * from "babylonjs/Cameras/followCamera";
  43781. export * from "babylonjs/Cameras/followCameraInputsManager";
  43782. export * from "babylonjs/Cameras/gamepadCamera";
  43783. export * from "babylonjs/Cameras/Stereoscopic/index";
  43784. export * from "babylonjs/Cameras/universalCamera";
  43785. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  43786. export * from "babylonjs/Cameras/VR/index";
  43787. export * from "babylonjs/Cameras/XR/index";
  43788. export * from "babylonjs/Cameras/RigModes/index";
  43789. }
  43790. declare module "babylonjs/Collisions/index" {
  43791. export * from "babylonjs/Collisions/collider";
  43792. export * from "babylonjs/Collisions/collisionCoordinator";
  43793. export * from "babylonjs/Collisions/pickingInfo";
  43794. export * from "babylonjs/Collisions/intersectionInfo";
  43795. export * from "babylonjs/Collisions/meshCollisionData";
  43796. }
  43797. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  43798. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  43799. import { Vector3 } from "babylonjs/Maths/math.vector";
  43800. import { Ray } from "babylonjs/Culling/ray";
  43801. import { Plane } from "babylonjs/Maths/math.plane";
  43802. /**
  43803. * Contains an array of blocks representing the octree
  43804. */
  43805. export interface IOctreeContainer<T> {
  43806. /**
  43807. * Blocks within the octree
  43808. */
  43809. blocks: Array<OctreeBlock<T>>;
  43810. }
  43811. /**
  43812. * Class used to store a cell in an octree
  43813. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43814. */
  43815. export class OctreeBlock<T> {
  43816. /**
  43817. * Gets the content of the current block
  43818. */
  43819. entries: T[];
  43820. /**
  43821. * Gets the list of block children
  43822. */
  43823. blocks: Array<OctreeBlock<T>>;
  43824. private _depth;
  43825. private _maxDepth;
  43826. private _capacity;
  43827. private _minPoint;
  43828. private _maxPoint;
  43829. private _boundingVectors;
  43830. private _creationFunc;
  43831. /**
  43832. * Creates a new block
  43833. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  43834. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  43835. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43836. * @param depth defines the current depth of this block in the octree
  43837. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  43838. * @param creationFunc defines a callback to call when an element is added to the block
  43839. */
  43840. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  43841. /**
  43842. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43843. */
  43844. readonly capacity: number;
  43845. /**
  43846. * Gets the minimum vector (in world space) of the block's bounding box
  43847. */
  43848. readonly minPoint: Vector3;
  43849. /**
  43850. * Gets the maximum vector (in world space) of the block's bounding box
  43851. */
  43852. readonly maxPoint: Vector3;
  43853. /**
  43854. * Add a new element to this block
  43855. * @param entry defines the element to add
  43856. */
  43857. addEntry(entry: T): void;
  43858. /**
  43859. * Remove an element from this block
  43860. * @param entry defines the element to remove
  43861. */
  43862. removeEntry(entry: T): void;
  43863. /**
  43864. * Add an array of elements to this block
  43865. * @param entries defines the array of elements to add
  43866. */
  43867. addEntries(entries: T[]): void;
  43868. /**
  43869. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  43870. * @param frustumPlanes defines the frustum planes to test
  43871. * @param selection defines the array to store current content if selection is positive
  43872. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43873. */
  43874. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43875. /**
  43876. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  43877. * @param sphereCenter defines the bounding sphere center
  43878. * @param sphereRadius defines the bounding sphere radius
  43879. * @param selection defines the array to store current content if selection is positive
  43880. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43881. */
  43882. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43883. /**
  43884. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  43885. * @param ray defines the ray to test with
  43886. * @param selection defines the array to store current content if selection is positive
  43887. */
  43888. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  43889. /**
  43890. * Subdivide the content into child blocks (this block will then be empty)
  43891. */
  43892. createInnerBlocks(): void;
  43893. /**
  43894. * @hidden
  43895. */
  43896. 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;
  43897. }
  43898. }
  43899. declare module "babylonjs/Culling/Octrees/octree" {
  43900. import { SmartArray } from "babylonjs/Misc/smartArray";
  43901. import { Vector3 } from "babylonjs/Maths/math.vector";
  43902. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43903. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43904. import { Ray } from "babylonjs/Culling/ray";
  43905. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  43906. import { Plane } from "babylonjs/Maths/math.plane";
  43907. /**
  43908. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  43909. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43910. */
  43911. export class Octree<T> {
  43912. /** 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.) */
  43913. maxDepth: number;
  43914. /**
  43915. * Blocks within the octree containing objects
  43916. */
  43917. blocks: Array<OctreeBlock<T>>;
  43918. /**
  43919. * Content stored in the octree
  43920. */
  43921. dynamicContent: T[];
  43922. private _maxBlockCapacity;
  43923. private _selectionContent;
  43924. private _creationFunc;
  43925. /**
  43926. * Creates a octree
  43927. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43928. * @param creationFunc function to be used to instatiate the octree
  43929. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  43930. * @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.)
  43931. */
  43932. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  43933. /** 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.) */
  43934. maxDepth?: number);
  43935. /**
  43936. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  43937. * @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);
  43938. * @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);
  43939. * @param entries meshes to be added to the octree blocks
  43940. */
  43941. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  43942. /**
  43943. * Adds a mesh to the octree
  43944. * @param entry Mesh to add to the octree
  43945. */
  43946. addMesh(entry: T): void;
  43947. /**
  43948. * Remove an element from the octree
  43949. * @param entry defines the element to remove
  43950. */
  43951. removeMesh(entry: T): void;
  43952. /**
  43953. * Selects an array of meshes within the frustum
  43954. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  43955. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  43956. * @returns array of meshes within the frustum
  43957. */
  43958. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  43959. /**
  43960. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  43961. * @param sphereCenter defines the bounding sphere center
  43962. * @param sphereRadius defines the bounding sphere radius
  43963. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43964. * @returns an array of objects that intersect the sphere
  43965. */
  43966. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  43967. /**
  43968. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  43969. * @param ray defines the ray to test with
  43970. * @returns array of intersected objects
  43971. */
  43972. intersectsRay(ray: Ray): SmartArray<T>;
  43973. /**
  43974. * Adds a mesh into the octree block if it intersects the block
  43975. */
  43976. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  43977. /**
  43978. * Adds a submesh into the octree block if it intersects the block
  43979. */
  43980. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  43981. }
  43982. }
  43983. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  43984. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  43985. import { Scene } from "babylonjs/scene";
  43986. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43987. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43988. import { Ray } from "babylonjs/Culling/ray";
  43989. import { Octree } from "babylonjs/Culling/Octrees/octree";
  43990. import { Collider } from "babylonjs/Collisions/collider";
  43991. module "babylonjs/scene" {
  43992. interface Scene {
  43993. /**
  43994. * @hidden
  43995. * Backing Filed
  43996. */
  43997. _selectionOctree: Octree<AbstractMesh>;
  43998. /**
  43999. * Gets the octree used to boost mesh selection (picking)
  44000. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44001. */
  44002. selectionOctree: Octree<AbstractMesh>;
  44003. /**
  44004. * Creates or updates the octree used to boost selection (picking)
  44005. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44006. * @param maxCapacity defines the maximum capacity per leaf
  44007. * @param maxDepth defines the maximum depth of the octree
  44008. * @returns an octree of AbstractMesh
  44009. */
  44010. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  44011. }
  44012. }
  44013. module "babylonjs/Meshes/abstractMesh" {
  44014. interface AbstractMesh {
  44015. /**
  44016. * @hidden
  44017. * Backing Field
  44018. */
  44019. _submeshesOctree: Octree<SubMesh>;
  44020. /**
  44021. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  44022. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  44023. * @param maxCapacity defines the maximum size of each block (64 by default)
  44024. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  44025. * @returns the new octree
  44026. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  44027. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44028. */
  44029. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  44030. }
  44031. }
  44032. /**
  44033. * Defines the octree scene component responsible to manage any octrees
  44034. * in a given scene.
  44035. */
  44036. export class OctreeSceneComponent {
  44037. /**
  44038. * The component name help to identify the component in the list of scene components.
  44039. */
  44040. readonly name: string;
  44041. /**
  44042. * The scene the component belongs to.
  44043. */
  44044. scene: Scene;
  44045. /**
  44046. * Indicates if the meshes have been checked to make sure they are isEnabled()
  44047. */
  44048. readonly checksIsEnabled: boolean;
  44049. /**
  44050. * Creates a new instance of the component for the given scene
  44051. * @param scene Defines the scene to register the component in
  44052. */
  44053. constructor(scene: Scene);
  44054. /**
  44055. * Registers the component in a given scene
  44056. */
  44057. register(): void;
  44058. /**
  44059. * Return the list of active meshes
  44060. * @returns the list of active meshes
  44061. */
  44062. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  44063. /**
  44064. * Return the list of active sub meshes
  44065. * @param mesh The mesh to get the candidates sub meshes from
  44066. * @returns the list of active sub meshes
  44067. */
  44068. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  44069. private _tempRay;
  44070. /**
  44071. * Return the list of sub meshes intersecting with a given local ray
  44072. * @param mesh defines the mesh to find the submesh for
  44073. * @param localRay defines the ray in local space
  44074. * @returns the list of intersecting sub meshes
  44075. */
  44076. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  44077. /**
  44078. * Return the list of sub meshes colliding with a collider
  44079. * @param mesh defines the mesh to find the submesh for
  44080. * @param collider defines the collider to evaluate the collision against
  44081. * @returns the list of colliding sub meshes
  44082. */
  44083. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  44084. /**
  44085. * Rebuilds the elements related to this component in case of
  44086. * context lost for instance.
  44087. */
  44088. rebuild(): void;
  44089. /**
  44090. * Disposes the component and the associated ressources.
  44091. */
  44092. dispose(): void;
  44093. }
  44094. }
  44095. declare module "babylonjs/Culling/Octrees/index" {
  44096. export * from "babylonjs/Culling/Octrees/octree";
  44097. export * from "babylonjs/Culling/Octrees/octreeBlock";
  44098. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  44099. }
  44100. declare module "babylonjs/Culling/index" {
  44101. export * from "babylonjs/Culling/boundingBox";
  44102. export * from "babylonjs/Culling/boundingInfo";
  44103. export * from "babylonjs/Culling/boundingSphere";
  44104. export * from "babylonjs/Culling/Octrees/index";
  44105. export * from "babylonjs/Culling/ray";
  44106. }
  44107. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  44108. import { IDisposable, Scene } from "babylonjs/scene";
  44109. import { Nullable } from "babylonjs/types";
  44110. import { Observable } from "babylonjs/Misc/observable";
  44111. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44112. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  44113. import { Camera } from "babylonjs/Cameras/camera";
  44114. /**
  44115. * Renders a layer on top of an existing scene
  44116. */
  44117. export class UtilityLayerRenderer implements IDisposable {
  44118. /** the original scene that will be rendered on top of */
  44119. originalScene: Scene;
  44120. private _pointerCaptures;
  44121. private _lastPointerEvents;
  44122. private static _DefaultUtilityLayer;
  44123. private static _DefaultKeepDepthUtilityLayer;
  44124. private _sharedGizmoLight;
  44125. private _renderCamera;
  44126. /**
  44127. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  44128. * @returns the camera that is used when rendering the utility layer
  44129. */
  44130. getRenderCamera(): Nullable<Camera>;
  44131. /**
  44132. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  44133. * @param cam the camera that should be used when rendering the utility layer
  44134. */
  44135. setRenderCamera(cam: Nullable<Camera>): void;
  44136. /**
  44137. * @hidden
  44138. * Light which used by gizmos to get light shading
  44139. */
  44140. _getSharedGizmoLight(): HemisphericLight;
  44141. /**
  44142. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  44143. */
  44144. pickUtilitySceneFirst: boolean;
  44145. /**
  44146. * 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)
  44147. */
  44148. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  44149. /**
  44150. * 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)
  44151. */
  44152. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  44153. /**
  44154. * The scene that is rendered on top of the original scene
  44155. */
  44156. utilityLayerScene: Scene;
  44157. /**
  44158. * If the utility layer should automatically be rendered on top of existing scene
  44159. */
  44160. shouldRender: boolean;
  44161. /**
  44162. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  44163. */
  44164. onlyCheckPointerDownEvents: boolean;
  44165. /**
  44166. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  44167. */
  44168. processAllEvents: boolean;
  44169. /**
  44170. * Observable raised when the pointer move from the utility layer scene to the main scene
  44171. */
  44172. onPointerOutObservable: Observable<number>;
  44173. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  44174. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  44175. private _afterRenderObserver;
  44176. private _sceneDisposeObserver;
  44177. private _originalPointerObserver;
  44178. /**
  44179. * Instantiates a UtilityLayerRenderer
  44180. * @param originalScene the original scene that will be rendered on top of
  44181. * @param handleEvents boolean indicating if the utility layer should handle events
  44182. */
  44183. constructor(
  44184. /** the original scene that will be rendered on top of */
  44185. originalScene: Scene, handleEvents?: boolean);
  44186. private _notifyObservers;
  44187. /**
  44188. * Renders the utility layers scene on top of the original scene
  44189. */
  44190. render(): void;
  44191. /**
  44192. * Disposes of the renderer
  44193. */
  44194. dispose(): void;
  44195. private _updateCamera;
  44196. }
  44197. }
  44198. declare module "babylonjs/Gizmos/gizmo" {
  44199. import { Nullable } from "babylonjs/types";
  44200. import { IDisposable } from "babylonjs/scene";
  44201. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44202. import { Mesh } from "babylonjs/Meshes/mesh";
  44203. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44204. /**
  44205. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  44206. */
  44207. export class Gizmo implements IDisposable {
  44208. /** The utility layer the gizmo will be added to */
  44209. gizmoLayer: UtilityLayerRenderer;
  44210. /**
  44211. * The root mesh of the gizmo
  44212. */
  44213. _rootMesh: Mesh;
  44214. private _attachedMesh;
  44215. /**
  44216. * Ratio for the scale of the gizmo (Default: 1)
  44217. */
  44218. scaleRatio: number;
  44219. /**
  44220. * If a custom mesh has been set (Default: false)
  44221. */
  44222. protected _customMeshSet: boolean;
  44223. /**
  44224. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  44225. * * When set, interactions will be enabled
  44226. */
  44227. attachedMesh: Nullable<AbstractMesh>;
  44228. /**
  44229. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  44230. * @param mesh The mesh to replace the default mesh of the gizmo
  44231. */
  44232. setCustomMesh(mesh: Mesh): void;
  44233. /**
  44234. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  44235. */
  44236. updateGizmoRotationToMatchAttachedMesh: boolean;
  44237. /**
  44238. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  44239. */
  44240. updateGizmoPositionToMatchAttachedMesh: boolean;
  44241. /**
  44242. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  44243. */
  44244. updateScale: boolean;
  44245. protected _interactionsEnabled: boolean;
  44246. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44247. private _beforeRenderObserver;
  44248. private _tempVector;
  44249. /**
  44250. * Creates a gizmo
  44251. * @param gizmoLayer The utility layer the gizmo will be added to
  44252. */
  44253. constructor(
  44254. /** The utility layer the gizmo will be added to */
  44255. gizmoLayer?: UtilityLayerRenderer);
  44256. /**
  44257. * Updates the gizmo to match the attached mesh's position/rotation
  44258. */
  44259. protected _update(): void;
  44260. /**
  44261. * Disposes of the gizmo
  44262. */
  44263. dispose(): void;
  44264. }
  44265. }
  44266. declare module "babylonjs/Gizmos/planeDragGizmo" {
  44267. import { Observable } from "babylonjs/Misc/observable";
  44268. import { Nullable } from "babylonjs/types";
  44269. import { Vector3 } from "babylonjs/Maths/math.vector";
  44270. import { Color3 } from "babylonjs/Maths/math.color";
  44271. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44272. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44273. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44274. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44275. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44276. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44277. import { Scene } from "babylonjs/scene";
  44278. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44279. /**
  44280. * Single plane drag gizmo
  44281. */
  44282. export class PlaneDragGizmo extends Gizmo {
  44283. /**
  44284. * Drag behavior responsible for the gizmos dragging interactions
  44285. */
  44286. dragBehavior: PointerDragBehavior;
  44287. private _pointerObserver;
  44288. /**
  44289. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44290. */
  44291. snapDistance: number;
  44292. /**
  44293. * Event that fires each time the gizmo snaps to a new location.
  44294. * * snapDistance is the the change in distance
  44295. */
  44296. onSnapObservable: Observable<{
  44297. snapDistance: number;
  44298. }>;
  44299. private _plane;
  44300. private _coloredMaterial;
  44301. private _hoverMaterial;
  44302. private _isEnabled;
  44303. private _parent;
  44304. /** @hidden */
  44305. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  44306. /** @hidden */
  44307. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44308. /**
  44309. * Creates a PlaneDragGizmo
  44310. * @param gizmoLayer The utility layer the gizmo will be added to
  44311. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  44312. * @param color The color of the gizmo
  44313. */
  44314. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44315. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44316. /**
  44317. * If the gizmo is enabled
  44318. */
  44319. isEnabled: boolean;
  44320. /**
  44321. * Disposes of the gizmo
  44322. */
  44323. dispose(): void;
  44324. }
  44325. }
  44326. declare module "babylonjs/Gizmos/positionGizmo" {
  44327. import { Observable } from "babylonjs/Misc/observable";
  44328. import { Nullable } from "babylonjs/types";
  44329. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44330. import { Mesh } from "babylonjs/Meshes/mesh";
  44331. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44332. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  44333. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  44334. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44335. /**
  44336. * Gizmo that enables dragging a mesh along 3 axis
  44337. */
  44338. export class PositionGizmo extends Gizmo {
  44339. /**
  44340. * Internal gizmo used for interactions on the x axis
  44341. */
  44342. xGizmo: AxisDragGizmo;
  44343. /**
  44344. * Internal gizmo used for interactions on the y axis
  44345. */
  44346. yGizmo: AxisDragGizmo;
  44347. /**
  44348. * Internal gizmo used for interactions on the z axis
  44349. */
  44350. zGizmo: AxisDragGizmo;
  44351. /**
  44352. * Internal gizmo used for interactions on the yz plane
  44353. */
  44354. xPlaneGizmo: PlaneDragGizmo;
  44355. /**
  44356. * Internal gizmo used for interactions on the xz plane
  44357. */
  44358. yPlaneGizmo: PlaneDragGizmo;
  44359. /**
  44360. * Internal gizmo used for interactions on the xy plane
  44361. */
  44362. zPlaneGizmo: PlaneDragGizmo;
  44363. /**
  44364. * private variables
  44365. */
  44366. private _meshAttached;
  44367. private _updateGizmoRotationToMatchAttachedMesh;
  44368. private _snapDistance;
  44369. private _scaleRatio;
  44370. /** Fires an event when any of it's sub gizmos are dragged */
  44371. onDragStartObservable: Observable<unknown>;
  44372. /** Fires an event when any of it's sub gizmos are released from dragging */
  44373. onDragEndObservable: Observable<unknown>;
  44374. /**
  44375. * If set to true, planar drag is enabled
  44376. */
  44377. private _planarGizmoEnabled;
  44378. attachedMesh: Nullable<AbstractMesh>;
  44379. /**
  44380. * Creates a PositionGizmo
  44381. * @param gizmoLayer The utility layer the gizmo will be added to
  44382. */
  44383. constructor(gizmoLayer?: UtilityLayerRenderer);
  44384. /**
  44385. * If the planar drag gizmo is enabled
  44386. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  44387. */
  44388. planarGizmoEnabled: boolean;
  44389. updateGizmoRotationToMatchAttachedMesh: boolean;
  44390. /**
  44391. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44392. */
  44393. snapDistance: number;
  44394. /**
  44395. * Ratio for the scale of the gizmo (Default: 1)
  44396. */
  44397. scaleRatio: number;
  44398. /**
  44399. * Disposes of the gizmo
  44400. */
  44401. dispose(): void;
  44402. /**
  44403. * CustomMeshes are not supported by this gizmo
  44404. * @param mesh The mesh to replace the default mesh of the gizmo
  44405. */
  44406. setCustomMesh(mesh: Mesh): void;
  44407. }
  44408. }
  44409. declare module "babylonjs/Gizmos/axisDragGizmo" {
  44410. import { Observable } from "babylonjs/Misc/observable";
  44411. import { Nullable } from "babylonjs/types";
  44412. import { Vector3 } from "babylonjs/Maths/math.vector";
  44413. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44414. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44415. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44416. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44417. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44418. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44419. import { Scene } from "babylonjs/scene";
  44420. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44421. import { Color3 } from "babylonjs/Maths/math.color";
  44422. /**
  44423. * Single axis drag gizmo
  44424. */
  44425. export class AxisDragGizmo extends Gizmo {
  44426. /**
  44427. * Drag behavior responsible for the gizmos dragging interactions
  44428. */
  44429. dragBehavior: PointerDragBehavior;
  44430. private _pointerObserver;
  44431. /**
  44432. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44433. */
  44434. snapDistance: number;
  44435. /**
  44436. * Event that fires each time the gizmo snaps to a new location.
  44437. * * snapDistance is the the change in distance
  44438. */
  44439. onSnapObservable: Observable<{
  44440. snapDistance: number;
  44441. }>;
  44442. private _isEnabled;
  44443. private _parent;
  44444. private _arrow;
  44445. private _coloredMaterial;
  44446. private _hoverMaterial;
  44447. /** @hidden */
  44448. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  44449. /** @hidden */
  44450. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44451. /**
  44452. * Creates an AxisDragGizmo
  44453. * @param gizmoLayer The utility layer the gizmo will be added to
  44454. * @param dragAxis The axis which the gizmo will be able to drag on
  44455. * @param color The color of the gizmo
  44456. */
  44457. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44458. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44459. /**
  44460. * If the gizmo is enabled
  44461. */
  44462. isEnabled: boolean;
  44463. /**
  44464. * Disposes of the gizmo
  44465. */
  44466. dispose(): void;
  44467. }
  44468. }
  44469. declare module "babylonjs/Debug/axesViewer" {
  44470. import { Vector3 } from "babylonjs/Maths/math.vector";
  44471. import { Nullable } from "babylonjs/types";
  44472. import { Scene } from "babylonjs/scene";
  44473. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44474. /**
  44475. * The Axes viewer will show 3 axes in a specific point in space
  44476. */
  44477. export class AxesViewer {
  44478. private _xAxis;
  44479. private _yAxis;
  44480. private _zAxis;
  44481. private _scaleLinesFactor;
  44482. private _instanced;
  44483. /**
  44484. * Gets the hosting scene
  44485. */
  44486. scene: Scene;
  44487. /**
  44488. * Gets or sets a number used to scale line length
  44489. */
  44490. scaleLines: number;
  44491. /** Gets the node hierarchy used to render x-axis */
  44492. readonly xAxis: TransformNode;
  44493. /** Gets the node hierarchy used to render y-axis */
  44494. readonly yAxis: TransformNode;
  44495. /** Gets the node hierarchy used to render z-axis */
  44496. readonly zAxis: TransformNode;
  44497. /**
  44498. * Creates a new AxesViewer
  44499. * @param scene defines the hosting scene
  44500. * @param scaleLines defines a number used to scale line length (1 by default)
  44501. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  44502. * @param xAxis defines the node hierarchy used to render the x-axis
  44503. * @param yAxis defines the node hierarchy used to render the y-axis
  44504. * @param zAxis defines the node hierarchy used to render the z-axis
  44505. */
  44506. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  44507. /**
  44508. * Force the viewer to update
  44509. * @param position defines the position of the viewer
  44510. * @param xaxis defines the x axis of the viewer
  44511. * @param yaxis defines the y axis of the viewer
  44512. * @param zaxis defines the z axis of the viewer
  44513. */
  44514. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  44515. /**
  44516. * Creates an instance of this axes viewer.
  44517. * @returns a new axes viewer with instanced meshes
  44518. */
  44519. createInstance(): AxesViewer;
  44520. /** Releases resources */
  44521. dispose(): void;
  44522. private static _SetRenderingGroupId;
  44523. }
  44524. }
  44525. declare module "babylonjs/Debug/boneAxesViewer" {
  44526. import { Nullable } from "babylonjs/types";
  44527. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  44528. import { Vector3 } from "babylonjs/Maths/math.vector";
  44529. import { Mesh } from "babylonjs/Meshes/mesh";
  44530. import { Bone } from "babylonjs/Bones/bone";
  44531. import { Scene } from "babylonjs/scene";
  44532. /**
  44533. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  44534. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  44535. */
  44536. export class BoneAxesViewer extends AxesViewer {
  44537. /**
  44538. * Gets or sets the target mesh where to display the axes viewer
  44539. */
  44540. mesh: Nullable<Mesh>;
  44541. /**
  44542. * Gets or sets the target bone where to display the axes viewer
  44543. */
  44544. bone: Nullable<Bone>;
  44545. /** Gets current position */
  44546. pos: Vector3;
  44547. /** Gets direction of X axis */
  44548. xaxis: Vector3;
  44549. /** Gets direction of Y axis */
  44550. yaxis: Vector3;
  44551. /** Gets direction of Z axis */
  44552. zaxis: Vector3;
  44553. /**
  44554. * Creates a new BoneAxesViewer
  44555. * @param scene defines the hosting scene
  44556. * @param bone defines the target bone
  44557. * @param mesh defines the target mesh
  44558. * @param scaleLines defines a scaling factor for line length (1 by default)
  44559. */
  44560. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  44561. /**
  44562. * Force the viewer to update
  44563. */
  44564. update(): void;
  44565. /** Releases resources */
  44566. dispose(): void;
  44567. }
  44568. }
  44569. declare module "babylonjs/Debug/debugLayer" {
  44570. import { Scene } from "babylonjs/scene";
  44571. /**
  44572. * Interface used to define scene explorer extensibility option
  44573. */
  44574. export interface IExplorerExtensibilityOption {
  44575. /**
  44576. * Define the option label
  44577. */
  44578. label: string;
  44579. /**
  44580. * Defines the action to execute on click
  44581. */
  44582. action: (entity: any) => void;
  44583. }
  44584. /**
  44585. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  44586. */
  44587. export interface IExplorerExtensibilityGroup {
  44588. /**
  44589. * Defines a predicate to test if a given type mut be extended
  44590. */
  44591. predicate: (entity: any) => boolean;
  44592. /**
  44593. * Gets the list of options added to a type
  44594. */
  44595. entries: IExplorerExtensibilityOption[];
  44596. }
  44597. /**
  44598. * Interface used to define the options to use to create the Inspector
  44599. */
  44600. export interface IInspectorOptions {
  44601. /**
  44602. * Display in overlay mode (default: false)
  44603. */
  44604. overlay?: boolean;
  44605. /**
  44606. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  44607. */
  44608. globalRoot?: HTMLElement;
  44609. /**
  44610. * Display the Scene explorer
  44611. */
  44612. showExplorer?: boolean;
  44613. /**
  44614. * Display the property inspector
  44615. */
  44616. showInspector?: boolean;
  44617. /**
  44618. * Display in embed mode (both panes on the right)
  44619. */
  44620. embedMode?: boolean;
  44621. /**
  44622. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  44623. */
  44624. handleResize?: boolean;
  44625. /**
  44626. * Allow the panes to popup (default: true)
  44627. */
  44628. enablePopup?: boolean;
  44629. /**
  44630. * Allow the panes to be closed by users (default: true)
  44631. */
  44632. enableClose?: boolean;
  44633. /**
  44634. * Optional list of extensibility entries
  44635. */
  44636. explorerExtensibility?: IExplorerExtensibilityGroup[];
  44637. /**
  44638. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  44639. */
  44640. inspectorURL?: string;
  44641. }
  44642. module "babylonjs/scene" {
  44643. interface Scene {
  44644. /**
  44645. * @hidden
  44646. * Backing field
  44647. */
  44648. _debugLayer: DebugLayer;
  44649. /**
  44650. * Gets the debug layer (aka Inspector) associated with the scene
  44651. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44652. */
  44653. debugLayer: DebugLayer;
  44654. }
  44655. }
  44656. /**
  44657. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44658. * what is happening in your scene
  44659. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44660. */
  44661. export class DebugLayer {
  44662. /**
  44663. * Define the url to get the inspector script from.
  44664. * By default it uses the babylonjs CDN.
  44665. * @ignoreNaming
  44666. */
  44667. static InspectorURL: string;
  44668. private _scene;
  44669. private BJSINSPECTOR;
  44670. private _onPropertyChangedObservable?;
  44671. /**
  44672. * Observable triggered when a property is changed through the inspector.
  44673. */
  44674. readonly onPropertyChangedObservable: any;
  44675. /**
  44676. * Instantiates a new debug layer.
  44677. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44678. * what is happening in your scene
  44679. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44680. * @param scene Defines the scene to inspect
  44681. */
  44682. constructor(scene: Scene);
  44683. /** Creates the inspector window. */
  44684. private _createInspector;
  44685. /**
  44686. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  44687. * @param entity defines the entity to select
  44688. * @param lineContainerTitle defines the specific block to highlight
  44689. */
  44690. select(entity: any, lineContainerTitle?: string): void;
  44691. /** Get the inspector from bundle or global */
  44692. private _getGlobalInspector;
  44693. /**
  44694. * Get if the inspector is visible or not.
  44695. * @returns true if visible otherwise, false
  44696. */
  44697. isVisible(): boolean;
  44698. /**
  44699. * Hide the inspector and close its window.
  44700. */
  44701. hide(): void;
  44702. /**
  44703. * Launch the debugLayer.
  44704. * @param config Define the configuration of the inspector
  44705. * @return a promise fulfilled when the debug layer is visible
  44706. */
  44707. show(config?: IInspectorOptions): Promise<DebugLayer>;
  44708. }
  44709. }
  44710. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  44711. import { Nullable } from "babylonjs/types";
  44712. import { Scene } from "babylonjs/scene";
  44713. import { Vector4 } from "babylonjs/Maths/math.vector";
  44714. import { Color4 } from "babylonjs/Maths/math.color";
  44715. import { Mesh } from "babylonjs/Meshes/mesh";
  44716. /**
  44717. * Class containing static functions to help procedurally build meshes
  44718. */
  44719. export class BoxBuilder {
  44720. /**
  44721. * Creates a box mesh
  44722. * * The parameter `size` sets the size (float) of each box side (default 1)
  44723. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  44724. * * 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)
  44725. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  44726. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44727. * * If you create a double-sided mesh, you can choose what parts of 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
  44728. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44729. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  44730. * @param name defines the name of the mesh
  44731. * @param options defines the options used to create the mesh
  44732. * @param scene defines the hosting scene
  44733. * @returns the box mesh
  44734. */
  44735. static CreateBox(name: string, options: {
  44736. size?: number;
  44737. width?: number;
  44738. height?: number;
  44739. depth?: number;
  44740. faceUV?: Vector4[];
  44741. faceColors?: Color4[];
  44742. sideOrientation?: number;
  44743. frontUVs?: Vector4;
  44744. backUVs?: Vector4;
  44745. wrap?: boolean;
  44746. topBaseAt?: number;
  44747. bottomBaseAt?: number;
  44748. updatable?: boolean;
  44749. }, scene?: Nullable<Scene>): Mesh;
  44750. }
  44751. }
  44752. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  44753. import { Vector4 } from "babylonjs/Maths/math.vector";
  44754. import { Mesh } from "babylonjs/Meshes/mesh";
  44755. import { Scene } from "babylonjs/scene";
  44756. import { Nullable } from "babylonjs/types";
  44757. /**
  44758. * Class containing static functions to help procedurally build meshes
  44759. */
  44760. export class SphereBuilder {
  44761. /**
  44762. * Creates a sphere mesh
  44763. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  44764. * * 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`)
  44765. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  44766. * * 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
  44767. * * 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)
  44768. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44769. * * If you create a double-sided mesh, you can choose what parts of 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
  44770. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44771. * @param name defines the name of the mesh
  44772. * @param options defines the options used to create the mesh
  44773. * @param scene defines the hosting scene
  44774. * @returns the sphere mesh
  44775. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  44776. */
  44777. static CreateSphere(name: string, options: {
  44778. segments?: number;
  44779. diameter?: number;
  44780. diameterX?: number;
  44781. diameterY?: number;
  44782. diameterZ?: number;
  44783. arc?: number;
  44784. slice?: number;
  44785. sideOrientation?: number;
  44786. frontUVs?: Vector4;
  44787. backUVs?: Vector4;
  44788. updatable?: boolean;
  44789. }, scene?: Nullable<Scene>): Mesh;
  44790. }
  44791. }
  44792. declare module "babylonjs/Debug/physicsViewer" {
  44793. import { Nullable } from "babylonjs/types";
  44794. import { Scene } from "babylonjs/scene";
  44795. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44796. import { Mesh } from "babylonjs/Meshes/mesh";
  44797. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  44798. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  44799. /**
  44800. * Used to show the physics impostor around the specific mesh
  44801. */
  44802. export class PhysicsViewer {
  44803. /** @hidden */
  44804. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  44805. /** @hidden */
  44806. protected _meshes: Array<Nullable<AbstractMesh>>;
  44807. /** @hidden */
  44808. protected _scene: Nullable<Scene>;
  44809. /** @hidden */
  44810. protected _numMeshes: number;
  44811. /** @hidden */
  44812. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  44813. private _renderFunction;
  44814. private _utilityLayer;
  44815. private _debugBoxMesh;
  44816. private _debugSphereMesh;
  44817. private _debugCylinderMesh;
  44818. private _debugMaterial;
  44819. private _debugMeshMeshes;
  44820. /**
  44821. * Creates a new PhysicsViewer
  44822. * @param scene defines the hosting scene
  44823. */
  44824. constructor(scene: Scene);
  44825. /** @hidden */
  44826. protected _updateDebugMeshes(): void;
  44827. /**
  44828. * Renders a specified physic impostor
  44829. * @param impostor defines the impostor to render
  44830. * @param targetMesh defines the mesh represented by the impostor
  44831. * @returns the new debug mesh used to render the impostor
  44832. */
  44833. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  44834. /**
  44835. * Hides a specified physic impostor
  44836. * @param impostor defines the impostor to hide
  44837. */
  44838. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  44839. private _getDebugMaterial;
  44840. private _getDebugBoxMesh;
  44841. private _getDebugSphereMesh;
  44842. private _getDebugCylinderMesh;
  44843. private _getDebugMeshMesh;
  44844. private _getDebugMesh;
  44845. /** Releases all resources */
  44846. dispose(): void;
  44847. }
  44848. }
  44849. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  44850. import { Vector3 } from "babylonjs/Maths/math.vector";
  44851. import { Color4 } from "babylonjs/Maths/math.color";
  44852. import { Nullable } from "babylonjs/types";
  44853. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44854. import { Scene } from "babylonjs/scene";
  44855. /**
  44856. * Class containing static functions to help procedurally build meshes
  44857. */
  44858. export class LinesBuilder {
  44859. /**
  44860. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  44861. * * 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
  44862. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  44863. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  44864. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  44865. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  44866. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  44867. * * 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
  44868. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  44869. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44870. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  44871. * @param name defines the name of the new line system
  44872. * @param options defines the options used to create the line system
  44873. * @param scene defines the hosting scene
  44874. * @returns a new line system mesh
  44875. */
  44876. static CreateLineSystem(name: string, options: {
  44877. lines: Vector3[][];
  44878. updatable?: boolean;
  44879. instance?: Nullable<LinesMesh>;
  44880. colors?: Nullable<Color4[][]>;
  44881. useVertexAlpha?: boolean;
  44882. }, scene: Nullable<Scene>): LinesMesh;
  44883. /**
  44884. * Creates a line mesh
  44885. * 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
  44886. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44887. * * The parameter `points` is an array successive Vector3
  44888. * * 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
  44889. * * The optional parameter `colors` is an array of successive Color4, one per line point
  44890. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  44891. * * When updating an instance, remember that only point positions can change, not the number of points
  44892. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44893. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  44894. * @param name defines the name of the new line system
  44895. * @param options defines the options used to create the line system
  44896. * @param scene defines the hosting scene
  44897. * @returns a new line mesh
  44898. */
  44899. static CreateLines(name: string, options: {
  44900. points: Vector3[];
  44901. updatable?: boolean;
  44902. instance?: Nullable<LinesMesh>;
  44903. colors?: Color4[];
  44904. useVertexAlpha?: boolean;
  44905. }, scene?: Nullable<Scene>): LinesMesh;
  44906. /**
  44907. * Creates a dashed line mesh
  44908. * * 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
  44909. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44910. * * The parameter `points` is an array successive Vector3
  44911. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  44912. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  44913. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  44914. * * 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
  44915. * * When updating an instance, remember that only point positions can change, not the number of points
  44916. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44917. * @param name defines the name of the mesh
  44918. * @param options defines the options used to create the mesh
  44919. * @param scene defines the hosting scene
  44920. * @returns the dashed line mesh
  44921. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  44922. */
  44923. static CreateDashedLines(name: string, options: {
  44924. points: Vector3[];
  44925. dashSize?: number;
  44926. gapSize?: number;
  44927. dashNb?: number;
  44928. updatable?: boolean;
  44929. instance?: LinesMesh;
  44930. }, scene?: Nullable<Scene>): LinesMesh;
  44931. }
  44932. }
  44933. declare module "babylonjs/Debug/rayHelper" {
  44934. import { Nullable } from "babylonjs/types";
  44935. import { Ray } from "babylonjs/Culling/ray";
  44936. import { Vector3 } from "babylonjs/Maths/math.vector";
  44937. import { Color3 } from "babylonjs/Maths/math.color";
  44938. import { Scene } from "babylonjs/scene";
  44939. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44940. import "babylonjs/Meshes/Builders/linesBuilder";
  44941. /**
  44942. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44943. * in order to better appreciate the issue one might have.
  44944. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44945. */
  44946. export class RayHelper {
  44947. /**
  44948. * Defines the ray we are currently tryin to visualize.
  44949. */
  44950. ray: Nullable<Ray>;
  44951. private _renderPoints;
  44952. private _renderLine;
  44953. private _renderFunction;
  44954. private _scene;
  44955. private _updateToMeshFunction;
  44956. private _attachedToMesh;
  44957. private _meshSpaceDirection;
  44958. private _meshSpaceOrigin;
  44959. /**
  44960. * Helper function to create a colored helper in a scene in one line.
  44961. * @param ray Defines the ray we are currently tryin to visualize
  44962. * @param scene Defines the scene the ray is used in
  44963. * @param color Defines the color we want to see the ray in
  44964. * @returns The newly created ray helper.
  44965. */
  44966. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  44967. /**
  44968. * Instantiate a new ray helper.
  44969. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44970. * in order to better appreciate the issue one might have.
  44971. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44972. * @param ray Defines the ray we are currently tryin to visualize
  44973. */
  44974. constructor(ray: Ray);
  44975. /**
  44976. * Shows the ray we are willing to debug.
  44977. * @param scene Defines the scene the ray needs to be rendered in
  44978. * @param color Defines the color the ray needs to be rendered in
  44979. */
  44980. show(scene: Scene, color?: Color3): void;
  44981. /**
  44982. * Hides the ray we are debugging.
  44983. */
  44984. hide(): void;
  44985. private _render;
  44986. /**
  44987. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  44988. * @param mesh Defines the mesh we want the helper attached to
  44989. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  44990. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  44991. * @param length Defines the length of the ray
  44992. */
  44993. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  44994. /**
  44995. * Detach the ray helper from the mesh it has previously been attached to.
  44996. */
  44997. detachFromMesh(): void;
  44998. private _updateToMesh;
  44999. /**
  45000. * Dispose the helper and release its associated resources.
  45001. */
  45002. dispose(): void;
  45003. }
  45004. }
  45005. declare module "babylonjs/Debug/skeletonViewer" {
  45006. import { Color3 } from "babylonjs/Maths/math.color";
  45007. import { Scene } from "babylonjs/scene";
  45008. import { Nullable } from "babylonjs/types";
  45009. import { Skeleton } from "babylonjs/Bones/skeleton";
  45010. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45011. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45012. /**
  45013. * Class used to render a debug view of a given skeleton
  45014. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  45015. */
  45016. export class SkeletonViewer {
  45017. /** defines the skeleton to render */
  45018. skeleton: Skeleton;
  45019. /** defines the mesh attached to the skeleton */
  45020. mesh: AbstractMesh;
  45021. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45022. autoUpdateBonesMatrices: boolean;
  45023. /** defines the rendering group id to use with the viewer */
  45024. renderingGroupId: number;
  45025. /** Gets or sets the color used to render the skeleton */
  45026. color: Color3;
  45027. private _scene;
  45028. private _debugLines;
  45029. private _debugMesh;
  45030. private _isEnabled;
  45031. private _renderFunction;
  45032. private _utilityLayer;
  45033. /**
  45034. * Returns the mesh used to render the bones
  45035. */
  45036. readonly debugMesh: Nullable<LinesMesh>;
  45037. /**
  45038. * Creates a new SkeletonViewer
  45039. * @param skeleton defines the skeleton to render
  45040. * @param mesh defines the mesh attached to the skeleton
  45041. * @param scene defines the hosting scene
  45042. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  45043. * @param renderingGroupId defines the rendering group id to use with the viewer
  45044. */
  45045. constructor(
  45046. /** defines the skeleton to render */
  45047. skeleton: Skeleton,
  45048. /** defines the mesh attached to the skeleton */
  45049. mesh: AbstractMesh, scene: Scene,
  45050. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45051. autoUpdateBonesMatrices?: boolean,
  45052. /** defines the rendering group id to use with the viewer */
  45053. renderingGroupId?: number);
  45054. /** Gets or sets a boolean indicating if the viewer is enabled */
  45055. isEnabled: boolean;
  45056. private _getBonePosition;
  45057. private _getLinesForBonesWithLength;
  45058. private _getLinesForBonesNoLength;
  45059. /** Update the viewer to sync with current skeleton state */
  45060. update(): void;
  45061. /** Release associated resources */
  45062. dispose(): void;
  45063. }
  45064. }
  45065. declare module "babylonjs/Debug/index" {
  45066. export * from "babylonjs/Debug/axesViewer";
  45067. export * from "babylonjs/Debug/boneAxesViewer";
  45068. export * from "babylonjs/Debug/debugLayer";
  45069. export * from "babylonjs/Debug/physicsViewer";
  45070. export * from "babylonjs/Debug/rayHelper";
  45071. export * from "babylonjs/Debug/skeletonViewer";
  45072. }
  45073. declare module "babylonjs/Engines/nullEngine" {
  45074. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  45075. import { Scene } from "babylonjs/scene";
  45076. import { Engine } from "babylonjs/Engines/engine";
  45077. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  45078. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  45079. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45080. import { Effect } from "babylonjs/Materials/effect";
  45081. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  45082. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45083. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  45084. /**
  45085. * Options to create the null engine
  45086. */
  45087. export class NullEngineOptions {
  45088. /**
  45089. * Render width (Default: 512)
  45090. */
  45091. renderWidth: number;
  45092. /**
  45093. * Render height (Default: 256)
  45094. */
  45095. renderHeight: number;
  45096. /**
  45097. * Texture size (Default: 512)
  45098. */
  45099. textureSize: number;
  45100. /**
  45101. * If delta time between frames should be constant
  45102. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45103. */
  45104. deterministicLockstep: boolean;
  45105. /**
  45106. * Maximum about of steps between frames (Default: 4)
  45107. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45108. */
  45109. lockstepMaxSteps: number;
  45110. }
  45111. /**
  45112. * The null engine class provides support for headless version of babylon.js.
  45113. * This can be used in server side scenario or for testing purposes
  45114. */
  45115. export class NullEngine extends Engine {
  45116. private _options;
  45117. /**
  45118. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45119. */
  45120. isDeterministicLockStep(): boolean;
  45121. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  45122. getLockstepMaxSteps(): number;
  45123. /**
  45124. * Sets hardware scaling, used to save performance if needed
  45125. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  45126. */
  45127. getHardwareScalingLevel(): number;
  45128. constructor(options?: NullEngineOptions);
  45129. createVertexBuffer(vertices: FloatArray): DataBuffer;
  45130. createIndexBuffer(indices: IndicesArray): DataBuffer;
  45131. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  45132. getRenderWidth(useScreen?: boolean): number;
  45133. getRenderHeight(useScreen?: boolean): number;
  45134. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  45135. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  45136. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  45137. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  45138. bindSamplers(effect: Effect): void;
  45139. enableEffect(effect: Effect): void;
  45140. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  45141. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  45142. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  45143. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  45144. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  45145. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  45146. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  45147. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  45148. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  45149. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  45150. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  45151. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  45152. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  45153. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  45154. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45155. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45156. setFloat(uniform: WebGLUniformLocation, value: number): void;
  45157. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  45158. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  45159. setBool(uniform: WebGLUniformLocation, bool: number): void;
  45160. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  45161. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  45162. bindBuffers(vertexBuffers: {
  45163. [key: string]: VertexBuffer;
  45164. }, indexBuffer: DataBuffer, effect: Effect): void;
  45165. wipeCaches(bruteForce?: boolean): void;
  45166. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  45167. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  45168. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  45169. /** @hidden */
  45170. _createTexture(): WebGLTexture;
  45171. /** @hidden */
  45172. _releaseTexture(texture: InternalTexture): void;
  45173. 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;
  45174. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  45175. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  45176. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  45177. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  45178. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  45179. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  45180. areAllEffectsReady(): boolean;
  45181. /**
  45182. * @hidden
  45183. * Get the current error code of the webGL context
  45184. * @returns the error code
  45185. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  45186. */
  45187. getError(): number;
  45188. /** @hidden */
  45189. _getUnpackAlignement(): number;
  45190. /** @hidden */
  45191. _unpackFlipY(value: boolean): void;
  45192. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  45193. /**
  45194. * Updates a dynamic vertex buffer.
  45195. * @param vertexBuffer the vertex buffer to update
  45196. * @param data the data used to update the vertex buffer
  45197. * @param byteOffset the byte offset of the data (optional)
  45198. * @param byteLength the byte length of the data (optional)
  45199. */
  45200. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  45201. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  45202. /** @hidden */
  45203. _bindTexture(channel: number, texture: InternalTexture): void;
  45204. protected _deleteBuffer(buffer: WebGLBuffer): void;
  45205. releaseEffects(): void;
  45206. displayLoadingUI(): void;
  45207. hideLoadingUI(): void;
  45208. /** @hidden */
  45209. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45210. /** @hidden */
  45211. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45212. /** @hidden */
  45213. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45214. /** @hidden */
  45215. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  45216. }
  45217. }
  45218. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  45219. import { Nullable, int } from "babylonjs/types";
  45220. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  45221. /** @hidden */
  45222. export class _OcclusionDataStorage {
  45223. /** @hidden */
  45224. occlusionInternalRetryCounter: number;
  45225. /** @hidden */
  45226. isOcclusionQueryInProgress: boolean;
  45227. /** @hidden */
  45228. isOccluded: boolean;
  45229. /** @hidden */
  45230. occlusionRetryCount: number;
  45231. /** @hidden */
  45232. occlusionType: number;
  45233. /** @hidden */
  45234. occlusionQueryAlgorithmType: number;
  45235. }
  45236. module "babylonjs/Engines/engine" {
  45237. interface Engine {
  45238. /**
  45239. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  45240. * @return the new query
  45241. */
  45242. createQuery(): WebGLQuery;
  45243. /**
  45244. * Delete and release a webGL query
  45245. * @param query defines the query to delete
  45246. * @return the current engine
  45247. */
  45248. deleteQuery(query: WebGLQuery): Engine;
  45249. /**
  45250. * Check if a given query has resolved and got its value
  45251. * @param query defines the query to check
  45252. * @returns true if the query got its value
  45253. */
  45254. isQueryResultAvailable(query: WebGLQuery): boolean;
  45255. /**
  45256. * Gets the value of a given query
  45257. * @param query defines the query to check
  45258. * @returns the value of the query
  45259. */
  45260. getQueryResult(query: WebGLQuery): number;
  45261. /**
  45262. * Initiates an occlusion query
  45263. * @param algorithmType defines the algorithm to use
  45264. * @param query defines the query to use
  45265. * @returns the current engine
  45266. * @see http://doc.babylonjs.com/features/occlusionquery
  45267. */
  45268. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  45269. /**
  45270. * Ends an occlusion query
  45271. * @see http://doc.babylonjs.com/features/occlusionquery
  45272. * @param algorithmType defines the algorithm to use
  45273. * @returns the current engine
  45274. */
  45275. endOcclusionQuery(algorithmType: number): Engine;
  45276. /**
  45277. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  45278. * Please note that only one query can be issued at a time
  45279. * @returns a time token used to track the time span
  45280. */
  45281. startTimeQuery(): Nullable<_TimeToken>;
  45282. /**
  45283. * Ends a time query
  45284. * @param token defines the token used to measure the time span
  45285. * @returns the time spent (in ns)
  45286. */
  45287. endTimeQuery(token: _TimeToken): int;
  45288. /** @hidden */
  45289. _currentNonTimestampToken: Nullable<_TimeToken>;
  45290. /** @hidden */
  45291. _createTimeQuery(): WebGLQuery;
  45292. /** @hidden */
  45293. _deleteTimeQuery(query: WebGLQuery): void;
  45294. /** @hidden */
  45295. _getGlAlgorithmType(algorithmType: number): number;
  45296. /** @hidden */
  45297. _getTimeQueryResult(query: WebGLQuery): any;
  45298. /** @hidden */
  45299. _getTimeQueryAvailability(query: WebGLQuery): any;
  45300. }
  45301. }
  45302. module "babylonjs/Meshes/abstractMesh" {
  45303. interface AbstractMesh {
  45304. /**
  45305. * Backing filed
  45306. * @hidden
  45307. */
  45308. __occlusionDataStorage: _OcclusionDataStorage;
  45309. /**
  45310. * Access property
  45311. * @hidden
  45312. */
  45313. _occlusionDataStorage: _OcclusionDataStorage;
  45314. /**
  45315. * 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.
  45316. * The default value is -1 which means don't break the query and wait till the result
  45317. * @see http://doc.babylonjs.com/features/occlusionquery
  45318. */
  45319. occlusionRetryCount: number;
  45320. /**
  45321. * 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:
  45322. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  45323. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  45324. * * 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.
  45325. * @see http://doc.babylonjs.com/features/occlusionquery
  45326. */
  45327. occlusionType: number;
  45328. /**
  45329. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  45330. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  45331. * * 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.
  45332. * @see http://doc.babylonjs.com/features/occlusionquery
  45333. */
  45334. occlusionQueryAlgorithmType: number;
  45335. /**
  45336. * 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
  45337. * @see http://doc.babylonjs.com/features/occlusionquery
  45338. */
  45339. isOccluded: boolean;
  45340. /**
  45341. * Flag to check the progress status of the query
  45342. * @see http://doc.babylonjs.com/features/occlusionquery
  45343. */
  45344. isOcclusionQueryInProgress: boolean;
  45345. }
  45346. }
  45347. }
  45348. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  45349. import { Nullable } from "babylonjs/types";
  45350. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45351. /** @hidden */
  45352. export var _forceTransformFeedbackToBundle: boolean;
  45353. module "babylonjs/Engines/engine" {
  45354. interface Engine {
  45355. /**
  45356. * Creates a webGL transform feedback object
  45357. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  45358. * @returns the webGL transform feedback object
  45359. */
  45360. createTransformFeedback(): WebGLTransformFeedback;
  45361. /**
  45362. * Delete a webGL transform feedback object
  45363. * @param value defines the webGL transform feedback object to delete
  45364. */
  45365. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  45366. /**
  45367. * Bind a webGL transform feedback object to the webgl context
  45368. * @param value defines the webGL transform feedback object to bind
  45369. */
  45370. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  45371. /**
  45372. * Begins a transform feedback operation
  45373. * @param usePoints defines if points or triangles must be used
  45374. */
  45375. beginTransformFeedback(usePoints: boolean): void;
  45376. /**
  45377. * Ends a transform feedback operation
  45378. */
  45379. endTransformFeedback(): void;
  45380. /**
  45381. * Specify the varyings to use with transform feedback
  45382. * @param program defines the associated webGL program
  45383. * @param value defines the list of strings representing the varying names
  45384. */
  45385. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  45386. /**
  45387. * Bind a webGL buffer for a transform feedback operation
  45388. * @param value defines the webGL buffer to bind
  45389. */
  45390. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  45391. }
  45392. }
  45393. }
  45394. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  45395. import { Scene } from "babylonjs/scene";
  45396. import { Engine } from "babylonjs/Engines/engine";
  45397. import { Texture } from "babylonjs/Materials/Textures/texture";
  45398. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  45399. import "babylonjs/Engines/Extensions/engine.multiRender";
  45400. /**
  45401. * Creation options of the multi render target texture.
  45402. */
  45403. export interface IMultiRenderTargetOptions {
  45404. /**
  45405. * Define if the texture needs to create mip maps after render.
  45406. */
  45407. generateMipMaps?: boolean;
  45408. /**
  45409. * Define the types of all the draw buffers we want to create
  45410. */
  45411. types?: number[];
  45412. /**
  45413. * Define the sampling modes of all the draw buffers we want to create
  45414. */
  45415. samplingModes?: number[];
  45416. /**
  45417. * Define if a depth buffer is required
  45418. */
  45419. generateDepthBuffer?: boolean;
  45420. /**
  45421. * Define if a stencil buffer is required
  45422. */
  45423. generateStencilBuffer?: boolean;
  45424. /**
  45425. * Define if a depth texture is required instead of a depth buffer
  45426. */
  45427. generateDepthTexture?: boolean;
  45428. /**
  45429. * Define the number of desired draw buffers
  45430. */
  45431. textureCount?: number;
  45432. /**
  45433. * Define if aspect ratio should be adapted to the texture or stay the scene one
  45434. */
  45435. doNotChangeAspectRatio?: boolean;
  45436. /**
  45437. * Define the default type of the buffers we are creating
  45438. */
  45439. defaultType?: number;
  45440. }
  45441. /**
  45442. * A multi render target, like a render target provides the ability to render to a texture.
  45443. * Unlike the render target, it can render to several draw buffers in one draw.
  45444. * This is specially interesting in deferred rendering or for any effects requiring more than
  45445. * just one color from a single pass.
  45446. */
  45447. export class MultiRenderTarget extends RenderTargetTexture {
  45448. private _internalTextures;
  45449. private _textures;
  45450. private _multiRenderTargetOptions;
  45451. /**
  45452. * Get if draw buffers are currently supported by the used hardware and browser.
  45453. */
  45454. readonly isSupported: boolean;
  45455. /**
  45456. * Get the list of textures generated by the multi render target.
  45457. */
  45458. readonly textures: Texture[];
  45459. /**
  45460. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  45461. */
  45462. readonly depthTexture: Texture;
  45463. /**
  45464. * Set the wrapping mode on U of all the textures we are rendering to.
  45465. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45466. */
  45467. wrapU: number;
  45468. /**
  45469. * Set the wrapping mode on V of all the textures we are rendering to.
  45470. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45471. */
  45472. wrapV: number;
  45473. /**
  45474. * Instantiate a new multi render target texture.
  45475. * A multi render target, like a render target provides the ability to render to a texture.
  45476. * Unlike the render target, it can render to several draw buffers in one draw.
  45477. * This is specially interesting in deferred rendering or for any effects requiring more than
  45478. * just one color from a single pass.
  45479. * @param name Define the name of the texture
  45480. * @param size Define the size of the buffers to render to
  45481. * @param count Define the number of target we are rendering into
  45482. * @param scene Define the scene the texture belongs to
  45483. * @param options Define the options used to create the multi render target
  45484. */
  45485. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  45486. /** @hidden */
  45487. _rebuild(): void;
  45488. private _createInternalTextures;
  45489. private _createTextures;
  45490. /**
  45491. * Define the number of samples used if MSAA is enabled.
  45492. */
  45493. samples: number;
  45494. /**
  45495. * Resize all the textures in the multi render target.
  45496. * Be carrefull as it will recreate all the data in the new texture.
  45497. * @param size Define the new size
  45498. */
  45499. resize(size: any): void;
  45500. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  45501. /**
  45502. * Dispose the render targets and their associated resources
  45503. */
  45504. dispose(): void;
  45505. /**
  45506. * Release all the underlying texture used as draw buffers.
  45507. */
  45508. releaseInternalTextures(): void;
  45509. }
  45510. }
  45511. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  45512. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45513. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  45514. import { Nullable } from "babylonjs/types";
  45515. module "babylonjs/Engines/engine" {
  45516. interface Engine {
  45517. /**
  45518. * Unbind a list of render target textures from the webGL context
  45519. * This is used only when drawBuffer extension or webGL2 are active
  45520. * @param textures defines the render target textures to unbind
  45521. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  45522. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  45523. */
  45524. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  45525. /**
  45526. * Create a multi render target texture
  45527. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  45528. * @param size defines the size of the texture
  45529. * @param options defines the creation options
  45530. * @returns the cube texture as an InternalTexture
  45531. */
  45532. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  45533. /**
  45534. * Update the sample count for a given multiple render target texture
  45535. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  45536. * @param textures defines the textures to update
  45537. * @param samples defines the sample count to set
  45538. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  45539. */
  45540. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  45541. }
  45542. }
  45543. }
  45544. declare module "babylonjs/Engines/Extensions/index" {
  45545. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  45546. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  45547. export * from "babylonjs/Engines/Extensions/engine.multiview";
  45548. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  45549. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  45550. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  45551. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  45552. export * from "babylonjs/Engines/Extensions/engine.webVR";
  45553. }
  45554. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  45555. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  45556. /** @hidden */
  45557. export var rgbdEncodePixelShader: {
  45558. name: string;
  45559. shader: string;
  45560. };
  45561. }
  45562. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  45563. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  45564. /** @hidden */
  45565. export var rgbdDecodePixelShader: {
  45566. name: string;
  45567. shader: string;
  45568. };
  45569. }
  45570. declare module "babylonjs/Misc/environmentTextureTools" {
  45571. import { Nullable } from "babylonjs/types";
  45572. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  45573. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45574. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  45575. import "babylonjs/Engines/Extensions/engine.renderTarget";
  45576. import "babylonjs/Shaders/rgbdEncode.fragment";
  45577. import "babylonjs/Shaders/rgbdDecode.fragment";
  45578. /**
  45579. * Raw texture data and descriptor sufficient for WebGL texture upload
  45580. */
  45581. export interface EnvironmentTextureInfo {
  45582. /**
  45583. * Version of the environment map
  45584. */
  45585. version: number;
  45586. /**
  45587. * Width of image
  45588. */
  45589. width: number;
  45590. /**
  45591. * Irradiance information stored in the file.
  45592. */
  45593. irradiance: any;
  45594. /**
  45595. * Specular information stored in the file.
  45596. */
  45597. specular: any;
  45598. }
  45599. /**
  45600. * Defines One Image in the file. It requires only the position in the file
  45601. * as well as the length.
  45602. */
  45603. interface BufferImageData {
  45604. /**
  45605. * Length of the image data.
  45606. */
  45607. length: number;
  45608. /**
  45609. * Position of the data from the null terminator delimiting the end of the JSON.
  45610. */
  45611. position: number;
  45612. }
  45613. /**
  45614. * Defines the specular data enclosed in the file.
  45615. * This corresponds to the version 1 of the data.
  45616. */
  45617. export interface EnvironmentTextureSpecularInfoV1 {
  45618. /**
  45619. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  45620. */
  45621. specularDataPosition?: number;
  45622. /**
  45623. * This contains all the images data needed to reconstruct the cubemap.
  45624. */
  45625. mipmaps: Array<BufferImageData>;
  45626. /**
  45627. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  45628. */
  45629. lodGenerationScale: number;
  45630. }
  45631. /**
  45632. * Sets of helpers addressing the serialization and deserialization of environment texture
  45633. * stored in a BabylonJS env file.
  45634. * Those files are usually stored as .env files.
  45635. */
  45636. export class EnvironmentTextureTools {
  45637. /**
  45638. * Magic number identifying the env file.
  45639. */
  45640. private static _MagicBytes;
  45641. /**
  45642. * Gets the environment info from an env file.
  45643. * @param data The array buffer containing the .env bytes.
  45644. * @returns the environment file info (the json header) if successfully parsed.
  45645. */
  45646. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  45647. /**
  45648. * Creates an environment texture from a loaded cube texture.
  45649. * @param texture defines the cube texture to convert in env file
  45650. * @return a promise containing the environment data if succesfull.
  45651. */
  45652. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  45653. /**
  45654. * Creates a JSON representation of the spherical data.
  45655. * @param texture defines the texture containing the polynomials
  45656. * @return the JSON representation of the spherical info
  45657. */
  45658. private static _CreateEnvTextureIrradiance;
  45659. /**
  45660. * Creates the ArrayBufferViews used for initializing environment texture image data.
  45661. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  45662. * @param info parameters that determine what views will be created for accessing the underlying buffer
  45663. * @return the views described by info providing access to the underlying buffer
  45664. */
  45665. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  45666. /**
  45667. * Uploads the texture info contained in the env file to the GPU.
  45668. * @param texture defines the internal texture to upload to
  45669. * @param arrayBuffer defines the buffer cotaining the data to load
  45670. * @param info defines the texture info retrieved through the GetEnvInfo method
  45671. * @returns a promise
  45672. */
  45673. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  45674. /**
  45675. * Uploads the levels of image data to the GPU.
  45676. * @param texture defines the internal texture to upload to
  45677. * @param imageData defines the array buffer views of image data [mipmap][face]
  45678. * @returns a promise
  45679. */
  45680. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  45681. /**
  45682. * Uploads spherical polynomials information to the texture.
  45683. * @param texture defines the texture we are trying to upload the information to
  45684. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  45685. */
  45686. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  45687. /** @hidden */
  45688. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  45689. }
  45690. }
  45691. declare module "babylonjs/Maths/math.vertexFormat" {
  45692. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  45693. /**
  45694. * Contains position and normal vectors for a vertex
  45695. */
  45696. export class PositionNormalVertex {
  45697. /** the position of the vertex (defaut: 0,0,0) */
  45698. position: Vector3;
  45699. /** the normal of the vertex (defaut: 0,1,0) */
  45700. normal: Vector3;
  45701. /**
  45702. * Creates a PositionNormalVertex
  45703. * @param position the position of the vertex (defaut: 0,0,0)
  45704. * @param normal the normal of the vertex (defaut: 0,1,0)
  45705. */
  45706. constructor(
  45707. /** the position of the vertex (defaut: 0,0,0) */
  45708. position?: Vector3,
  45709. /** the normal of the vertex (defaut: 0,1,0) */
  45710. normal?: Vector3);
  45711. /**
  45712. * Clones the PositionNormalVertex
  45713. * @returns the cloned PositionNormalVertex
  45714. */
  45715. clone(): PositionNormalVertex;
  45716. }
  45717. /**
  45718. * Contains position, normal and uv vectors for a vertex
  45719. */
  45720. export class PositionNormalTextureVertex {
  45721. /** the position of the vertex (defaut: 0,0,0) */
  45722. position: Vector3;
  45723. /** the normal of the vertex (defaut: 0,1,0) */
  45724. normal: Vector3;
  45725. /** the uv of the vertex (default: 0,0) */
  45726. uv: Vector2;
  45727. /**
  45728. * Creates a PositionNormalTextureVertex
  45729. * @param position the position of the vertex (defaut: 0,0,0)
  45730. * @param normal the normal of the vertex (defaut: 0,1,0)
  45731. * @param uv the uv of the vertex (default: 0,0)
  45732. */
  45733. constructor(
  45734. /** the position of the vertex (defaut: 0,0,0) */
  45735. position?: Vector3,
  45736. /** the normal of the vertex (defaut: 0,1,0) */
  45737. normal?: Vector3,
  45738. /** the uv of the vertex (default: 0,0) */
  45739. uv?: Vector2);
  45740. /**
  45741. * Clones the PositionNormalTextureVertex
  45742. * @returns the cloned PositionNormalTextureVertex
  45743. */
  45744. clone(): PositionNormalTextureVertex;
  45745. }
  45746. }
  45747. declare module "babylonjs/Maths/math" {
  45748. export * from "babylonjs/Maths/math.axis";
  45749. export * from "babylonjs/Maths/math.color";
  45750. export * from "babylonjs/Maths/math.constants";
  45751. export * from "babylonjs/Maths/math.frustum";
  45752. export * from "babylonjs/Maths/math.path";
  45753. export * from "babylonjs/Maths/math.plane";
  45754. export * from "babylonjs/Maths/math.size";
  45755. export * from "babylonjs/Maths/math.vector";
  45756. export * from "babylonjs/Maths/math.vertexFormat";
  45757. export * from "babylonjs/Maths/math.viewport";
  45758. }
  45759. declare module "babylonjs/Engines/Native/nativeShaderProcessor" {
  45760. import { WebGL2ShaderProcessor } from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  45761. /** @hidden */
  45762. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  45763. private _genericAttributeLocation;
  45764. private _varyingLocationCount;
  45765. private _varyingLocationMap;
  45766. private _replacements;
  45767. private _textureCount;
  45768. private _uniforms;
  45769. lineProcessor(line: string): string;
  45770. attributeProcessor(attribute: string): string;
  45771. varyingProcessor(varying: string, isFragment: boolean): string;
  45772. uniformProcessor(uniform: string): string;
  45773. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  45774. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  45775. }
  45776. }
  45777. declare module "babylonjs/Engines/nativeEngine" {
  45778. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  45779. import { Engine } from "babylonjs/Engines/engine";
  45780. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  45781. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45782. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  45783. import { Effect } from "babylonjs/Materials/effect";
  45784. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45785. import { Color4, Matrix, Viewport, Color3 } from "babylonjs/Maths/math";
  45786. import { Scene } from "babylonjs/scene";
  45787. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  45788. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  45789. /**
  45790. * Container for accessors for natively-stored mesh data buffers.
  45791. */
  45792. class NativeDataBuffer extends DataBuffer {
  45793. /**
  45794. * Accessor value used to identify/retrieve a natively-stored index buffer.
  45795. */
  45796. nativeIndexBuffer?: any;
  45797. /**
  45798. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  45799. */
  45800. nativeVertexBuffer?: any;
  45801. }
  45802. /** @hidden */
  45803. export class NativeEngine extends Engine {
  45804. private readonly _native;
  45805. getHardwareScalingLevel(): number;
  45806. constructor();
  45807. /**
  45808. * Can be used to override the current requestAnimationFrame requester.
  45809. * @hidden
  45810. */
  45811. protected _queueNewFrame(bindedRenderFunction: any, requester: any): number;
  45812. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  45813. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  45814. createVertexBuffer(data: DataArray): NativeDataBuffer;
  45815. recordVertexArrayObject(vertexBuffers: {
  45816. [key: string]: VertexBuffer;
  45817. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  45818. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  45819. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  45820. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  45821. /**
  45822. * Draw a list of indexed primitives
  45823. * @param fillMode defines the primitive to use
  45824. * @param indexStart defines the starting index
  45825. * @param indexCount defines the number of index to draw
  45826. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45827. */
  45828. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  45829. /**
  45830. * Draw a list of unindexed primitives
  45831. * @param fillMode defines the primitive to use
  45832. * @param verticesStart defines the index of first vertex to draw
  45833. * @param verticesCount defines the count of vertices to draw
  45834. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45835. */
  45836. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  45837. createPipelineContext(): IPipelineContext;
  45838. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  45839. /** @hidden */
  45840. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  45841. /** @hidden */
  45842. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  45843. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  45844. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  45845. protected _setProgram(program: WebGLProgram): void;
  45846. _releaseEffect(effect: Effect): void;
  45847. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  45848. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  45849. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  45850. bindSamplers(effect: Effect): void;
  45851. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  45852. getRenderWidth(useScreen?: boolean): number;
  45853. getRenderHeight(useScreen?: boolean): number;
  45854. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  45855. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  45856. /**
  45857. * Set the z offset to apply to current rendering
  45858. * @param value defines the offset to apply
  45859. */
  45860. setZOffset(value: number): void;
  45861. /**
  45862. * Gets the current value of the zOffset
  45863. * @returns the current zOffset state
  45864. */
  45865. getZOffset(): number;
  45866. /**
  45867. * Enable or disable depth buffering
  45868. * @param enable defines the state to set
  45869. */
  45870. setDepthBuffer(enable: boolean): void;
  45871. /**
  45872. * Gets a boolean indicating if depth writing is enabled
  45873. * @returns the current depth writing state
  45874. */
  45875. getDepthWrite(): boolean;
  45876. /**
  45877. * Enable or disable depth writing
  45878. * @param enable defines the state to set
  45879. */
  45880. setDepthWrite(enable: boolean): void;
  45881. /**
  45882. * Enable or disable color writing
  45883. * @param enable defines the state to set
  45884. */
  45885. setColorWrite(enable: boolean): void;
  45886. /**
  45887. * Gets a boolean indicating if color writing is enabled
  45888. * @returns the current color writing state
  45889. */
  45890. getColorWrite(): boolean;
  45891. /**
  45892. * Sets alpha constants used by some alpha blending modes
  45893. * @param r defines the red component
  45894. * @param g defines the green component
  45895. * @param b defines the blue component
  45896. * @param a defines the alpha component
  45897. */
  45898. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  45899. /**
  45900. * Sets the current alpha mode
  45901. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  45902. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  45903. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  45904. */
  45905. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  45906. /**
  45907. * Gets the current alpha mode
  45908. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  45909. * @returns the current alpha mode
  45910. */
  45911. getAlphaMode(): number;
  45912. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  45913. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  45914. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  45915. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  45916. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  45917. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  45918. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  45919. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  45920. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  45921. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  45922. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  45923. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  45924. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  45925. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45926. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45927. setFloat(uniform: WebGLUniformLocation, value: number): void;
  45928. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  45929. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  45930. setBool(uniform: WebGLUniformLocation, bool: number): void;
  45931. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  45932. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  45933. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  45934. wipeCaches(bruteForce?: boolean): void;
  45935. _createTexture(): WebGLTexture;
  45936. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  45937. /**
  45938. * Usually called from BABYLON.Texture.ts.
  45939. * Passed information to create a WebGLTexture
  45940. * @param urlArg defines a value which contains one of the following:
  45941. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  45942. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  45943. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  45944. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  45945. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  45946. * @param scene needed for loading to the correct scene
  45947. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  45948. * @param onLoad optional callback to be called upon successful completion
  45949. * @param onError optional callback to be called upon failure
  45950. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  45951. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  45952. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  45953. * @param forcedExtension defines the extension to use to pick the right loader
  45954. * @returns a InternalTexture for assignment back into BABYLON.Texture
  45955. */
  45956. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>): InternalTexture;
  45957. /**
  45958. * Creates a cube texture
  45959. * @param rootUrl defines the url where the files to load is located
  45960. * @param scene defines the current scene
  45961. * @param files defines the list of files to load (1 per face)
  45962. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  45963. * @param onLoad defines an optional callback raised when the texture is loaded
  45964. * @param onError defines an optional callback raised if there is an issue to load the texture
  45965. * @param format defines the format of the data
  45966. * @param forcedExtension defines the extension to use to pick the right loader
  45967. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  45968. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  45969. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  45970. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  45971. * @returns the cube texture as an InternalTexture
  45972. */
  45973. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap?: boolean, onLoad?: Nullable<(data?: any) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number, fallback?: Nullable<InternalTexture>): InternalTexture;
  45974. private _getSamplingFilter;
  45975. private static _GetNativeTextureFormat;
  45976. createRenderTargetTexture(size: number | {
  45977. width: number;
  45978. height: number;
  45979. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  45980. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  45981. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  45982. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  45983. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  45984. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  45985. /**
  45986. * Updates a dynamic vertex buffer.
  45987. * @param vertexBuffer the vertex buffer to update
  45988. * @param data the data used to update the vertex buffer
  45989. * @param byteOffset the byte offset of the data (optional)
  45990. * @param byteLength the byte length of the data (optional)
  45991. */
  45992. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  45993. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  45994. private _updateAnisotropicLevel;
  45995. private _getAddressMode;
  45996. /** @hidden */
  45997. _bindTexture(channel: number, texture: InternalTexture): void;
  45998. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  45999. releaseEffects(): void;
  46000. /** @hidden */
  46001. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46002. /** @hidden */
  46003. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46004. /** @hidden */
  46005. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46006. /** @hidden */
  46007. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  46008. }
  46009. }
  46010. declare module "babylonjs/Engines/index" {
  46011. export * from "babylonjs/Engines/constants";
  46012. export * from "babylonjs/Engines/engine";
  46013. export * from "babylonjs/Engines/engineStore";
  46014. export * from "babylonjs/Engines/nullEngine";
  46015. export * from "babylonjs/Engines/Extensions/index";
  46016. export * from "babylonjs/Engines/IPipelineContext";
  46017. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  46018. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  46019. export * from "babylonjs/Engines/nativeEngine";
  46020. }
  46021. declare module "babylonjs/Events/clipboardEvents" {
  46022. /**
  46023. * Gather the list of clipboard event types as constants.
  46024. */
  46025. export class ClipboardEventTypes {
  46026. /**
  46027. * The clipboard event is fired when a copy command is active (pressed).
  46028. */
  46029. static readonly COPY: number;
  46030. /**
  46031. * The clipboard event is fired when a cut command is active (pressed).
  46032. */
  46033. static readonly CUT: number;
  46034. /**
  46035. * The clipboard event is fired when a paste command is active (pressed).
  46036. */
  46037. static readonly PASTE: number;
  46038. }
  46039. /**
  46040. * This class is used to store clipboard related info for the onClipboardObservable event.
  46041. */
  46042. export class ClipboardInfo {
  46043. /**
  46044. * Defines the type of event (BABYLON.ClipboardEventTypes)
  46045. */
  46046. type: number;
  46047. /**
  46048. * Defines the related dom event
  46049. */
  46050. event: ClipboardEvent;
  46051. /**
  46052. *Creates an instance of ClipboardInfo.
  46053. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  46054. * @param event Defines the related dom event
  46055. */
  46056. constructor(
  46057. /**
  46058. * Defines the type of event (BABYLON.ClipboardEventTypes)
  46059. */
  46060. type: number,
  46061. /**
  46062. * Defines the related dom event
  46063. */
  46064. event: ClipboardEvent);
  46065. /**
  46066. * Get the clipboard event's type from the keycode.
  46067. * @param keyCode Defines the keyCode for the current keyboard event.
  46068. * @return {number}
  46069. */
  46070. static GetTypeFromCharacter(keyCode: number): number;
  46071. }
  46072. }
  46073. declare module "babylonjs/Events/index" {
  46074. export * from "babylonjs/Events/keyboardEvents";
  46075. export * from "babylonjs/Events/pointerEvents";
  46076. export * from "babylonjs/Events/clipboardEvents";
  46077. }
  46078. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  46079. import { Scene } from "babylonjs/scene";
  46080. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46081. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  46082. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  46083. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  46084. /**
  46085. * Google Daydream controller
  46086. */
  46087. export class DaydreamController extends WebVRController {
  46088. /**
  46089. * Base Url for the controller model.
  46090. */
  46091. static MODEL_BASE_URL: string;
  46092. /**
  46093. * File name for the controller model.
  46094. */
  46095. static MODEL_FILENAME: string;
  46096. /**
  46097. * Gamepad Id prefix used to identify Daydream Controller.
  46098. */
  46099. static readonly GAMEPAD_ID_PREFIX: string;
  46100. /**
  46101. * Creates a new DaydreamController from a gamepad
  46102. * @param vrGamepad the gamepad that the controller should be created from
  46103. */
  46104. constructor(vrGamepad: any);
  46105. /**
  46106. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  46107. * @param scene scene in which to add meshes
  46108. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  46109. */
  46110. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  46111. /**
  46112. * Called once for each button that changed state since the last frame
  46113. * @param buttonIdx Which button index changed
  46114. * @param state New state of the button
  46115. * @param changes Which properties on the state changed since last frame
  46116. */
  46117. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  46118. }
  46119. }
  46120. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  46121. import { Scene } from "babylonjs/scene";
  46122. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46123. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  46124. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  46125. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  46126. /**
  46127. * Gear VR Controller
  46128. */
  46129. export class GearVRController extends WebVRController {
  46130. /**
  46131. * Base Url for the controller model.
  46132. */
  46133. static MODEL_BASE_URL: string;
  46134. /**
  46135. * File name for the controller model.
  46136. */
  46137. static MODEL_FILENAME: string;
  46138. /**
  46139. * Gamepad Id prefix used to identify this controller.
  46140. */
  46141. static readonly GAMEPAD_ID_PREFIX: string;
  46142. private readonly _buttonIndexToObservableNameMap;
  46143. /**
  46144. * Creates a new GearVRController from a gamepad
  46145. * @param vrGamepad the gamepad that the controller should be created from
  46146. */
  46147. constructor(vrGamepad: any);
  46148. /**
  46149. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  46150. * @param scene scene in which to add meshes
  46151. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  46152. */
  46153. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  46154. /**
  46155. * Called once for each button that changed state since the last frame
  46156. * @param buttonIdx Which button index changed
  46157. * @param state New state of the button
  46158. * @param changes Which properties on the state changed since last frame
  46159. */
  46160. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  46161. }
  46162. }
  46163. declare module "babylonjs/Gamepads/Controllers/index" {
  46164. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  46165. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  46166. export * from "babylonjs/Gamepads/Controllers/genericController";
  46167. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  46168. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  46169. export * from "babylonjs/Gamepads/Controllers/viveController";
  46170. export * from "babylonjs/Gamepads/Controllers/webVRController";
  46171. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  46172. }
  46173. declare module "babylonjs/Gamepads/index" {
  46174. export * from "babylonjs/Gamepads/Controllers/index";
  46175. export * from "babylonjs/Gamepads/gamepad";
  46176. export * from "babylonjs/Gamepads/gamepadManager";
  46177. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  46178. export * from "babylonjs/Gamepads/xboxGamepad";
  46179. export * from "babylonjs/Gamepads/dualShockGamepad";
  46180. }
  46181. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  46182. import { Scene } from "babylonjs/scene";
  46183. import { Vector4 } from "babylonjs/Maths/math.vector";
  46184. import { Color4 } from "babylonjs/Maths/math.color";
  46185. import { Mesh } from "babylonjs/Meshes/mesh";
  46186. import { Nullable } from "babylonjs/types";
  46187. /**
  46188. * Class containing static functions to help procedurally build meshes
  46189. */
  46190. export class PolyhedronBuilder {
  46191. /**
  46192. * Creates a polyhedron mesh
  46193. * * 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
  46194. * * The parameter `size` (positive float, default 1) sets the polygon size
  46195. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  46196. * * 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`
  46197. * * 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
  46198. * * 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)`)
  46199. * * 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
  46200. * * 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
  46201. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  46202. * * If you create a double-sided mesh, you can choose what parts of 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
  46203. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  46204. * @param name defines the name of the mesh
  46205. * @param options defines the options used to create the mesh
  46206. * @param scene defines the hosting scene
  46207. * @returns the polyhedron mesh
  46208. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  46209. */
  46210. static CreatePolyhedron(name: string, options: {
  46211. type?: number;
  46212. size?: number;
  46213. sizeX?: number;
  46214. sizeY?: number;
  46215. sizeZ?: number;
  46216. custom?: any;
  46217. faceUV?: Vector4[];
  46218. faceColors?: Color4[];
  46219. flat?: boolean;
  46220. updatable?: boolean;
  46221. sideOrientation?: number;
  46222. frontUVs?: Vector4;
  46223. backUVs?: Vector4;
  46224. }, scene?: Nullable<Scene>): Mesh;
  46225. }
  46226. }
  46227. declare module "babylonjs/Gizmos/scaleGizmo" {
  46228. import { Observable } from "babylonjs/Misc/observable";
  46229. import { Nullable } from "babylonjs/types";
  46230. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46231. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46232. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  46233. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46234. /**
  46235. * Gizmo that enables scaling a mesh along 3 axis
  46236. */
  46237. export class ScaleGizmo extends Gizmo {
  46238. /**
  46239. * Internal gizmo used for interactions on the x axis
  46240. */
  46241. xGizmo: AxisScaleGizmo;
  46242. /**
  46243. * Internal gizmo used for interactions on the y axis
  46244. */
  46245. yGizmo: AxisScaleGizmo;
  46246. /**
  46247. * Internal gizmo used for interactions on the z axis
  46248. */
  46249. zGizmo: AxisScaleGizmo;
  46250. /**
  46251. * Internal gizmo used to scale all axis equally
  46252. */
  46253. uniformScaleGizmo: AxisScaleGizmo;
  46254. private _meshAttached;
  46255. private _updateGizmoRotationToMatchAttachedMesh;
  46256. private _snapDistance;
  46257. private _scaleRatio;
  46258. private _uniformScalingMesh;
  46259. private _octahedron;
  46260. /** Fires an event when any of it's sub gizmos are dragged */
  46261. onDragStartObservable: Observable<unknown>;
  46262. /** Fires an event when any of it's sub gizmos are released from dragging */
  46263. onDragEndObservable: Observable<unknown>;
  46264. attachedMesh: Nullable<AbstractMesh>;
  46265. /**
  46266. * Creates a ScaleGizmo
  46267. * @param gizmoLayer The utility layer the gizmo will be added to
  46268. */
  46269. constructor(gizmoLayer?: UtilityLayerRenderer);
  46270. updateGizmoRotationToMatchAttachedMesh: boolean;
  46271. /**
  46272. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  46273. */
  46274. snapDistance: number;
  46275. /**
  46276. * Ratio for the scale of the gizmo (Default: 1)
  46277. */
  46278. scaleRatio: number;
  46279. /**
  46280. * Disposes of the gizmo
  46281. */
  46282. dispose(): void;
  46283. }
  46284. }
  46285. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  46286. import { Observable } from "babylonjs/Misc/observable";
  46287. import { Nullable } from "babylonjs/types";
  46288. import { Vector3 } from "babylonjs/Maths/math.vector";
  46289. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46290. import { Mesh } from "babylonjs/Meshes/mesh";
  46291. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  46292. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46293. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46294. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  46295. import { Color3 } from "babylonjs/Maths/math.color";
  46296. /**
  46297. * Single axis scale gizmo
  46298. */
  46299. export class AxisScaleGizmo extends Gizmo {
  46300. /**
  46301. * Drag behavior responsible for the gizmos dragging interactions
  46302. */
  46303. dragBehavior: PointerDragBehavior;
  46304. private _pointerObserver;
  46305. /**
  46306. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  46307. */
  46308. snapDistance: number;
  46309. /**
  46310. * Event that fires each time the gizmo snaps to a new location.
  46311. * * snapDistance is the the change in distance
  46312. */
  46313. onSnapObservable: Observable<{
  46314. snapDistance: number;
  46315. }>;
  46316. /**
  46317. * If the scaling operation should be done on all axis (default: false)
  46318. */
  46319. uniformScaling: boolean;
  46320. private _isEnabled;
  46321. private _parent;
  46322. private _arrow;
  46323. private _coloredMaterial;
  46324. private _hoverMaterial;
  46325. /**
  46326. * Creates an AxisScaleGizmo
  46327. * @param gizmoLayer The utility layer the gizmo will be added to
  46328. * @param dragAxis The axis which the gizmo will be able to scale on
  46329. * @param color The color of the gizmo
  46330. */
  46331. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  46332. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  46333. /**
  46334. * If the gizmo is enabled
  46335. */
  46336. isEnabled: boolean;
  46337. /**
  46338. * Disposes of the gizmo
  46339. */
  46340. dispose(): void;
  46341. /**
  46342. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  46343. * @param mesh The mesh to replace the default mesh of the gizmo
  46344. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  46345. */
  46346. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  46347. }
  46348. }
  46349. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  46350. import { Observable } from "babylonjs/Misc/observable";
  46351. import { Nullable } from "babylonjs/types";
  46352. import { Vector3 } from "babylonjs/Maths/math.vector";
  46353. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46354. import { Mesh } from "babylonjs/Meshes/mesh";
  46355. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46356. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46357. import { Color3 } from "babylonjs/Maths/math.color";
  46358. import "babylonjs/Meshes/Builders/boxBuilder";
  46359. /**
  46360. * Bounding box gizmo
  46361. */
  46362. export class BoundingBoxGizmo extends Gizmo {
  46363. private _lineBoundingBox;
  46364. private _rotateSpheresParent;
  46365. private _scaleBoxesParent;
  46366. private _boundingDimensions;
  46367. private _renderObserver;
  46368. private _pointerObserver;
  46369. private _scaleDragSpeed;
  46370. private _tmpQuaternion;
  46371. private _tmpVector;
  46372. private _tmpRotationMatrix;
  46373. /**
  46374. * 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)
  46375. */
  46376. ignoreChildren: boolean;
  46377. /**
  46378. * 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)
  46379. */
  46380. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  46381. /**
  46382. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  46383. */
  46384. rotationSphereSize: number;
  46385. /**
  46386. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  46387. */
  46388. scaleBoxSize: number;
  46389. /**
  46390. * 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)
  46391. */
  46392. fixedDragMeshScreenSize: boolean;
  46393. /**
  46394. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  46395. */
  46396. fixedDragMeshScreenSizeDistanceFactor: number;
  46397. /**
  46398. * Fired when a rotation sphere or scale box is dragged
  46399. */
  46400. onDragStartObservable: Observable<{}>;
  46401. /**
  46402. * Fired when a scale box is dragged
  46403. */
  46404. onScaleBoxDragObservable: Observable<{}>;
  46405. /**
  46406. * Fired when a scale box drag is ended
  46407. */
  46408. onScaleBoxDragEndObservable: Observable<{}>;
  46409. /**
  46410. * Fired when a rotation sphere is dragged
  46411. */
  46412. onRotationSphereDragObservable: Observable<{}>;
  46413. /**
  46414. * Fired when a rotation sphere drag is ended
  46415. */
  46416. onRotationSphereDragEndObservable: Observable<{}>;
  46417. /**
  46418. * 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)
  46419. */
  46420. scalePivot: Nullable<Vector3>;
  46421. /**
  46422. * Mesh used as a pivot to rotate the attached mesh
  46423. */
  46424. private _anchorMesh;
  46425. private _existingMeshScale;
  46426. private _dragMesh;
  46427. private pointerDragBehavior;
  46428. private coloredMaterial;
  46429. private hoverColoredMaterial;
  46430. /**
  46431. * Sets the color of the bounding box gizmo
  46432. * @param color the color to set
  46433. */
  46434. setColor(color: Color3): void;
  46435. /**
  46436. * Creates an BoundingBoxGizmo
  46437. * @param gizmoLayer The utility layer the gizmo will be added to
  46438. * @param color The color of the gizmo
  46439. */
  46440. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  46441. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  46442. private _selectNode;
  46443. /**
  46444. * Updates the bounding box information for the Gizmo
  46445. */
  46446. updateBoundingBox(): void;
  46447. private _updateRotationSpheres;
  46448. private _updateScaleBoxes;
  46449. /**
  46450. * Enables rotation on the specified axis and disables rotation on the others
  46451. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  46452. */
  46453. setEnabledRotationAxis(axis: string): void;
  46454. /**
  46455. * Enables/disables scaling
  46456. * @param enable if scaling should be enabled
  46457. */
  46458. setEnabledScaling(enable: boolean): void;
  46459. private _updateDummy;
  46460. /**
  46461. * Enables a pointer drag behavior on the bounding box of the gizmo
  46462. */
  46463. enableDragBehavior(): void;
  46464. /**
  46465. * Disposes of the gizmo
  46466. */
  46467. dispose(): void;
  46468. /**
  46469. * 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)
  46470. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  46471. * @returns the bounding box mesh with the passed in mesh as a child
  46472. */
  46473. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  46474. /**
  46475. * CustomMeshes are not supported by this gizmo
  46476. * @param mesh The mesh to replace the default mesh of the gizmo
  46477. */
  46478. setCustomMesh(mesh: Mesh): void;
  46479. }
  46480. }
  46481. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  46482. import { Observable } from "babylonjs/Misc/observable";
  46483. import { Nullable } from "babylonjs/types";
  46484. import { Vector3 } from "babylonjs/Maths/math.vector";
  46485. import { Color3 } from "babylonjs/Maths/math.color";
  46486. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46487. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  46488. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46489. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46490. import "babylonjs/Meshes/Builders/linesBuilder";
  46491. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  46492. /**
  46493. * Single plane rotation gizmo
  46494. */
  46495. export class PlaneRotationGizmo extends Gizmo {
  46496. /**
  46497. * Drag behavior responsible for the gizmos dragging interactions
  46498. */
  46499. dragBehavior: PointerDragBehavior;
  46500. private _pointerObserver;
  46501. /**
  46502. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  46503. */
  46504. snapDistance: number;
  46505. /**
  46506. * Event that fires each time the gizmo snaps to a new location.
  46507. * * snapDistance is the the change in distance
  46508. */
  46509. onSnapObservable: Observable<{
  46510. snapDistance: number;
  46511. }>;
  46512. private _isEnabled;
  46513. private _parent;
  46514. /**
  46515. * Creates a PlaneRotationGizmo
  46516. * @param gizmoLayer The utility layer the gizmo will be added to
  46517. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  46518. * @param color The color of the gizmo
  46519. * @param tessellation Amount of tessellation to be used when creating rotation circles
  46520. * @param useEulerRotation Use and update Euler angle instead of quaternion
  46521. */
  46522. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  46523. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  46524. /**
  46525. * If the gizmo is enabled
  46526. */
  46527. isEnabled: boolean;
  46528. /**
  46529. * Disposes of the gizmo
  46530. */
  46531. dispose(): void;
  46532. }
  46533. }
  46534. declare module "babylonjs/Gizmos/rotationGizmo" {
  46535. import { Observable } from "babylonjs/Misc/observable";
  46536. import { Nullable } from "babylonjs/types";
  46537. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46538. import { Mesh } from "babylonjs/Meshes/mesh";
  46539. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46540. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  46541. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46542. /**
  46543. * Gizmo that enables rotating a mesh along 3 axis
  46544. */
  46545. export class RotationGizmo extends Gizmo {
  46546. /**
  46547. * Internal gizmo used for interactions on the x axis
  46548. */
  46549. xGizmo: PlaneRotationGizmo;
  46550. /**
  46551. * Internal gizmo used for interactions on the y axis
  46552. */
  46553. yGizmo: PlaneRotationGizmo;
  46554. /**
  46555. * Internal gizmo used for interactions on the z axis
  46556. */
  46557. zGizmo: PlaneRotationGizmo;
  46558. /** Fires an event when any of it's sub gizmos are dragged */
  46559. onDragStartObservable: Observable<unknown>;
  46560. /** Fires an event when any of it's sub gizmos are released from dragging */
  46561. onDragEndObservable: Observable<unknown>;
  46562. private _meshAttached;
  46563. attachedMesh: Nullable<AbstractMesh>;
  46564. /**
  46565. * Creates a RotationGizmo
  46566. * @param gizmoLayer The utility layer the gizmo will be added to
  46567. * @param tessellation Amount of tessellation to be used when creating rotation circles
  46568. * @param useEulerRotation Use and update Euler angle instead of quaternion
  46569. */
  46570. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  46571. updateGizmoRotationToMatchAttachedMesh: boolean;
  46572. /**
  46573. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  46574. */
  46575. snapDistance: number;
  46576. /**
  46577. * Ratio for the scale of the gizmo (Default: 1)
  46578. */
  46579. scaleRatio: number;
  46580. /**
  46581. * Disposes of the gizmo
  46582. */
  46583. dispose(): void;
  46584. /**
  46585. * CustomMeshes are not supported by this gizmo
  46586. * @param mesh The mesh to replace the default mesh of the gizmo
  46587. */
  46588. setCustomMesh(mesh: Mesh): void;
  46589. }
  46590. }
  46591. declare module "babylonjs/Gizmos/gizmoManager" {
  46592. import { Observable } from "babylonjs/Misc/observable";
  46593. import { Nullable } from "babylonjs/types";
  46594. import { Scene, IDisposable } from "babylonjs/scene";
  46595. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46596. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46597. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  46598. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  46599. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  46600. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  46601. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  46602. /**
  46603. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  46604. */
  46605. export class GizmoManager implements IDisposable {
  46606. private scene;
  46607. /**
  46608. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  46609. */
  46610. gizmos: {
  46611. positionGizmo: Nullable<PositionGizmo>;
  46612. rotationGizmo: Nullable<RotationGizmo>;
  46613. scaleGizmo: Nullable<ScaleGizmo>;
  46614. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  46615. };
  46616. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  46617. clearGizmoOnEmptyPointerEvent: boolean;
  46618. /** Fires an event when the manager is attached to a mesh */
  46619. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  46620. private _gizmosEnabled;
  46621. private _pointerObserver;
  46622. private _attachedMesh;
  46623. private _boundingBoxColor;
  46624. private _defaultUtilityLayer;
  46625. private _defaultKeepDepthUtilityLayer;
  46626. /**
  46627. * When bounding box gizmo is enabled, this can be used to track drag/end events
  46628. */
  46629. boundingBoxDragBehavior: SixDofDragBehavior;
  46630. /**
  46631. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  46632. */
  46633. attachableMeshes: Nullable<Array<AbstractMesh>>;
  46634. /**
  46635. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  46636. */
  46637. usePointerToAttachGizmos: boolean;
  46638. /**
  46639. * Utility layer that the bounding box gizmo belongs to
  46640. */
  46641. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  46642. /**
  46643. * Utility layer that all gizmos besides bounding box belong to
  46644. */
  46645. readonly utilityLayer: UtilityLayerRenderer;
  46646. /**
  46647. * Instatiates a gizmo manager
  46648. * @param scene the scene to overlay the gizmos on top of
  46649. */
  46650. constructor(scene: Scene);
  46651. /**
  46652. * Attaches a set of gizmos to the specified mesh
  46653. * @param mesh The mesh the gizmo's should be attached to
  46654. */
  46655. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  46656. /**
  46657. * If the position gizmo is enabled
  46658. */
  46659. positionGizmoEnabled: boolean;
  46660. /**
  46661. * If the rotation gizmo is enabled
  46662. */
  46663. rotationGizmoEnabled: boolean;
  46664. /**
  46665. * If the scale gizmo is enabled
  46666. */
  46667. scaleGizmoEnabled: boolean;
  46668. /**
  46669. * If the boundingBox gizmo is enabled
  46670. */
  46671. boundingBoxGizmoEnabled: boolean;
  46672. /**
  46673. * Disposes of the gizmo manager
  46674. */
  46675. dispose(): void;
  46676. }
  46677. }
  46678. declare module "babylonjs/Lights/directionalLight" {
  46679. import { Camera } from "babylonjs/Cameras/camera";
  46680. import { Scene } from "babylonjs/scene";
  46681. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46682. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46683. import { Light } from "babylonjs/Lights/light";
  46684. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  46685. import { Effect } from "babylonjs/Materials/effect";
  46686. /**
  46687. * A directional light is defined by a direction (what a surprise!).
  46688. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  46689. * 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.
  46690. * Documentation: https://doc.babylonjs.com/babylon101/lights
  46691. */
  46692. export class DirectionalLight extends ShadowLight {
  46693. private _shadowFrustumSize;
  46694. /**
  46695. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  46696. */
  46697. /**
  46698. * Specifies a fix frustum size for the shadow generation.
  46699. */
  46700. shadowFrustumSize: number;
  46701. private _shadowOrthoScale;
  46702. /**
  46703. * Gets the shadow projection scale against the optimal computed one.
  46704. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  46705. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  46706. */
  46707. /**
  46708. * Sets the shadow projection scale against the optimal computed one.
  46709. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  46710. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  46711. */
  46712. shadowOrthoScale: number;
  46713. /**
  46714. * Automatically compute the projection matrix to best fit (including all the casters)
  46715. * on each frame.
  46716. */
  46717. autoUpdateExtends: boolean;
  46718. private _orthoLeft;
  46719. private _orthoRight;
  46720. private _orthoTop;
  46721. private _orthoBottom;
  46722. /**
  46723. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  46724. * The directional light is emitted from everywhere in the given direction.
  46725. * It can cast shadows.
  46726. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46727. * @param name The friendly name of the light
  46728. * @param direction The direction of the light
  46729. * @param scene The scene the light belongs to
  46730. */
  46731. constructor(name: string, direction: Vector3, scene: Scene);
  46732. /**
  46733. * Returns the string "DirectionalLight".
  46734. * @return The class name
  46735. */
  46736. getClassName(): string;
  46737. /**
  46738. * Returns the integer 1.
  46739. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46740. */
  46741. getTypeID(): number;
  46742. /**
  46743. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  46744. * Returns the DirectionalLight Shadow projection matrix.
  46745. */
  46746. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46747. /**
  46748. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  46749. * Returns the DirectionalLight Shadow projection matrix.
  46750. */
  46751. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  46752. /**
  46753. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  46754. * Returns the DirectionalLight Shadow projection matrix.
  46755. */
  46756. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46757. protected _buildUniformLayout(): void;
  46758. /**
  46759. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  46760. * @param effect The effect to update
  46761. * @param lightIndex The index of the light in the effect to update
  46762. * @returns The directional light
  46763. */
  46764. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  46765. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  46766. /**
  46767. * Gets the minZ used for shadow according to both the scene and the light.
  46768. *
  46769. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  46770. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  46771. * @param activeCamera The camera we are returning the min for
  46772. * @returns the depth min z
  46773. */
  46774. getDepthMinZ(activeCamera: Camera): number;
  46775. /**
  46776. * Gets the maxZ used for shadow according to both the scene and the light.
  46777. *
  46778. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  46779. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  46780. * @param activeCamera The camera we are returning the max for
  46781. * @returns the depth max z
  46782. */
  46783. getDepthMaxZ(activeCamera: Camera): number;
  46784. /**
  46785. * Prepares the list of defines specific to the light type.
  46786. * @param defines the list of defines
  46787. * @param lightIndex defines the index of the light for the effect
  46788. */
  46789. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46790. }
  46791. }
  46792. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  46793. import { Mesh } from "babylonjs/Meshes/mesh";
  46794. /**
  46795. * Class containing static functions to help procedurally build meshes
  46796. */
  46797. export class HemisphereBuilder {
  46798. /**
  46799. * Creates a hemisphere mesh
  46800. * @param name defines the name of the mesh
  46801. * @param options defines the options used to create the mesh
  46802. * @param scene defines the hosting scene
  46803. * @returns the hemisphere mesh
  46804. */
  46805. static CreateHemisphere(name: string, options: {
  46806. segments?: number;
  46807. diameter?: number;
  46808. sideOrientation?: number;
  46809. }, scene: any): Mesh;
  46810. }
  46811. }
  46812. declare module "babylonjs/Lights/spotLight" {
  46813. import { Nullable } from "babylonjs/types";
  46814. import { Scene } from "babylonjs/scene";
  46815. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46816. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46817. import { Effect } from "babylonjs/Materials/effect";
  46818. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46819. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  46820. /**
  46821. * A spot light is defined by a position, a direction, an angle, and an exponent.
  46822. * These values define a cone of light starting from the position, emitting toward the direction.
  46823. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  46824. * and the exponent defines the speed of the decay of the light with distance (reach).
  46825. * Documentation: https://doc.babylonjs.com/babylon101/lights
  46826. */
  46827. export class SpotLight extends ShadowLight {
  46828. private _angle;
  46829. private _innerAngle;
  46830. private _cosHalfAngle;
  46831. private _lightAngleScale;
  46832. private _lightAngleOffset;
  46833. /**
  46834. * Gets the cone angle of the spot light in Radians.
  46835. */
  46836. /**
  46837. * Sets the cone angle of the spot light in Radians.
  46838. */
  46839. angle: number;
  46840. /**
  46841. * Only used in gltf falloff mode, this defines the angle where
  46842. * the directional falloff will start before cutting at angle which could be seen
  46843. * as outer angle.
  46844. */
  46845. /**
  46846. * Only used in gltf falloff mode, this defines the angle where
  46847. * the directional falloff will start before cutting at angle which could be seen
  46848. * as outer angle.
  46849. */
  46850. innerAngle: number;
  46851. private _shadowAngleScale;
  46852. /**
  46853. * Allows scaling the angle of the light for shadow generation only.
  46854. */
  46855. /**
  46856. * Allows scaling the angle of the light for shadow generation only.
  46857. */
  46858. shadowAngleScale: number;
  46859. /**
  46860. * The light decay speed with the distance from the emission spot.
  46861. */
  46862. exponent: number;
  46863. private _projectionTextureMatrix;
  46864. /**
  46865. * Allows reading the projecton texture
  46866. */
  46867. readonly projectionTextureMatrix: Matrix;
  46868. protected _projectionTextureLightNear: number;
  46869. /**
  46870. * Gets the near clip of the Spotlight for texture projection.
  46871. */
  46872. /**
  46873. * Sets the near clip of the Spotlight for texture projection.
  46874. */
  46875. projectionTextureLightNear: number;
  46876. protected _projectionTextureLightFar: number;
  46877. /**
  46878. * Gets the far clip of the Spotlight for texture projection.
  46879. */
  46880. /**
  46881. * Sets the far clip of the Spotlight for texture projection.
  46882. */
  46883. projectionTextureLightFar: number;
  46884. protected _projectionTextureUpDirection: Vector3;
  46885. /**
  46886. * Gets the Up vector of the Spotlight for texture projection.
  46887. */
  46888. /**
  46889. * Sets the Up vector of the Spotlight for texture projection.
  46890. */
  46891. projectionTextureUpDirection: Vector3;
  46892. private _projectionTexture;
  46893. /**
  46894. * Gets the projection texture of the light.
  46895. */
  46896. /**
  46897. * Sets the projection texture of the light.
  46898. */
  46899. projectionTexture: Nullable<BaseTexture>;
  46900. private _projectionTextureViewLightDirty;
  46901. private _projectionTextureProjectionLightDirty;
  46902. private _projectionTextureDirty;
  46903. private _projectionTextureViewTargetVector;
  46904. private _projectionTextureViewLightMatrix;
  46905. private _projectionTextureProjectionLightMatrix;
  46906. private _projectionTextureScalingMatrix;
  46907. /**
  46908. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  46909. * It can cast shadows.
  46910. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46911. * @param name The light friendly name
  46912. * @param position The position of the spot light in the scene
  46913. * @param direction The direction of the light in the scene
  46914. * @param angle The cone angle of the light in Radians
  46915. * @param exponent The light decay speed with the distance from the emission spot
  46916. * @param scene The scene the lights belongs to
  46917. */
  46918. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  46919. /**
  46920. * Returns the string "SpotLight".
  46921. * @returns the class name
  46922. */
  46923. getClassName(): string;
  46924. /**
  46925. * Returns the integer 2.
  46926. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46927. */
  46928. getTypeID(): number;
  46929. /**
  46930. * Overrides the direction setter to recompute the projection texture view light Matrix.
  46931. */
  46932. protected _setDirection(value: Vector3): void;
  46933. /**
  46934. * Overrides the position setter to recompute the projection texture view light Matrix.
  46935. */
  46936. protected _setPosition(value: Vector3): void;
  46937. /**
  46938. * 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.
  46939. * Returns the SpotLight.
  46940. */
  46941. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46942. protected _computeProjectionTextureViewLightMatrix(): void;
  46943. protected _computeProjectionTextureProjectionLightMatrix(): void;
  46944. /**
  46945. * Main function for light texture projection matrix computing.
  46946. */
  46947. protected _computeProjectionTextureMatrix(): void;
  46948. protected _buildUniformLayout(): void;
  46949. private _computeAngleValues;
  46950. /**
  46951. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  46952. * @param effect The effect to update
  46953. * @param lightIndex The index of the light in the effect to update
  46954. * @returns The spot light
  46955. */
  46956. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  46957. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  46958. /**
  46959. * Disposes the light and the associated resources.
  46960. */
  46961. dispose(): void;
  46962. /**
  46963. * Prepares the list of defines specific to the light type.
  46964. * @param defines the list of defines
  46965. * @param lightIndex defines the index of the light for the effect
  46966. */
  46967. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46968. }
  46969. }
  46970. declare module "babylonjs/Gizmos/lightGizmo" {
  46971. import { Nullable } from "babylonjs/types";
  46972. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46973. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46974. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  46975. import { Light } from "babylonjs/Lights/light";
  46976. /**
  46977. * Gizmo that enables viewing a light
  46978. */
  46979. export class LightGizmo extends Gizmo {
  46980. private _lightMesh;
  46981. private _material;
  46982. private cachedPosition;
  46983. private cachedForward;
  46984. /**
  46985. * Creates a LightGizmo
  46986. * @param gizmoLayer The utility layer the gizmo will be added to
  46987. */
  46988. constructor(gizmoLayer?: UtilityLayerRenderer);
  46989. private _light;
  46990. /**
  46991. * The light that the gizmo is attached to
  46992. */
  46993. light: Nullable<Light>;
  46994. /**
  46995. * Gets the material used to render the light gizmo
  46996. */
  46997. readonly material: StandardMaterial;
  46998. /**
  46999. * @hidden
  47000. * Updates the gizmo to match the attached mesh's position/rotation
  47001. */
  47002. protected _update(): void;
  47003. private static _Scale;
  47004. /**
  47005. * Creates the lines for a light mesh
  47006. */
  47007. private static _createLightLines;
  47008. /**
  47009. * Disposes of the light gizmo
  47010. */
  47011. dispose(): void;
  47012. private static _CreateHemisphericLightMesh;
  47013. private static _CreatePointLightMesh;
  47014. private static _CreateSpotLightMesh;
  47015. private static _CreateDirectionalLightMesh;
  47016. }
  47017. }
  47018. declare module "babylonjs/Gizmos/index" {
  47019. export * from "babylonjs/Gizmos/axisDragGizmo";
  47020. export * from "babylonjs/Gizmos/axisScaleGizmo";
  47021. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  47022. export * from "babylonjs/Gizmos/gizmo";
  47023. export * from "babylonjs/Gizmos/gizmoManager";
  47024. export * from "babylonjs/Gizmos/planeRotationGizmo";
  47025. export * from "babylonjs/Gizmos/positionGizmo";
  47026. export * from "babylonjs/Gizmos/rotationGizmo";
  47027. export * from "babylonjs/Gizmos/scaleGizmo";
  47028. export * from "babylonjs/Gizmos/lightGizmo";
  47029. export * from "babylonjs/Gizmos/planeDragGizmo";
  47030. }
  47031. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  47032. /** @hidden */
  47033. export var backgroundFragmentDeclaration: {
  47034. name: string;
  47035. shader: string;
  47036. };
  47037. }
  47038. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  47039. /** @hidden */
  47040. export var backgroundUboDeclaration: {
  47041. name: string;
  47042. shader: string;
  47043. };
  47044. }
  47045. declare module "babylonjs/Shaders/background.fragment" {
  47046. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  47047. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  47048. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  47049. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  47050. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47051. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47052. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47053. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  47054. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  47055. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  47056. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  47057. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  47058. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  47059. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  47060. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  47061. /** @hidden */
  47062. export var backgroundPixelShader: {
  47063. name: string;
  47064. shader: string;
  47065. };
  47066. }
  47067. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  47068. /** @hidden */
  47069. export var backgroundVertexDeclaration: {
  47070. name: string;
  47071. shader: string;
  47072. };
  47073. }
  47074. declare module "babylonjs/Shaders/background.vertex" {
  47075. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  47076. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  47077. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47078. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  47079. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  47080. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  47081. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  47082. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47083. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47084. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  47085. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  47086. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  47087. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  47088. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  47089. /** @hidden */
  47090. export var backgroundVertexShader: {
  47091. name: string;
  47092. shader: string;
  47093. };
  47094. }
  47095. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  47096. import { Nullable, int, float } from "babylonjs/types";
  47097. import { Scene } from "babylonjs/scene";
  47098. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  47099. import { SubMesh } from "babylonjs/Meshes/subMesh";
  47100. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47101. import { Mesh } from "babylonjs/Meshes/mesh";
  47102. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  47103. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  47104. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  47105. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47106. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  47107. import { Color3 } from "babylonjs/Maths/math.color";
  47108. import "babylonjs/Shaders/background.fragment";
  47109. import "babylonjs/Shaders/background.vertex";
  47110. /**
  47111. * Background material used to create an efficient environement around your scene.
  47112. */
  47113. export class BackgroundMaterial extends PushMaterial {
  47114. /**
  47115. * Standard reflectance value at parallel view angle.
  47116. */
  47117. static StandardReflectance0: number;
  47118. /**
  47119. * Standard reflectance value at grazing angle.
  47120. */
  47121. static StandardReflectance90: number;
  47122. protected _primaryColor: Color3;
  47123. /**
  47124. * Key light Color (multiply against the environement texture)
  47125. */
  47126. primaryColor: Color3;
  47127. protected __perceptualColor: Nullable<Color3>;
  47128. /**
  47129. * Experimental Internal Use Only.
  47130. *
  47131. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  47132. * This acts as a helper to set the primary color to a more "human friendly" value.
  47133. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  47134. * output color as close as possible from the chosen value.
  47135. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  47136. * part of lighting setup.)
  47137. */
  47138. _perceptualColor: Nullable<Color3>;
  47139. protected _primaryColorShadowLevel: float;
  47140. /**
  47141. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  47142. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  47143. */
  47144. primaryColorShadowLevel: float;
  47145. protected _primaryColorHighlightLevel: float;
  47146. /**
  47147. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  47148. * The primary color is used at the level chosen to define what the white area would look.
  47149. */
  47150. primaryColorHighlightLevel: float;
  47151. protected _reflectionTexture: Nullable<BaseTexture>;
  47152. /**
  47153. * Reflection Texture used in the material.
  47154. * Should be author in a specific way for the best result (refer to the documentation).
  47155. */
  47156. reflectionTexture: Nullable<BaseTexture>;
  47157. protected _reflectionBlur: float;
  47158. /**
  47159. * Reflection Texture level of blur.
  47160. *
  47161. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  47162. * texture twice.
  47163. */
  47164. reflectionBlur: float;
  47165. protected _diffuseTexture: Nullable<BaseTexture>;
  47166. /**
  47167. * Diffuse Texture used in the material.
  47168. * Should be author in a specific way for the best result (refer to the documentation).
  47169. */
  47170. diffuseTexture: Nullable<BaseTexture>;
  47171. protected _shadowLights: Nullable<IShadowLight[]>;
  47172. /**
  47173. * Specify the list of lights casting shadow on the material.
  47174. * All scene shadow lights will be included if null.
  47175. */
  47176. shadowLights: Nullable<IShadowLight[]>;
  47177. protected _shadowLevel: float;
  47178. /**
  47179. * Helps adjusting the shadow to a softer level if required.
  47180. * 0 means black shadows and 1 means no shadows.
  47181. */
  47182. shadowLevel: float;
  47183. protected _sceneCenter: Vector3;
  47184. /**
  47185. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  47186. * It is usually zero but might be interesting to modify according to your setup.
  47187. */
  47188. sceneCenter: Vector3;
  47189. protected _opacityFresnel: boolean;
  47190. /**
  47191. * This helps specifying that the material is falling off to the sky box at grazing angle.
  47192. * This helps ensuring a nice transition when the camera goes under the ground.
  47193. */
  47194. opacityFresnel: boolean;
  47195. protected _reflectionFresnel: boolean;
  47196. /**
  47197. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  47198. * This helps adding a mirror texture on the ground.
  47199. */
  47200. reflectionFresnel: boolean;
  47201. protected _reflectionFalloffDistance: number;
  47202. /**
  47203. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  47204. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  47205. */
  47206. reflectionFalloffDistance: number;
  47207. protected _reflectionAmount: number;
  47208. /**
  47209. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  47210. */
  47211. reflectionAmount: number;
  47212. protected _reflectionReflectance0: number;
  47213. /**
  47214. * This specifies the weight of the reflection at grazing angle.
  47215. */
  47216. reflectionReflectance0: number;
  47217. protected _reflectionReflectance90: number;
  47218. /**
  47219. * This specifies the weight of the reflection at a perpendicular point of view.
  47220. */
  47221. reflectionReflectance90: number;
  47222. /**
  47223. * Sets the reflection reflectance fresnel values according to the default standard
  47224. * empirically know to work well :-)
  47225. */
  47226. reflectionStandardFresnelWeight: number;
  47227. protected _useRGBColor: boolean;
  47228. /**
  47229. * Helps to directly use the maps channels instead of their level.
  47230. */
  47231. useRGBColor: boolean;
  47232. protected _enableNoise: boolean;
  47233. /**
  47234. * This helps reducing the banding effect that could occur on the background.
  47235. */
  47236. enableNoise: boolean;
  47237. /**
  47238. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  47239. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  47240. * Recommended to be keep at 1.0 except for special cases.
  47241. */
  47242. fovMultiplier: number;
  47243. private _fovMultiplier;
  47244. /**
  47245. * Enable the FOV adjustment feature controlled by fovMultiplier.
  47246. */
  47247. useEquirectangularFOV: boolean;
  47248. private _maxSimultaneousLights;
  47249. /**
  47250. * Number of Simultaneous lights allowed on the material.
  47251. */
  47252. maxSimultaneousLights: int;
  47253. /**
  47254. * Default configuration related to image processing available in the Background Material.
  47255. */
  47256. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  47257. /**
  47258. * Keep track of the image processing observer to allow dispose and replace.
  47259. */
  47260. private _imageProcessingObserver;
  47261. /**
  47262. * Attaches a new image processing configuration to the PBR Material.
  47263. * @param configuration (if null the scene configuration will be use)
  47264. */
  47265. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  47266. /**
  47267. * Gets the image processing configuration used either in this material.
  47268. */
  47269. /**
  47270. * Sets the Default image processing configuration used either in the this material.
  47271. *
  47272. * If sets to null, the scene one is in use.
  47273. */
  47274. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  47275. /**
  47276. * Gets wether the color curves effect is enabled.
  47277. */
  47278. /**
  47279. * Sets wether the color curves effect is enabled.
  47280. */
  47281. cameraColorCurvesEnabled: boolean;
  47282. /**
  47283. * Gets wether the color grading effect is enabled.
  47284. */
  47285. /**
  47286. * Gets wether the color grading effect is enabled.
  47287. */
  47288. cameraColorGradingEnabled: boolean;
  47289. /**
  47290. * Gets wether tonemapping is enabled or not.
  47291. */
  47292. /**
  47293. * Sets wether tonemapping is enabled or not
  47294. */
  47295. cameraToneMappingEnabled: boolean;
  47296. /**
  47297. * The camera exposure used on this material.
  47298. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47299. * This corresponds to a photographic exposure.
  47300. */
  47301. /**
  47302. * The camera exposure used on this material.
  47303. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47304. * This corresponds to a photographic exposure.
  47305. */
  47306. cameraExposure: float;
  47307. /**
  47308. * Gets The camera contrast used on this material.
  47309. */
  47310. /**
  47311. * Sets The camera contrast used on this material.
  47312. */
  47313. cameraContrast: float;
  47314. /**
  47315. * Gets the Color Grading 2D Lookup Texture.
  47316. */
  47317. /**
  47318. * Sets the Color Grading 2D Lookup Texture.
  47319. */
  47320. cameraColorGradingTexture: Nullable<BaseTexture>;
  47321. /**
  47322. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47323. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47324. * 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;
  47325. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47326. */
  47327. /**
  47328. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47329. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47330. * 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;
  47331. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47332. */
  47333. cameraColorCurves: Nullable<ColorCurves>;
  47334. /**
  47335. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  47336. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  47337. */
  47338. switchToBGR: boolean;
  47339. private _renderTargets;
  47340. private _reflectionControls;
  47341. private _white;
  47342. private _primaryShadowColor;
  47343. private _primaryHighlightColor;
  47344. /**
  47345. * Instantiates a Background Material in the given scene
  47346. * @param name The friendly name of the material
  47347. * @param scene The scene to add the material to
  47348. */
  47349. constructor(name: string, scene: Scene);
  47350. /**
  47351. * Gets a boolean indicating that current material needs to register RTT
  47352. */
  47353. readonly hasRenderTargetTextures: boolean;
  47354. /**
  47355. * The entire material has been created in order to prevent overdraw.
  47356. * @returns false
  47357. */
  47358. needAlphaTesting(): boolean;
  47359. /**
  47360. * The entire material has been created in order to prevent overdraw.
  47361. * @returns true if blending is enable
  47362. */
  47363. needAlphaBlending(): boolean;
  47364. /**
  47365. * Checks wether the material is ready to be rendered for a given mesh.
  47366. * @param mesh The mesh to render
  47367. * @param subMesh The submesh to check against
  47368. * @param useInstances Specify wether or not the material is used with instances
  47369. * @returns true if all the dependencies are ready (Textures, Effects...)
  47370. */
  47371. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  47372. /**
  47373. * Compute the primary color according to the chosen perceptual color.
  47374. */
  47375. private _computePrimaryColorFromPerceptualColor;
  47376. /**
  47377. * Compute the highlights and shadow colors according to their chosen levels.
  47378. */
  47379. private _computePrimaryColors;
  47380. /**
  47381. * Build the uniform buffer used in the material.
  47382. */
  47383. buildUniformLayout(): void;
  47384. /**
  47385. * Unbind the material.
  47386. */
  47387. unbind(): void;
  47388. /**
  47389. * Bind only the world matrix to the material.
  47390. * @param world The world matrix to bind.
  47391. */
  47392. bindOnlyWorldMatrix(world: Matrix): void;
  47393. /**
  47394. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  47395. * @param world The world matrix to bind.
  47396. * @param subMesh The submesh to bind for.
  47397. */
  47398. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  47399. /**
  47400. * Checks to see if a texture is used in the material.
  47401. * @param texture - Base texture to use.
  47402. * @returns - Boolean specifying if a texture is used in the material.
  47403. */
  47404. hasTexture(texture: BaseTexture): boolean;
  47405. /**
  47406. * Dispose the material.
  47407. * @param forceDisposeEffect Force disposal of the associated effect.
  47408. * @param forceDisposeTextures Force disposal of the associated textures.
  47409. */
  47410. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  47411. /**
  47412. * Clones the material.
  47413. * @param name The cloned name.
  47414. * @returns The cloned material.
  47415. */
  47416. clone(name: string): BackgroundMaterial;
  47417. /**
  47418. * Serializes the current material to its JSON representation.
  47419. * @returns The JSON representation.
  47420. */
  47421. serialize(): any;
  47422. /**
  47423. * Gets the class name of the material
  47424. * @returns "BackgroundMaterial"
  47425. */
  47426. getClassName(): string;
  47427. /**
  47428. * Parse a JSON input to create back a background material.
  47429. * @param source The JSON data to parse
  47430. * @param scene The scene to create the parsed material in
  47431. * @param rootUrl The root url of the assets the material depends upon
  47432. * @returns the instantiated BackgroundMaterial.
  47433. */
  47434. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  47435. }
  47436. }
  47437. declare module "babylonjs/Helpers/environmentHelper" {
  47438. import { Observable } from "babylonjs/Misc/observable";
  47439. import { Nullable } from "babylonjs/types";
  47440. import { Scene } from "babylonjs/scene";
  47441. import { Vector3 } from "babylonjs/Maths/math.vector";
  47442. import { Color3 } from "babylonjs/Maths/math.color";
  47443. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47444. import { Mesh } from "babylonjs/Meshes/mesh";
  47445. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47446. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  47447. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  47448. import "babylonjs/Meshes/Builders/planeBuilder";
  47449. import "babylonjs/Meshes/Builders/boxBuilder";
  47450. /**
  47451. * Represents the different options available during the creation of
  47452. * a Environment helper.
  47453. *
  47454. * This can control the default ground, skybox and image processing setup of your scene.
  47455. */
  47456. export interface IEnvironmentHelperOptions {
  47457. /**
  47458. * Specifies wether or not to create a ground.
  47459. * True by default.
  47460. */
  47461. createGround: boolean;
  47462. /**
  47463. * Specifies the ground size.
  47464. * 15 by default.
  47465. */
  47466. groundSize: number;
  47467. /**
  47468. * The texture used on the ground for the main color.
  47469. * Comes from the BabylonJS CDN by default.
  47470. *
  47471. * Remarks: Can be either a texture or a url.
  47472. */
  47473. groundTexture: string | BaseTexture;
  47474. /**
  47475. * The color mixed in the ground texture by default.
  47476. * BabylonJS clearColor by default.
  47477. */
  47478. groundColor: Color3;
  47479. /**
  47480. * Specifies the ground opacity.
  47481. * 1 by default.
  47482. */
  47483. groundOpacity: number;
  47484. /**
  47485. * Enables the ground to receive shadows.
  47486. * True by default.
  47487. */
  47488. enableGroundShadow: boolean;
  47489. /**
  47490. * Helps preventing the shadow to be fully black on the ground.
  47491. * 0.5 by default.
  47492. */
  47493. groundShadowLevel: number;
  47494. /**
  47495. * Creates a mirror texture attach to the ground.
  47496. * false by default.
  47497. */
  47498. enableGroundMirror: boolean;
  47499. /**
  47500. * Specifies the ground mirror size ratio.
  47501. * 0.3 by default as the default kernel is 64.
  47502. */
  47503. groundMirrorSizeRatio: number;
  47504. /**
  47505. * Specifies the ground mirror blur kernel size.
  47506. * 64 by default.
  47507. */
  47508. groundMirrorBlurKernel: number;
  47509. /**
  47510. * Specifies the ground mirror visibility amount.
  47511. * 1 by default
  47512. */
  47513. groundMirrorAmount: number;
  47514. /**
  47515. * Specifies the ground mirror reflectance weight.
  47516. * This uses the standard weight of the background material to setup the fresnel effect
  47517. * of the mirror.
  47518. * 1 by default.
  47519. */
  47520. groundMirrorFresnelWeight: number;
  47521. /**
  47522. * Specifies the ground mirror Falloff distance.
  47523. * This can helps reducing the size of the reflection.
  47524. * 0 by Default.
  47525. */
  47526. groundMirrorFallOffDistance: number;
  47527. /**
  47528. * Specifies the ground mirror texture type.
  47529. * Unsigned Int by Default.
  47530. */
  47531. groundMirrorTextureType: number;
  47532. /**
  47533. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  47534. * the shown objects.
  47535. */
  47536. groundYBias: number;
  47537. /**
  47538. * Specifies wether or not to create a skybox.
  47539. * True by default.
  47540. */
  47541. createSkybox: boolean;
  47542. /**
  47543. * Specifies the skybox size.
  47544. * 20 by default.
  47545. */
  47546. skyboxSize: number;
  47547. /**
  47548. * The texture used on the skybox for the main color.
  47549. * Comes from the BabylonJS CDN by default.
  47550. *
  47551. * Remarks: Can be either a texture or a url.
  47552. */
  47553. skyboxTexture: string | BaseTexture;
  47554. /**
  47555. * The color mixed in the skybox texture by default.
  47556. * BabylonJS clearColor by default.
  47557. */
  47558. skyboxColor: Color3;
  47559. /**
  47560. * The background rotation around the Y axis of the scene.
  47561. * This helps aligning the key lights of your scene with the background.
  47562. * 0 by default.
  47563. */
  47564. backgroundYRotation: number;
  47565. /**
  47566. * Compute automatically the size of the elements to best fit with the scene.
  47567. */
  47568. sizeAuto: boolean;
  47569. /**
  47570. * Default position of the rootMesh if autoSize is not true.
  47571. */
  47572. rootPosition: Vector3;
  47573. /**
  47574. * Sets up the image processing in the scene.
  47575. * true by default.
  47576. */
  47577. setupImageProcessing: boolean;
  47578. /**
  47579. * The texture used as your environment texture in the scene.
  47580. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  47581. *
  47582. * Remarks: Can be either a texture or a url.
  47583. */
  47584. environmentTexture: string | BaseTexture;
  47585. /**
  47586. * The value of the exposure to apply to the scene.
  47587. * 0.6 by default if setupImageProcessing is true.
  47588. */
  47589. cameraExposure: number;
  47590. /**
  47591. * The value of the contrast to apply to the scene.
  47592. * 1.6 by default if setupImageProcessing is true.
  47593. */
  47594. cameraContrast: number;
  47595. /**
  47596. * Specifies wether or not tonemapping should be enabled in the scene.
  47597. * true by default if setupImageProcessing is true.
  47598. */
  47599. toneMappingEnabled: boolean;
  47600. }
  47601. /**
  47602. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  47603. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  47604. * It also helps with the default setup of your imageProcessing configuration.
  47605. */
  47606. export class EnvironmentHelper {
  47607. /**
  47608. * Default ground texture URL.
  47609. */
  47610. private static _groundTextureCDNUrl;
  47611. /**
  47612. * Default skybox texture URL.
  47613. */
  47614. private static _skyboxTextureCDNUrl;
  47615. /**
  47616. * Default environment texture URL.
  47617. */
  47618. private static _environmentTextureCDNUrl;
  47619. /**
  47620. * Creates the default options for the helper.
  47621. */
  47622. private static _getDefaultOptions;
  47623. private _rootMesh;
  47624. /**
  47625. * Gets the root mesh created by the helper.
  47626. */
  47627. readonly rootMesh: Mesh;
  47628. private _skybox;
  47629. /**
  47630. * Gets the skybox created by the helper.
  47631. */
  47632. readonly skybox: Nullable<Mesh>;
  47633. private _skyboxTexture;
  47634. /**
  47635. * Gets the skybox texture created by the helper.
  47636. */
  47637. readonly skyboxTexture: Nullable<BaseTexture>;
  47638. private _skyboxMaterial;
  47639. /**
  47640. * Gets the skybox material created by the helper.
  47641. */
  47642. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  47643. private _ground;
  47644. /**
  47645. * Gets the ground mesh created by the helper.
  47646. */
  47647. readonly ground: Nullable<Mesh>;
  47648. private _groundTexture;
  47649. /**
  47650. * Gets the ground texture created by the helper.
  47651. */
  47652. readonly groundTexture: Nullable<BaseTexture>;
  47653. private _groundMirror;
  47654. /**
  47655. * Gets the ground mirror created by the helper.
  47656. */
  47657. readonly groundMirror: Nullable<MirrorTexture>;
  47658. /**
  47659. * Gets the ground mirror render list to helps pushing the meshes
  47660. * you wish in the ground reflection.
  47661. */
  47662. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  47663. private _groundMaterial;
  47664. /**
  47665. * Gets the ground material created by the helper.
  47666. */
  47667. readonly groundMaterial: Nullable<BackgroundMaterial>;
  47668. /**
  47669. * Stores the creation options.
  47670. */
  47671. private readonly _scene;
  47672. private _options;
  47673. /**
  47674. * This observable will be notified with any error during the creation of the environment,
  47675. * mainly texture creation errors.
  47676. */
  47677. onErrorObservable: Observable<{
  47678. message?: string;
  47679. exception?: any;
  47680. }>;
  47681. /**
  47682. * constructor
  47683. * @param options Defines the options we want to customize the helper
  47684. * @param scene The scene to add the material to
  47685. */
  47686. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  47687. /**
  47688. * Updates the background according to the new options
  47689. * @param options
  47690. */
  47691. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  47692. /**
  47693. * Sets the primary color of all the available elements.
  47694. * @param color the main color to affect to the ground and the background
  47695. */
  47696. setMainColor(color: Color3): void;
  47697. /**
  47698. * Setup the image processing according to the specified options.
  47699. */
  47700. private _setupImageProcessing;
  47701. /**
  47702. * Setup the environment texture according to the specified options.
  47703. */
  47704. private _setupEnvironmentTexture;
  47705. /**
  47706. * Setup the background according to the specified options.
  47707. */
  47708. private _setupBackground;
  47709. /**
  47710. * Get the scene sizes according to the setup.
  47711. */
  47712. private _getSceneSize;
  47713. /**
  47714. * Setup the ground according to the specified options.
  47715. */
  47716. private _setupGround;
  47717. /**
  47718. * Setup the ground material according to the specified options.
  47719. */
  47720. private _setupGroundMaterial;
  47721. /**
  47722. * Setup the ground diffuse texture according to the specified options.
  47723. */
  47724. private _setupGroundDiffuseTexture;
  47725. /**
  47726. * Setup the ground mirror texture according to the specified options.
  47727. */
  47728. private _setupGroundMirrorTexture;
  47729. /**
  47730. * Setup the ground to receive the mirror texture.
  47731. */
  47732. private _setupMirrorInGroundMaterial;
  47733. /**
  47734. * Setup the skybox according to the specified options.
  47735. */
  47736. private _setupSkybox;
  47737. /**
  47738. * Setup the skybox material according to the specified options.
  47739. */
  47740. private _setupSkyboxMaterial;
  47741. /**
  47742. * Setup the skybox reflection texture according to the specified options.
  47743. */
  47744. private _setupSkyboxReflectionTexture;
  47745. private _errorHandler;
  47746. /**
  47747. * Dispose all the elements created by the Helper.
  47748. */
  47749. dispose(): void;
  47750. }
  47751. }
  47752. declare module "babylonjs/Helpers/photoDome" {
  47753. import { Observable } from "babylonjs/Misc/observable";
  47754. import { Nullable } from "babylonjs/types";
  47755. import { Scene } from "babylonjs/scene";
  47756. import { TransformNode } from "babylonjs/Meshes/transformNode";
  47757. import { Mesh } from "babylonjs/Meshes/mesh";
  47758. import { Texture } from "babylonjs/Materials/Textures/texture";
  47759. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  47760. import "babylonjs/Meshes/Builders/sphereBuilder";
  47761. /**
  47762. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  47763. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  47764. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  47765. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  47766. */
  47767. export class PhotoDome extends TransformNode {
  47768. /**
  47769. * Define the image as a Monoscopic panoramic 360 image.
  47770. */
  47771. static readonly MODE_MONOSCOPIC: number;
  47772. /**
  47773. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  47774. */
  47775. static readonly MODE_TOPBOTTOM: number;
  47776. /**
  47777. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  47778. */
  47779. static readonly MODE_SIDEBYSIDE: number;
  47780. private _useDirectMapping;
  47781. /**
  47782. * The texture being displayed on the sphere
  47783. */
  47784. protected _photoTexture: Texture;
  47785. /**
  47786. * Gets or sets the texture being displayed on the sphere
  47787. */
  47788. photoTexture: Texture;
  47789. /**
  47790. * Observable raised when an error occured while loading the 360 image
  47791. */
  47792. onLoadErrorObservable: Observable<string>;
  47793. /**
  47794. * The skybox material
  47795. */
  47796. protected _material: BackgroundMaterial;
  47797. /**
  47798. * The surface used for the skybox
  47799. */
  47800. protected _mesh: Mesh;
  47801. /**
  47802. * Gets the mesh used for the skybox.
  47803. */
  47804. readonly mesh: Mesh;
  47805. /**
  47806. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  47807. * Also see the options.resolution property.
  47808. */
  47809. fovMultiplier: number;
  47810. private _imageMode;
  47811. /**
  47812. * Gets or set the current video mode for the video. It can be:
  47813. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  47814. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  47815. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  47816. */
  47817. imageMode: number;
  47818. /**
  47819. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  47820. * @param name Element's name, child elements will append suffixes for their own names.
  47821. * @param urlsOfPhoto defines the url of the photo to display
  47822. * @param options defines an object containing optional or exposed sub element properties
  47823. * @param onError defines a callback called when an error occured while loading the texture
  47824. */
  47825. constructor(name: string, urlOfPhoto: string, options: {
  47826. resolution?: number;
  47827. size?: number;
  47828. useDirectMapping?: boolean;
  47829. faceForward?: boolean;
  47830. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  47831. private _onBeforeCameraRenderObserver;
  47832. private _changeImageMode;
  47833. /**
  47834. * Releases resources associated with this node.
  47835. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  47836. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  47837. */
  47838. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  47839. }
  47840. }
  47841. declare module "babylonjs/Misc/rgbdTextureTools" {
  47842. import "babylonjs/Shaders/rgbdDecode.fragment";
  47843. import { Texture } from "babylonjs/Materials/Textures/texture";
  47844. /**
  47845. * Class used to host RGBD texture specific utilities
  47846. */
  47847. export class RGBDTextureTools {
  47848. /**
  47849. * Expand the RGBD Texture from RGBD to Half Float if possible.
  47850. * @param texture the texture to expand.
  47851. */
  47852. static ExpandRGBDTexture(texture: Texture): void;
  47853. }
  47854. }
  47855. declare module "babylonjs/Misc/brdfTextureTools" {
  47856. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47857. import { Scene } from "babylonjs/scene";
  47858. /**
  47859. * Class used to host texture specific utilities
  47860. */
  47861. export class BRDFTextureTools {
  47862. /**
  47863. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  47864. * @param scene defines the hosting scene
  47865. * @returns the environment BRDF texture
  47866. */
  47867. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  47868. private static _environmentBRDFBase64Texture;
  47869. }
  47870. }
  47871. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  47872. import { Nullable } from "babylonjs/types";
  47873. import { Color3 } from "babylonjs/Maths/math.color";
  47874. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47875. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47876. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47877. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47878. import { Engine } from "babylonjs/Engines/engine";
  47879. import { Scene } from "babylonjs/scene";
  47880. /**
  47881. * @hidden
  47882. */
  47883. export interface IMaterialClearCoatDefines {
  47884. CLEARCOAT: boolean;
  47885. CLEARCOAT_DEFAULTIOR: boolean;
  47886. CLEARCOAT_TEXTURE: boolean;
  47887. CLEARCOAT_TEXTUREDIRECTUV: number;
  47888. CLEARCOAT_BUMP: boolean;
  47889. CLEARCOAT_BUMPDIRECTUV: number;
  47890. CLEARCOAT_TINT: boolean;
  47891. CLEARCOAT_TINT_TEXTURE: boolean;
  47892. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  47893. /** @hidden */
  47894. _areTexturesDirty: boolean;
  47895. }
  47896. /**
  47897. * Define the code related to the clear coat parameters of the pbr material.
  47898. */
  47899. export class PBRClearCoatConfiguration {
  47900. /**
  47901. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47902. * The default fits with a polyurethane material.
  47903. */
  47904. private static readonly _DefaultIndexOfRefraction;
  47905. private _isEnabled;
  47906. /**
  47907. * Defines if the clear coat is enabled in the material.
  47908. */
  47909. isEnabled: boolean;
  47910. /**
  47911. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  47912. */
  47913. intensity: number;
  47914. /**
  47915. * Defines the clear coat layer roughness.
  47916. */
  47917. roughness: number;
  47918. private _indexOfRefraction;
  47919. /**
  47920. * Defines the index of refraction of the clear coat.
  47921. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47922. * The default fits with a polyurethane material.
  47923. * Changing the default value is more performance intensive.
  47924. */
  47925. indexOfRefraction: number;
  47926. private _texture;
  47927. /**
  47928. * Stores the clear coat values in a texture.
  47929. */
  47930. texture: Nullable<BaseTexture>;
  47931. private _bumpTexture;
  47932. /**
  47933. * Define the clear coat specific bump texture.
  47934. */
  47935. bumpTexture: Nullable<BaseTexture>;
  47936. private _isTintEnabled;
  47937. /**
  47938. * Defines if the clear coat tint is enabled in the material.
  47939. */
  47940. isTintEnabled: boolean;
  47941. /**
  47942. * Defines the clear coat tint of the material.
  47943. * This is only use if tint is enabled
  47944. */
  47945. tintColor: Color3;
  47946. /**
  47947. * Defines the distance at which the tint color should be found in the
  47948. * clear coat media.
  47949. * This is only use if tint is enabled
  47950. */
  47951. tintColorAtDistance: number;
  47952. /**
  47953. * Defines the clear coat layer thickness.
  47954. * This is only use if tint is enabled
  47955. */
  47956. tintThickness: number;
  47957. private _tintTexture;
  47958. /**
  47959. * Stores the clear tint values in a texture.
  47960. * rgb is tint
  47961. * a is a thickness factor
  47962. */
  47963. tintTexture: Nullable<BaseTexture>;
  47964. /** @hidden */
  47965. private _internalMarkAllSubMeshesAsTexturesDirty;
  47966. /** @hidden */
  47967. _markAllSubMeshesAsTexturesDirty(): void;
  47968. /**
  47969. * Instantiate a new istance of clear coat configuration.
  47970. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47971. */
  47972. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47973. /**
  47974. * Gets wehter the submesh is ready to be used or not.
  47975. * @param defines the list of "defines" to update.
  47976. * @param scene defines the scene the material belongs to.
  47977. * @param engine defines the engine the material belongs to.
  47978. * @param disableBumpMap defines wether the material disables bump or not.
  47979. * @returns - boolean indicating that the submesh is ready or not.
  47980. */
  47981. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  47982. /**
  47983. * Checks to see if a texture is used in the material.
  47984. * @param defines the list of "defines" to update.
  47985. * @param scene defines the scene to the material belongs to.
  47986. */
  47987. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  47988. /**
  47989. * Binds the material data.
  47990. * @param uniformBuffer defines the Uniform buffer to fill in.
  47991. * @param scene defines the scene the material belongs to.
  47992. * @param engine defines the engine the material belongs to.
  47993. * @param disableBumpMap defines wether the material disables bump or not.
  47994. * @param isFrozen defines wether the material is frozen or not.
  47995. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  47996. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  47997. */
  47998. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  47999. /**
  48000. * Checks to see if a texture is used in the material.
  48001. * @param texture - Base texture to use.
  48002. * @returns - Boolean specifying if a texture is used in the material.
  48003. */
  48004. hasTexture(texture: BaseTexture): boolean;
  48005. /**
  48006. * Returns an array of the actively used textures.
  48007. * @param activeTextures Array of BaseTextures
  48008. */
  48009. getActiveTextures(activeTextures: BaseTexture[]): void;
  48010. /**
  48011. * Returns the animatable textures.
  48012. * @param animatables Array of animatable textures.
  48013. */
  48014. getAnimatables(animatables: IAnimatable[]): void;
  48015. /**
  48016. * Disposes the resources of the material.
  48017. * @param forceDisposeTextures - Forces the disposal of all textures.
  48018. */
  48019. dispose(forceDisposeTextures?: boolean): void;
  48020. /**
  48021. * Get the current class name of the texture useful for serialization or dynamic coding.
  48022. * @returns "PBRClearCoatConfiguration"
  48023. */
  48024. getClassName(): string;
  48025. /**
  48026. * Add fallbacks to the effect fallbacks list.
  48027. * @param defines defines the Base texture to use.
  48028. * @param fallbacks defines the current fallback list.
  48029. * @param currentRank defines the current fallback rank.
  48030. * @returns the new fallback rank.
  48031. */
  48032. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48033. /**
  48034. * Add the required uniforms to the current list.
  48035. * @param uniforms defines the current uniform list.
  48036. */
  48037. static AddUniforms(uniforms: string[]): void;
  48038. /**
  48039. * Add the required samplers to the current list.
  48040. * @param samplers defines the current sampler list.
  48041. */
  48042. static AddSamplers(samplers: string[]): void;
  48043. /**
  48044. * Add the required uniforms to the current buffer.
  48045. * @param uniformBuffer defines the current uniform buffer.
  48046. */
  48047. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48048. /**
  48049. * Makes a duplicate of the current configuration into another one.
  48050. * @param clearCoatConfiguration define the config where to copy the info
  48051. */
  48052. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  48053. /**
  48054. * Serializes this clear coat configuration.
  48055. * @returns - An object with the serialized config.
  48056. */
  48057. serialize(): any;
  48058. /**
  48059. * Parses a anisotropy Configuration from a serialized object.
  48060. * @param source - Serialized object.
  48061. * @param scene Defines the scene we are parsing for
  48062. * @param rootUrl Defines the rootUrl to load from
  48063. */
  48064. parse(source: any, scene: Scene, rootUrl: string): void;
  48065. }
  48066. }
  48067. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  48068. import { EffectFallbacks } from "babylonjs/Materials/effect";
  48069. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48070. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48071. import { Vector2 } from "babylonjs/Maths/math.vector";
  48072. import { Scene } from "babylonjs/scene";
  48073. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48074. import { Nullable } from "babylonjs/types";
  48075. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48076. /**
  48077. * @hidden
  48078. */
  48079. export interface IMaterialAnisotropicDefines {
  48080. ANISOTROPIC: boolean;
  48081. ANISOTROPIC_TEXTURE: boolean;
  48082. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48083. MAINUV1: boolean;
  48084. _areTexturesDirty: boolean;
  48085. _needUVs: boolean;
  48086. }
  48087. /**
  48088. * Define the code related to the anisotropic parameters of the pbr material.
  48089. */
  48090. export class PBRAnisotropicConfiguration {
  48091. private _isEnabled;
  48092. /**
  48093. * Defines if the anisotropy is enabled in the material.
  48094. */
  48095. isEnabled: boolean;
  48096. /**
  48097. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  48098. */
  48099. intensity: number;
  48100. /**
  48101. * Defines if the effect is along the tangents, bitangents or in between.
  48102. * By default, the effect is "strectching" the highlights along the tangents.
  48103. */
  48104. direction: Vector2;
  48105. private _texture;
  48106. /**
  48107. * Stores the anisotropy values in a texture.
  48108. * rg is direction (like normal from -1 to 1)
  48109. * b is a intensity
  48110. */
  48111. texture: Nullable<BaseTexture>;
  48112. /** @hidden */
  48113. private _internalMarkAllSubMeshesAsTexturesDirty;
  48114. /** @hidden */
  48115. _markAllSubMeshesAsTexturesDirty(): void;
  48116. /**
  48117. * Instantiate a new istance of anisotropy configuration.
  48118. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48119. */
  48120. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48121. /**
  48122. * Specifies that the submesh is ready to be used.
  48123. * @param defines the list of "defines" to update.
  48124. * @param scene defines the scene the material belongs to.
  48125. * @returns - boolean indicating that the submesh is ready or not.
  48126. */
  48127. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  48128. /**
  48129. * Checks to see if a texture is used in the material.
  48130. * @param defines the list of "defines" to update.
  48131. * @param mesh the mesh we are preparing the defines for.
  48132. * @param scene defines the scene the material belongs to.
  48133. */
  48134. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  48135. /**
  48136. * Binds the material data.
  48137. * @param uniformBuffer defines the Uniform buffer to fill in.
  48138. * @param scene defines the scene the material belongs to.
  48139. * @param isFrozen defines wether the material is frozen or not.
  48140. */
  48141. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  48142. /**
  48143. * Checks to see if a texture is used in the material.
  48144. * @param texture - Base texture to use.
  48145. * @returns - Boolean specifying if a texture is used in the material.
  48146. */
  48147. hasTexture(texture: BaseTexture): boolean;
  48148. /**
  48149. * Returns an array of the actively used textures.
  48150. * @param activeTextures Array of BaseTextures
  48151. */
  48152. getActiveTextures(activeTextures: BaseTexture[]): void;
  48153. /**
  48154. * Returns the animatable textures.
  48155. * @param animatables Array of animatable textures.
  48156. */
  48157. getAnimatables(animatables: IAnimatable[]): void;
  48158. /**
  48159. * Disposes the resources of the material.
  48160. * @param forceDisposeTextures - Forces the disposal of all textures.
  48161. */
  48162. dispose(forceDisposeTextures?: boolean): void;
  48163. /**
  48164. * Get the current class name of the texture useful for serialization or dynamic coding.
  48165. * @returns "PBRAnisotropicConfiguration"
  48166. */
  48167. getClassName(): string;
  48168. /**
  48169. * Add fallbacks to the effect fallbacks list.
  48170. * @param defines defines the Base texture to use.
  48171. * @param fallbacks defines the current fallback list.
  48172. * @param currentRank defines the current fallback rank.
  48173. * @returns the new fallback rank.
  48174. */
  48175. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48176. /**
  48177. * Add the required uniforms to the current list.
  48178. * @param uniforms defines the current uniform list.
  48179. */
  48180. static AddUniforms(uniforms: string[]): void;
  48181. /**
  48182. * Add the required uniforms to the current buffer.
  48183. * @param uniformBuffer defines the current uniform buffer.
  48184. */
  48185. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48186. /**
  48187. * Add the required samplers to the current list.
  48188. * @param samplers defines the current sampler list.
  48189. */
  48190. static AddSamplers(samplers: string[]): void;
  48191. /**
  48192. * Makes a duplicate of the current configuration into another one.
  48193. * @param anisotropicConfiguration define the config where to copy the info
  48194. */
  48195. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  48196. /**
  48197. * Serializes this anisotropy configuration.
  48198. * @returns - An object with the serialized config.
  48199. */
  48200. serialize(): any;
  48201. /**
  48202. * Parses a anisotropy Configuration from a serialized object.
  48203. * @param source - Serialized object.
  48204. * @param scene Defines the scene we are parsing for
  48205. * @param rootUrl Defines the rootUrl to load from
  48206. */
  48207. parse(source: any, scene: Scene, rootUrl: string): void;
  48208. }
  48209. }
  48210. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  48211. import { Scene } from "babylonjs/scene";
  48212. /**
  48213. * @hidden
  48214. */
  48215. export interface IMaterialBRDFDefines {
  48216. BRDF_V_HEIGHT_CORRELATED: boolean;
  48217. MS_BRDF_ENERGY_CONSERVATION: boolean;
  48218. SPHERICAL_HARMONICS: boolean;
  48219. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  48220. /** @hidden */
  48221. _areMiscDirty: boolean;
  48222. }
  48223. /**
  48224. * Define the code related to the BRDF parameters of the pbr material.
  48225. */
  48226. export class PBRBRDFConfiguration {
  48227. /**
  48228. * Default value used for the energy conservation.
  48229. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  48230. */
  48231. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  48232. /**
  48233. * Default value used for the Smith Visibility Height Correlated mode.
  48234. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  48235. */
  48236. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  48237. /**
  48238. * Default value used for the IBL diffuse part.
  48239. * This can help switching back to the polynomials mode globally which is a tiny bit
  48240. * less GPU intensive at the drawback of a lower quality.
  48241. */
  48242. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  48243. /**
  48244. * Default value used for activating energy conservation for the specular workflow.
  48245. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  48246. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  48247. */
  48248. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  48249. private _useEnergyConservation;
  48250. /**
  48251. * Defines if the material uses energy conservation.
  48252. */
  48253. useEnergyConservation: boolean;
  48254. private _useSmithVisibilityHeightCorrelated;
  48255. /**
  48256. * LEGACY Mode set to false
  48257. * Defines if the material uses height smith correlated visibility term.
  48258. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  48259. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  48260. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  48261. * Not relying on height correlated will also disable energy conservation.
  48262. */
  48263. useSmithVisibilityHeightCorrelated: boolean;
  48264. private _useSphericalHarmonics;
  48265. /**
  48266. * LEGACY Mode set to false
  48267. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  48268. * diffuse part of the IBL.
  48269. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  48270. * to the ground truth.
  48271. */
  48272. useSphericalHarmonics: boolean;
  48273. private _useSpecularGlossinessInputEnergyConservation;
  48274. /**
  48275. * Defines if the material uses energy conservation, when the specular workflow is active.
  48276. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  48277. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  48278. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  48279. */
  48280. useSpecularGlossinessInputEnergyConservation: boolean;
  48281. /** @hidden */
  48282. private _internalMarkAllSubMeshesAsMiscDirty;
  48283. /** @hidden */
  48284. _markAllSubMeshesAsMiscDirty(): void;
  48285. /**
  48286. * Instantiate a new istance of clear coat configuration.
  48287. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  48288. */
  48289. constructor(markAllSubMeshesAsMiscDirty: () => void);
  48290. /**
  48291. * Checks to see if a texture is used in the material.
  48292. * @param defines the list of "defines" to update.
  48293. */
  48294. prepareDefines(defines: IMaterialBRDFDefines): void;
  48295. /**
  48296. * Get the current class name of the texture useful for serialization or dynamic coding.
  48297. * @returns "PBRClearCoatConfiguration"
  48298. */
  48299. getClassName(): string;
  48300. /**
  48301. * Makes a duplicate of the current configuration into another one.
  48302. * @param brdfConfiguration define the config where to copy the info
  48303. */
  48304. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  48305. /**
  48306. * Serializes this BRDF configuration.
  48307. * @returns - An object with the serialized config.
  48308. */
  48309. serialize(): any;
  48310. /**
  48311. * Parses a anisotropy Configuration from a serialized object.
  48312. * @param source - Serialized object.
  48313. * @param scene Defines the scene we are parsing for
  48314. * @param rootUrl Defines the rootUrl to load from
  48315. */
  48316. parse(source: any, scene: Scene, rootUrl: string): void;
  48317. }
  48318. }
  48319. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  48320. import { EffectFallbacks } from "babylonjs/Materials/effect";
  48321. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48322. import { Color3 } from "babylonjs/Maths/math.color";
  48323. import { Scene } from "babylonjs/scene";
  48324. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48325. import { Nullable } from "babylonjs/types";
  48326. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48327. /**
  48328. * @hidden
  48329. */
  48330. export interface IMaterialSheenDefines {
  48331. SHEEN: boolean;
  48332. SHEEN_TEXTURE: boolean;
  48333. SHEEN_TEXTUREDIRECTUV: number;
  48334. SHEEN_LINKWITHALBEDO: boolean;
  48335. /** @hidden */
  48336. _areTexturesDirty: boolean;
  48337. }
  48338. /**
  48339. * Define the code related to the Sheen parameters of the pbr material.
  48340. */
  48341. export class PBRSheenConfiguration {
  48342. private _isEnabled;
  48343. /**
  48344. * Defines if the material uses sheen.
  48345. */
  48346. isEnabled: boolean;
  48347. private _linkSheenWithAlbedo;
  48348. /**
  48349. * Defines if the sheen is linked to the sheen color.
  48350. */
  48351. linkSheenWithAlbedo: boolean;
  48352. /**
  48353. * Defines the sheen intensity.
  48354. */
  48355. intensity: number;
  48356. /**
  48357. * Defines the sheen color.
  48358. */
  48359. color: Color3;
  48360. private _texture;
  48361. /**
  48362. * Stores the sheen tint values in a texture.
  48363. * rgb is tint
  48364. * a is a intensity
  48365. */
  48366. texture: Nullable<BaseTexture>;
  48367. /** @hidden */
  48368. private _internalMarkAllSubMeshesAsTexturesDirty;
  48369. /** @hidden */
  48370. _markAllSubMeshesAsTexturesDirty(): void;
  48371. /**
  48372. * Instantiate a new istance of clear coat configuration.
  48373. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48374. */
  48375. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48376. /**
  48377. * Specifies that the submesh is ready to be used.
  48378. * @param defines the list of "defines" to update.
  48379. * @param scene defines the scene the material belongs to.
  48380. * @returns - boolean indicating that the submesh is ready or not.
  48381. */
  48382. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  48383. /**
  48384. * Checks to see if a texture is used in the material.
  48385. * @param defines the list of "defines" to update.
  48386. * @param scene defines the scene the material belongs to.
  48387. */
  48388. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  48389. /**
  48390. * Binds the material data.
  48391. * @param uniformBuffer defines the Uniform buffer to fill in.
  48392. * @param scene defines the scene the material belongs to.
  48393. * @param isFrozen defines wether the material is frozen or not.
  48394. */
  48395. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  48396. /**
  48397. * Checks to see if a texture is used in the material.
  48398. * @param texture - Base texture to use.
  48399. * @returns - Boolean specifying if a texture is used in the material.
  48400. */
  48401. hasTexture(texture: BaseTexture): boolean;
  48402. /**
  48403. * Returns an array of the actively used textures.
  48404. * @param activeTextures Array of BaseTextures
  48405. */
  48406. getActiveTextures(activeTextures: BaseTexture[]): void;
  48407. /**
  48408. * Returns the animatable textures.
  48409. * @param animatables Array of animatable textures.
  48410. */
  48411. getAnimatables(animatables: IAnimatable[]): void;
  48412. /**
  48413. * Disposes the resources of the material.
  48414. * @param forceDisposeTextures - Forces the disposal of all textures.
  48415. */
  48416. dispose(forceDisposeTextures?: boolean): void;
  48417. /**
  48418. * Get the current class name of the texture useful for serialization or dynamic coding.
  48419. * @returns "PBRSheenConfiguration"
  48420. */
  48421. getClassName(): string;
  48422. /**
  48423. * Add fallbacks to the effect fallbacks list.
  48424. * @param defines defines the Base texture to use.
  48425. * @param fallbacks defines the current fallback list.
  48426. * @param currentRank defines the current fallback rank.
  48427. * @returns the new fallback rank.
  48428. */
  48429. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48430. /**
  48431. * Add the required uniforms to the current list.
  48432. * @param uniforms defines the current uniform list.
  48433. */
  48434. static AddUniforms(uniforms: string[]): void;
  48435. /**
  48436. * Add the required uniforms to the current buffer.
  48437. * @param uniformBuffer defines the current uniform buffer.
  48438. */
  48439. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48440. /**
  48441. * Add the required samplers to the current list.
  48442. * @param samplers defines the current sampler list.
  48443. */
  48444. static AddSamplers(samplers: string[]): void;
  48445. /**
  48446. * Makes a duplicate of the current configuration into another one.
  48447. * @param sheenConfiguration define the config where to copy the info
  48448. */
  48449. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  48450. /**
  48451. * Serializes this BRDF configuration.
  48452. * @returns - An object with the serialized config.
  48453. */
  48454. serialize(): any;
  48455. /**
  48456. * Parses a anisotropy Configuration from a serialized object.
  48457. * @param source - Serialized object.
  48458. * @param scene Defines the scene we are parsing for
  48459. * @param rootUrl Defines the rootUrl to load from
  48460. */
  48461. parse(source: any, scene: Scene, rootUrl: string): void;
  48462. }
  48463. }
  48464. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  48465. import { Nullable } from "babylonjs/types";
  48466. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48467. import { Color3 } from "babylonjs/Maths/math.color";
  48468. import { SmartArray } from "babylonjs/Misc/smartArray";
  48469. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48470. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  48471. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  48472. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48473. import { Engine } from "babylonjs/Engines/engine";
  48474. import { Scene } from "babylonjs/scene";
  48475. /**
  48476. * @hidden
  48477. */
  48478. export interface IMaterialSubSurfaceDefines {
  48479. SUBSURFACE: boolean;
  48480. SS_REFRACTION: boolean;
  48481. SS_TRANSLUCENCY: boolean;
  48482. SS_SCATERRING: boolean;
  48483. SS_THICKNESSANDMASK_TEXTURE: boolean;
  48484. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  48485. SS_REFRACTIONMAP_3D: boolean;
  48486. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  48487. SS_LODINREFRACTIONALPHA: boolean;
  48488. SS_GAMMAREFRACTION: boolean;
  48489. SS_RGBDREFRACTION: boolean;
  48490. SS_LINEARSPECULARREFRACTION: boolean;
  48491. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  48492. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  48493. /** @hidden */
  48494. _areTexturesDirty: boolean;
  48495. }
  48496. /**
  48497. * Define the code related to the sub surface parameters of the pbr material.
  48498. */
  48499. export class PBRSubSurfaceConfiguration {
  48500. private _isRefractionEnabled;
  48501. /**
  48502. * Defines if the refraction is enabled in the material.
  48503. */
  48504. isRefractionEnabled: boolean;
  48505. private _isTranslucencyEnabled;
  48506. /**
  48507. * Defines if the translucency is enabled in the material.
  48508. */
  48509. isTranslucencyEnabled: boolean;
  48510. private _isScatteringEnabled;
  48511. /**
  48512. * Defines the refraction intensity of the material.
  48513. * The refraction when enabled replaces the Diffuse part of the material.
  48514. * The intensity helps transitionning between diffuse and refraction.
  48515. */
  48516. refractionIntensity: number;
  48517. /**
  48518. * Defines the translucency intensity of the material.
  48519. * When translucency has been enabled, this defines how much of the "translucency"
  48520. * is addded to the diffuse part of the material.
  48521. */
  48522. translucencyIntensity: number;
  48523. /**
  48524. * Defines the scattering intensity of the material.
  48525. * When scattering has been enabled, this defines how much of the "scattered light"
  48526. * is addded to the diffuse part of the material.
  48527. */
  48528. scatteringIntensity: number;
  48529. private _thicknessTexture;
  48530. /**
  48531. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  48532. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  48533. * 0 would mean minimumThickness
  48534. * 1 would mean maximumThickness
  48535. * The other channels might be use as a mask to vary the different effects intensity.
  48536. */
  48537. thicknessTexture: Nullable<BaseTexture>;
  48538. private _refractionTexture;
  48539. /**
  48540. * Defines the texture to use for refraction.
  48541. */
  48542. refractionTexture: Nullable<BaseTexture>;
  48543. private _indexOfRefraction;
  48544. /**
  48545. * Defines the index of refraction used in the material.
  48546. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  48547. */
  48548. indexOfRefraction: number;
  48549. private _invertRefractionY;
  48550. /**
  48551. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  48552. */
  48553. invertRefractionY: boolean;
  48554. private _linkRefractionWithTransparency;
  48555. /**
  48556. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  48557. * Materials half opaque for instance using refraction could benefit from this control.
  48558. */
  48559. linkRefractionWithTransparency: boolean;
  48560. /**
  48561. * Defines the minimum thickness stored in the thickness map.
  48562. * If no thickness map is defined, this value will be used to simulate thickness.
  48563. */
  48564. minimumThickness: number;
  48565. /**
  48566. * Defines the maximum thickness stored in the thickness map.
  48567. */
  48568. maximumThickness: number;
  48569. /**
  48570. * Defines the volume tint of the material.
  48571. * This is used for both translucency and scattering.
  48572. */
  48573. tintColor: Color3;
  48574. /**
  48575. * Defines the distance at which the tint color should be found in the media.
  48576. * This is used for refraction only.
  48577. */
  48578. tintColorAtDistance: number;
  48579. /**
  48580. * Defines how far each channel transmit through the media.
  48581. * It is defined as a color to simplify it selection.
  48582. */
  48583. diffusionDistance: Color3;
  48584. private _useMaskFromThicknessTexture;
  48585. /**
  48586. * Stores the intensity of the different subsurface effects in the thickness texture.
  48587. * * the green channel is the translucency intensity.
  48588. * * the blue channel is the scattering intensity.
  48589. * * the alpha channel is the refraction intensity.
  48590. */
  48591. useMaskFromThicknessTexture: boolean;
  48592. /** @hidden */
  48593. private _internalMarkAllSubMeshesAsTexturesDirty;
  48594. /** @hidden */
  48595. _markAllSubMeshesAsTexturesDirty(): void;
  48596. /**
  48597. * Instantiate a new istance of sub surface configuration.
  48598. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48599. */
  48600. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48601. /**
  48602. * Gets wehter the submesh is ready to be used or not.
  48603. * @param defines the list of "defines" to update.
  48604. * @param scene defines the scene the material belongs to.
  48605. * @returns - boolean indicating that the submesh is ready or not.
  48606. */
  48607. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  48608. /**
  48609. * Checks to see if a texture is used in the material.
  48610. * @param defines the list of "defines" to update.
  48611. * @param scene defines the scene to the material belongs to.
  48612. */
  48613. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  48614. /**
  48615. * Binds the material data.
  48616. * @param uniformBuffer defines the Uniform buffer to fill in.
  48617. * @param scene defines the scene the material belongs to.
  48618. * @param engine defines the engine the material belongs to.
  48619. * @param isFrozen defines wether the material is frozen or not.
  48620. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  48621. */
  48622. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  48623. /**
  48624. * Unbinds the material from the mesh.
  48625. * @param activeEffect defines the effect that should be unbound from.
  48626. * @returns true if unbound, otherwise false
  48627. */
  48628. unbind(activeEffect: Effect): boolean;
  48629. /**
  48630. * Returns the texture used for refraction or null if none is used.
  48631. * @param scene defines the scene the material belongs to.
  48632. * @returns - Refraction texture if present. If no refraction texture and refraction
  48633. * is linked with transparency, returns environment texture. Otherwise, returns null.
  48634. */
  48635. private _getRefractionTexture;
  48636. /**
  48637. * Returns true if alpha blending should be disabled.
  48638. */
  48639. readonly disableAlphaBlending: boolean;
  48640. /**
  48641. * Fills the list of render target textures.
  48642. * @param renderTargets the list of render targets to update
  48643. */
  48644. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  48645. /**
  48646. * Checks to see if a texture is used in the material.
  48647. * @param texture - Base texture to use.
  48648. * @returns - Boolean specifying if a texture is used in the material.
  48649. */
  48650. hasTexture(texture: BaseTexture): boolean;
  48651. /**
  48652. * Gets a boolean indicating that current material needs to register RTT
  48653. * @returns true if this uses a render target otherwise false.
  48654. */
  48655. hasRenderTargetTextures(): boolean;
  48656. /**
  48657. * Returns an array of the actively used textures.
  48658. * @param activeTextures Array of BaseTextures
  48659. */
  48660. getActiveTextures(activeTextures: BaseTexture[]): void;
  48661. /**
  48662. * Returns the animatable textures.
  48663. * @param animatables Array of animatable textures.
  48664. */
  48665. getAnimatables(animatables: IAnimatable[]): void;
  48666. /**
  48667. * Disposes the resources of the material.
  48668. * @param forceDisposeTextures - Forces the disposal of all textures.
  48669. */
  48670. dispose(forceDisposeTextures?: boolean): void;
  48671. /**
  48672. * Get the current class name of the texture useful for serialization or dynamic coding.
  48673. * @returns "PBRSubSurfaceConfiguration"
  48674. */
  48675. getClassName(): string;
  48676. /**
  48677. * Add fallbacks to the effect fallbacks list.
  48678. * @param defines defines the Base texture to use.
  48679. * @param fallbacks defines the current fallback list.
  48680. * @param currentRank defines the current fallback rank.
  48681. * @returns the new fallback rank.
  48682. */
  48683. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48684. /**
  48685. * Add the required uniforms to the current list.
  48686. * @param uniforms defines the current uniform list.
  48687. */
  48688. static AddUniforms(uniforms: string[]): void;
  48689. /**
  48690. * Add the required samplers to the current list.
  48691. * @param samplers defines the current sampler list.
  48692. */
  48693. static AddSamplers(samplers: string[]): void;
  48694. /**
  48695. * Add the required uniforms to the current buffer.
  48696. * @param uniformBuffer defines the current uniform buffer.
  48697. */
  48698. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48699. /**
  48700. * Makes a duplicate of the current configuration into another one.
  48701. * @param configuration define the config where to copy the info
  48702. */
  48703. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  48704. /**
  48705. * Serializes this Sub Surface configuration.
  48706. * @returns - An object with the serialized config.
  48707. */
  48708. serialize(): any;
  48709. /**
  48710. * Parses a anisotropy Configuration from a serialized object.
  48711. * @param source - Serialized object.
  48712. * @param scene Defines the scene we are parsing for
  48713. * @param rootUrl Defines the rootUrl to load from
  48714. */
  48715. parse(source: any, scene: Scene, rootUrl: string): void;
  48716. }
  48717. }
  48718. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  48719. /** @hidden */
  48720. export var pbrFragmentDeclaration: {
  48721. name: string;
  48722. shader: string;
  48723. };
  48724. }
  48725. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  48726. /** @hidden */
  48727. export var pbrUboDeclaration: {
  48728. name: string;
  48729. shader: string;
  48730. };
  48731. }
  48732. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  48733. /** @hidden */
  48734. export var pbrFragmentExtraDeclaration: {
  48735. name: string;
  48736. shader: string;
  48737. };
  48738. }
  48739. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  48740. /** @hidden */
  48741. export var pbrFragmentSamplersDeclaration: {
  48742. name: string;
  48743. shader: string;
  48744. };
  48745. }
  48746. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  48747. /** @hidden */
  48748. export var pbrHelperFunctions: {
  48749. name: string;
  48750. shader: string;
  48751. };
  48752. }
  48753. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  48754. /** @hidden */
  48755. export var harmonicsFunctions: {
  48756. name: string;
  48757. shader: string;
  48758. };
  48759. }
  48760. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  48761. /** @hidden */
  48762. export var pbrDirectLightingSetupFunctions: {
  48763. name: string;
  48764. shader: string;
  48765. };
  48766. }
  48767. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  48768. /** @hidden */
  48769. export var pbrDirectLightingFalloffFunctions: {
  48770. name: string;
  48771. shader: string;
  48772. };
  48773. }
  48774. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  48775. /** @hidden */
  48776. export var pbrBRDFFunctions: {
  48777. name: string;
  48778. shader: string;
  48779. };
  48780. }
  48781. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  48782. /** @hidden */
  48783. export var pbrDirectLightingFunctions: {
  48784. name: string;
  48785. shader: string;
  48786. };
  48787. }
  48788. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  48789. /** @hidden */
  48790. export var pbrIBLFunctions: {
  48791. name: string;
  48792. shader: string;
  48793. };
  48794. }
  48795. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  48796. /** @hidden */
  48797. export var pbrDebug: {
  48798. name: string;
  48799. shader: string;
  48800. };
  48801. }
  48802. declare module "babylonjs/Shaders/pbr.fragment" {
  48803. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  48804. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48805. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  48806. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48807. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48808. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  48809. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  48810. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  48811. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48812. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  48813. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48814. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  48815. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  48816. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  48817. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48818. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  48819. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  48820. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  48821. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  48822. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  48823. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  48824. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  48825. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  48826. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  48827. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  48828. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  48829. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  48830. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  48831. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  48832. /** @hidden */
  48833. export var pbrPixelShader: {
  48834. name: string;
  48835. shader: string;
  48836. };
  48837. }
  48838. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  48839. /** @hidden */
  48840. export var pbrVertexDeclaration: {
  48841. name: string;
  48842. shader: string;
  48843. };
  48844. }
  48845. declare module "babylonjs/Shaders/pbr.vertex" {
  48846. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  48847. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48848. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48849. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  48850. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  48851. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48852. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  48853. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  48854. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  48855. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48856. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48857. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  48858. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  48859. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48860. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  48861. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  48862. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  48863. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  48864. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  48865. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  48866. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  48867. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  48868. /** @hidden */
  48869. export var pbrVertexShader: {
  48870. name: string;
  48871. shader: string;
  48872. };
  48873. }
  48874. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  48875. import { Nullable } from "babylonjs/types";
  48876. import { Scene } from "babylonjs/scene";
  48877. import { Matrix } from "babylonjs/Maths/math.vector";
  48878. import { SubMesh } from "babylonjs/Meshes/subMesh";
  48879. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48880. import { Mesh } from "babylonjs/Meshes/mesh";
  48881. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  48882. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  48883. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  48884. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  48885. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  48886. import { Color3 } from "babylonjs/Maths/math.color";
  48887. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  48888. import { Material } from "babylonjs/Materials/material";
  48889. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  48890. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  48891. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48892. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48893. import "babylonjs/Shaders/pbr.fragment";
  48894. import "babylonjs/Shaders/pbr.vertex";
  48895. /**
  48896. * Manages the defines for the PBR Material.
  48897. * @hidden
  48898. */
  48899. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  48900. PBR: boolean;
  48901. MAINUV1: boolean;
  48902. MAINUV2: boolean;
  48903. UV1: boolean;
  48904. UV2: boolean;
  48905. ALBEDO: boolean;
  48906. ALBEDODIRECTUV: number;
  48907. VERTEXCOLOR: boolean;
  48908. AMBIENT: boolean;
  48909. AMBIENTDIRECTUV: number;
  48910. AMBIENTINGRAYSCALE: boolean;
  48911. OPACITY: boolean;
  48912. VERTEXALPHA: boolean;
  48913. OPACITYDIRECTUV: number;
  48914. OPACITYRGB: boolean;
  48915. ALPHATEST: boolean;
  48916. DEPTHPREPASS: boolean;
  48917. ALPHABLEND: boolean;
  48918. ALPHAFROMALBEDO: boolean;
  48919. ALPHATESTVALUE: string;
  48920. SPECULAROVERALPHA: boolean;
  48921. RADIANCEOVERALPHA: boolean;
  48922. ALPHAFRESNEL: boolean;
  48923. LINEARALPHAFRESNEL: boolean;
  48924. PREMULTIPLYALPHA: boolean;
  48925. EMISSIVE: boolean;
  48926. EMISSIVEDIRECTUV: number;
  48927. REFLECTIVITY: boolean;
  48928. REFLECTIVITYDIRECTUV: number;
  48929. SPECULARTERM: boolean;
  48930. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  48931. MICROSURFACEAUTOMATIC: boolean;
  48932. LODBASEDMICROSFURACE: boolean;
  48933. MICROSURFACEMAP: boolean;
  48934. MICROSURFACEMAPDIRECTUV: number;
  48935. METALLICWORKFLOW: boolean;
  48936. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  48937. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  48938. METALLNESSSTOREINMETALMAPBLUE: boolean;
  48939. AOSTOREINMETALMAPRED: boolean;
  48940. ENVIRONMENTBRDF: boolean;
  48941. ENVIRONMENTBRDF_RGBD: boolean;
  48942. NORMAL: boolean;
  48943. TANGENT: boolean;
  48944. BUMP: boolean;
  48945. BUMPDIRECTUV: number;
  48946. OBJECTSPACE_NORMALMAP: boolean;
  48947. PARALLAX: boolean;
  48948. PARALLAXOCCLUSION: boolean;
  48949. NORMALXYSCALE: boolean;
  48950. LIGHTMAP: boolean;
  48951. LIGHTMAPDIRECTUV: number;
  48952. USELIGHTMAPASSHADOWMAP: boolean;
  48953. GAMMALIGHTMAP: boolean;
  48954. RGBDLIGHTMAP: boolean;
  48955. REFLECTION: boolean;
  48956. REFLECTIONMAP_3D: boolean;
  48957. REFLECTIONMAP_SPHERICAL: boolean;
  48958. REFLECTIONMAP_PLANAR: boolean;
  48959. REFLECTIONMAP_CUBIC: boolean;
  48960. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  48961. REFLECTIONMAP_PROJECTION: boolean;
  48962. REFLECTIONMAP_SKYBOX: boolean;
  48963. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  48964. REFLECTIONMAP_EXPLICIT: boolean;
  48965. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  48966. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  48967. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  48968. INVERTCUBICMAP: boolean;
  48969. USESPHERICALFROMREFLECTIONMAP: boolean;
  48970. USEIRRADIANCEMAP: boolean;
  48971. SPHERICAL_HARMONICS: boolean;
  48972. USESPHERICALINVERTEX: boolean;
  48973. REFLECTIONMAP_OPPOSITEZ: boolean;
  48974. LODINREFLECTIONALPHA: boolean;
  48975. GAMMAREFLECTION: boolean;
  48976. RGBDREFLECTION: boolean;
  48977. LINEARSPECULARREFLECTION: boolean;
  48978. RADIANCEOCCLUSION: boolean;
  48979. HORIZONOCCLUSION: boolean;
  48980. INSTANCES: boolean;
  48981. NUM_BONE_INFLUENCERS: number;
  48982. BonesPerMesh: number;
  48983. BONETEXTURE: boolean;
  48984. NONUNIFORMSCALING: boolean;
  48985. MORPHTARGETS: boolean;
  48986. MORPHTARGETS_NORMAL: boolean;
  48987. MORPHTARGETS_TANGENT: boolean;
  48988. MORPHTARGETS_UV: boolean;
  48989. NUM_MORPH_INFLUENCERS: number;
  48990. IMAGEPROCESSING: boolean;
  48991. VIGNETTE: boolean;
  48992. VIGNETTEBLENDMODEMULTIPLY: boolean;
  48993. VIGNETTEBLENDMODEOPAQUE: boolean;
  48994. TONEMAPPING: boolean;
  48995. TONEMAPPING_ACES: boolean;
  48996. CONTRAST: boolean;
  48997. COLORCURVES: boolean;
  48998. COLORGRADING: boolean;
  48999. COLORGRADING3D: boolean;
  49000. SAMPLER3DGREENDEPTH: boolean;
  49001. SAMPLER3DBGRMAP: boolean;
  49002. IMAGEPROCESSINGPOSTPROCESS: boolean;
  49003. EXPOSURE: boolean;
  49004. MULTIVIEW: boolean;
  49005. USEPHYSICALLIGHTFALLOFF: boolean;
  49006. USEGLTFLIGHTFALLOFF: boolean;
  49007. TWOSIDEDLIGHTING: boolean;
  49008. SHADOWFLOAT: boolean;
  49009. CLIPPLANE: boolean;
  49010. CLIPPLANE2: boolean;
  49011. CLIPPLANE3: boolean;
  49012. CLIPPLANE4: boolean;
  49013. POINTSIZE: boolean;
  49014. FOG: boolean;
  49015. LOGARITHMICDEPTH: boolean;
  49016. FORCENORMALFORWARD: boolean;
  49017. SPECULARAA: boolean;
  49018. CLEARCOAT: boolean;
  49019. CLEARCOAT_DEFAULTIOR: boolean;
  49020. CLEARCOAT_TEXTURE: boolean;
  49021. CLEARCOAT_TEXTUREDIRECTUV: number;
  49022. CLEARCOAT_BUMP: boolean;
  49023. CLEARCOAT_BUMPDIRECTUV: number;
  49024. CLEARCOAT_TINT: boolean;
  49025. CLEARCOAT_TINT_TEXTURE: boolean;
  49026. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  49027. ANISOTROPIC: boolean;
  49028. ANISOTROPIC_TEXTURE: boolean;
  49029. ANISOTROPIC_TEXTUREDIRECTUV: number;
  49030. BRDF_V_HEIGHT_CORRELATED: boolean;
  49031. MS_BRDF_ENERGY_CONSERVATION: boolean;
  49032. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  49033. SHEEN: boolean;
  49034. SHEEN_TEXTURE: boolean;
  49035. SHEEN_TEXTUREDIRECTUV: number;
  49036. SHEEN_LINKWITHALBEDO: boolean;
  49037. SUBSURFACE: boolean;
  49038. SS_REFRACTION: boolean;
  49039. SS_TRANSLUCENCY: boolean;
  49040. SS_SCATERRING: boolean;
  49041. SS_THICKNESSANDMASK_TEXTURE: boolean;
  49042. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  49043. SS_REFRACTIONMAP_3D: boolean;
  49044. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  49045. SS_LODINREFRACTIONALPHA: boolean;
  49046. SS_GAMMAREFRACTION: boolean;
  49047. SS_RGBDREFRACTION: boolean;
  49048. SS_LINEARSPECULARREFRACTION: boolean;
  49049. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  49050. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  49051. UNLIT: boolean;
  49052. DEBUGMODE: number;
  49053. /**
  49054. * Initializes the PBR Material defines.
  49055. */
  49056. constructor();
  49057. /**
  49058. * Resets the PBR Material defines.
  49059. */
  49060. reset(): void;
  49061. }
  49062. /**
  49063. * The Physically based material base class of BJS.
  49064. *
  49065. * This offers the main features of a standard PBR material.
  49066. * For more information, please refer to the documentation :
  49067. * https://doc.babylonjs.com/how_to/physically_based_rendering
  49068. */
  49069. export abstract class PBRBaseMaterial extends PushMaterial {
  49070. /**
  49071. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  49072. */
  49073. static readonly PBRMATERIAL_OPAQUE: number;
  49074. /**
  49075. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  49076. */
  49077. static readonly PBRMATERIAL_ALPHATEST: number;
  49078. /**
  49079. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49080. */
  49081. static readonly PBRMATERIAL_ALPHABLEND: number;
  49082. /**
  49083. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49084. * They are also discarded below the alpha cutoff threshold to improve performances.
  49085. */
  49086. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  49087. /**
  49088. * Defines the default value of how much AO map is occluding the analytical lights
  49089. * (point spot...).
  49090. */
  49091. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  49092. /**
  49093. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  49094. */
  49095. static readonly LIGHTFALLOFF_PHYSICAL: number;
  49096. /**
  49097. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  49098. * to enhance interoperability with other engines.
  49099. */
  49100. static readonly LIGHTFALLOFF_GLTF: number;
  49101. /**
  49102. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  49103. * to enhance interoperability with other materials.
  49104. */
  49105. static readonly LIGHTFALLOFF_STANDARD: number;
  49106. /**
  49107. * Intensity of the direct lights e.g. the four lights available in your scene.
  49108. * This impacts both the direct diffuse and specular highlights.
  49109. */
  49110. protected _directIntensity: number;
  49111. /**
  49112. * Intensity of the emissive part of the material.
  49113. * This helps controlling the emissive effect without modifying the emissive color.
  49114. */
  49115. protected _emissiveIntensity: number;
  49116. /**
  49117. * Intensity of the environment e.g. how much the environment will light the object
  49118. * either through harmonics for rough material or through the refelction for shiny ones.
  49119. */
  49120. protected _environmentIntensity: number;
  49121. /**
  49122. * This is a special control allowing the reduction of the specular highlights coming from the
  49123. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  49124. */
  49125. protected _specularIntensity: number;
  49126. /**
  49127. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  49128. */
  49129. private _lightingInfos;
  49130. /**
  49131. * Debug Control allowing disabling the bump map on this material.
  49132. */
  49133. protected _disableBumpMap: boolean;
  49134. /**
  49135. * AKA Diffuse Texture in standard nomenclature.
  49136. */
  49137. protected _albedoTexture: Nullable<BaseTexture>;
  49138. /**
  49139. * AKA Occlusion Texture in other nomenclature.
  49140. */
  49141. protected _ambientTexture: Nullable<BaseTexture>;
  49142. /**
  49143. * AKA Occlusion Texture Intensity in other nomenclature.
  49144. */
  49145. protected _ambientTextureStrength: number;
  49146. /**
  49147. * Defines how much the AO map is occluding the analytical lights (point spot...).
  49148. * 1 means it completely occludes it
  49149. * 0 mean it has no impact
  49150. */
  49151. protected _ambientTextureImpactOnAnalyticalLights: number;
  49152. /**
  49153. * Stores the alpha values in a texture.
  49154. */
  49155. protected _opacityTexture: Nullable<BaseTexture>;
  49156. /**
  49157. * Stores the reflection values in a texture.
  49158. */
  49159. protected _reflectionTexture: Nullable<BaseTexture>;
  49160. /**
  49161. * Stores the emissive values in a texture.
  49162. */
  49163. protected _emissiveTexture: Nullable<BaseTexture>;
  49164. /**
  49165. * AKA Specular texture in other nomenclature.
  49166. */
  49167. protected _reflectivityTexture: Nullable<BaseTexture>;
  49168. /**
  49169. * Used to switch from specular/glossiness to metallic/roughness workflow.
  49170. */
  49171. protected _metallicTexture: Nullable<BaseTexture>;
  49172. /**
  49173. * Specifies the metallic scalar of the metallic/roughness workflow.
  49174. * Can also be used to scale the metalness values of the metallic texture.
  49175. */
  49176. protected _metallic: Nullable<number>;
  49177. /**
  49178. * Specifies the roughness scalar of the metallic/roughness workflow.
  49179. * Can also be used to scale the roughness values of the metallic texture.
  49180. */
  49181. protected _roughness: Nullable<number>;
  49182. /**
  49183. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  49184. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  49185. */
  49186. protected _microSurfaceTexture: Nullable<BaseTexture>;
  49187. /**
  49188. * Stores surface normal data used to displace a mesh in a texture.
  49189. */
  49190. protected _bumpTexture: Nullable<BaseTexture>;
  49191. /**
  49192. * Stores the pre-calculated light information of a mesh in a texture.
  49193. */
  49194. protected _lightmapTexture: Nullable<BaseTexture>;
  49195. /**
  49196. * The color of a material in ambient lighting.
  49197. */
  49198. protected _ambientColor: Color3;
  49199. /**
  49200. * AKA Diffuse Color in other nomenclature.
  49201. */
  49202. protected _albedoColor: Color3;
  49203. /**
  49204. * AKA Specular Color in other nomenclature.
  49205. */
  49206. protected _reflectivityColor: Color3;
  49207. /**
  49208. * The color applied when light is reflected from a material.
  49209. */
  49210. protected _reflectionColor: Color3;
  49211. /**
  49212. * The color applied when light is emitted from a material.
  49213. */
  49214. protected _emissiveColor: Color3;
  49215. /**
  49216. * AKA Glossiness in other nomenclature.
  49217. */
  49218. protected _microSurface: number;
  49219. /**
  49220. * Specifies that the material will use the light map as a show map.
  49221. */
  49222. protected _useLightmapAsShadowmap: boolean;
  49223. /**
  49224. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  49225. * makes the reflect vector face the model (under horizon).
  49226. */
  49227. protected _useHorizonOcclusion: boolean;
  49228. /**
  49229. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  49230. * too much the area relying on ambient texture to define their ambient occlusion.
  49231. */
  49232. protected _useRadianceOcclusion: boolean;
  49233. /**
  49234. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  49235. */
  49236. protected _useAlphaFromAlbedoTexture: boolean;
  49237. /**
  49238. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  49239. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  49240. */
  49241. protected _useSpecularOverAlpha: boolean;
  49242. /**
  49243. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  49244. */
  49245. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  49246. /**
  49247. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  49248. */
  49249. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  49250. /**
  49251. * Specifies if the metallic texture contains the roughness information in its green channel.
  49252. */
  49253. protected _useRoughnessFromMetallicTextureGreen: boolean;
  49254. /**
  49255. * Specifies if the metallic texture contains the metallness information in its blue channel.
  49256. */
  49257. protected _useMetallnessFromMetallicTextureBlue: boolean;
  49258. /**
  49259. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  49260. */
  49261. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  49262. /**
  49263. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  49264. */
  49265. protected _useAmbientInGrayScale: boolean;
  49266. /**
  49267. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  49268. * The material will try to infer what glossiness each pixel should be.
  49269. */
  49270. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  49271. /**
  49272. * Defines the falloff type used in this material.
  49273. * It by default is Physical.
  49274. */
  49275. protected _lightFalloff: number;
  49276. /**
  49277. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  49278. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  49279. */
  49280. protected _useRadianceOverAlpha: boolean;
  49281. /**
  49282. * Allows using an object space normal map (instead of tangent space).
  49283. */
  49284. protected _useObjectSpaceNormalMap: boolean;
  49285. /**
  49286. * Allows using the bump map in parallax mode.
  49287. */
  49288. protected _useParallax: boolean;
  49289. /**
  49290. * Allows using the bump map in parallax occlusion mode.
  49291. */
  49292. protected _useParallaxOcclusion: boolean;
  49293. /**
  49294. * Controls the scale bias of the parallax mode.
  49295. */
  49296. protected _parallaxScaleBias: number;
  49297. /**
  49298. * If sets to true, disables all the lights affecting the material.
  49299. */
  49300. protected _disableLighting: boolean;
  49301. /**
  49302. * Number of Simultaneous lights allowed on the material.
  49303. */
  49304. protected _maxSimultaneousLights: number;
  49305. /**
  49306. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  49307. */
  49308. protected _invertNormalMapX: boolean;
  49309. /**
  49310. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  49311. */
  49312. protected _invertNormalMapY: boolean;
  49313. /**
  49314. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  49315. */
  49316. protected _twoSidedLighting: boolean;
  49317. /**
  49318. * Defines the alpha limits in alpha test mode.
  49319. */
  49320. protected _alphaCutOff: number;
  49321. /**
  49322. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  49323. */
  49324. protected _forceAlphaTest: boolean;
  49325. /**
  49326. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49327. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  49328. */
  49329. protected _useAlphaFresnel: boolean;
  49330. /**
  49331. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49332. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  49333. */
  49334. protected _useLinearAlphaFresnel: boolean;
  49335. /**
  49336. * The transparency mode of the material.
  49337. */
  49338. protected _transparencyMode: Nullable<number>;
  49339. /**
  49340. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  49341. * from cos thetav and roughness:
  49342. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  49343. */
  49344. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  49345. /**
  49346. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  49347. */
  49348. protected _forceIrradianceInFragment: boolean;
  49349. /**
  49350. * Force normal to face away from face.
  49351. */
  49352. protected _forceNormalForward: boolean;
  49353. /**
  49354. * Enables specular anti aliasing in the PBR shader.
  49355. * It will both interacts on the Geometry for analytical and IBL lighting.
  49356. * It also prefilter the roughness map based on the bump values.
  49357. */
  49358. protected _enableSpecularAntiAliasing: boolean;
  49359. /**
  49360. * Default configuration related to image processing available in the PBR Material.
  49361. */
  49362. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  49363. /**
  49364. * Keep track of the image processing observer to allow dispose and replace.
  49365. */
  49366. private _imageProcessingObserver;
  49367. /**
  49368. * Attaches a new image processing configuration to the PBR Material.
  49369. * @param configuration
  49370. */
  49371. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  49372. /**
  49373. * Stores the available render targets.
  49374. */
  49375. private _renderTargets;
  49376. /**
  49377. * Sets the global ambient color for the material used in lighting calculations.
  49378. */
  49379. private _globalAmbientColor;
  49380. /**
  49381. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  49382. */
  49383. private _useLogarithmicDepth;
  49384. /**
  49385. * If set to true, no lighting calculations will be applied.
  49386. */
  49387. private _unlit;
  49388. private _debugMode;
  49389. /**
  49390. * @hidden
  49391. * This is reserved for the inspector.
  49392. * Defines the material debug mode.
  49393. * It helps seeing only some components of the material while troubleshooting.
  49394. */
  49395. debugMode: number;
  49396. /**
  49397. * @hidden
  49398. * This is reserved for the inspector.
  49399. * Specify from where on screen the debug mode should start.
  49400. * The value goes from -1 (full screen) to 1 (not visible)
  49401. * It helps with side by side comparison against the final render
  49402. * This defaults to -1
  49403. */
  49404. private debugLimit;
  49405. /**
  49406. * @hidden
  49407. * This is reserved for the inspector.
  49408. * As the default viewing range might not be enough (if the ambient is really small for instance)
  49409. * You can use the factor to better multiply the final value.
  49410. */
  49411. private debugFactor;
  49412. /**
  49413. * Defines the clear coat layer parameters for the material.
  49414. */
  49415. readonly clearCoat: PBRClearCoatConfiguration;
  49416. /**
  49417. * Defines the anisotropic parameters for the material.
  49418. */
  49419. readonly anisotropy: PBRAnisotropicConfiguration;
  49420. /**
  49421. * Defines the BRDF parameters for the material.
  49422. */
  49423. readonly brdf: PBRBRDFConfiguration;
  49424. /**
  49425. * Defines the Sheen parameters for the material.
  49426. */
  49427. readonly sheen: PBRSheenConfiguration;
  49428. /**
  49429. * Defines the SubSurface parameters for the material.
  49430. */
  49431. readonly subSurface: PBRSubSurfaceConfiguration;
  49432. /**
  49433. * Custom callback helping to override the default shader used in the material.
  49434. */
  49435. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  49436. protected _rebuildInParallel: boolean;
  49437. /**
  49438. * Instantiates a new PBRMaterial instance.
  49439. *
  49440. * @param name The material name
  49441. * @param scene The scene the material will be use in.
  49442. */
  49443. constructor(name: string, scene: Scene);
  49444. /**
  49445. * Gets a boolean indicating that current material needs to register RTT
  49446. */
  49447. readonly hasRenderTargetTextures: boolean;
  49448. /**
  49449. * Gets the name of the material class.
  49450. */
  49451. getClassName(): string;
  49452. /**
  49453. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  49454. */
  49455. /**
  49456. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  49457. */
  49458. useLogarithmicDepth: boolean;
  49459. /**
  49460. * Gets the current transparency mode.
  49461. */
  49462. /**
  49463. * Sets the transparency mode of the material.
  49464. *
  49465. * | Value | Type | Description |
  49466. * | ----- | ----------------------------------- | ----------- |
  49467. * | 0 | OPAQUE | |
  49468. * | 1 | ALPHATEST | |
  49469. * | 2 | ALPHABLEND | |
  49470. * | 3 | ALPHATESTANDBLEND | |
  49471. *
  49472. */
  49473. transparencyMode: Nullable<number>;
  49474. /**
  49475. * Returns true if alpha blending should be disabled.
  49476. */
  49477. private readonly _disableAlphaBlending;
  49478. /**
  49479. * Specifies whether or not this material should be rendered in alpha blend mode.
  49480. */
  49481. needAlphaBlending(): boolean;
  49482. /**
  49483. * Specifies if the mesh will require alpha blending.
  49484. * @param mesh - BJS mesh.
  49485. */
  49486. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  49487. /**
  49488. * Specifies whether or not this material should be rendered in alpha test mode.
  49489. */
  49490. needAlphaTesting(): boolean;
  49491. /**
  49492. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  49493. */
  49494. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  49495. /**
  49496. * Gets the texture used for the alpha test.
  49497. */
  49498. getAlphaTestTexture(): Nullable<BaseTexture>;
  49499. /**
  49500. * Specifies that the submesh is ready to be used.
  49501. * @param mesh - BJS mesh.
  49502. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  49503. * @param useInstances - Specifies that instances should be used.
  49504. * @returns - boolean indicating that the submesh is ready or not.
  49505. */
  49506. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  49507. /**
  49508. * Specifies if the material uses metallic roughness workflow.
  49509. * @returns boolean specifiying if the material uses metallic roughness workflow.
  49510. */
  49511. isMetallicWorkflow(): boolean;
  49512. private _prepareEffect;
  49513. private _prepareDefines;
  49514. /**
  49515. * Force shader compilation
  49516. */
  49517. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  49518. clipPlane: boolean;
  49519. }>): void;
  49520. /**
  49521. * Initializes the uniform buffer layout for the shader.
  49522. */
  49523. buildUniformLayout(): void;
  49524. /**
  49525. * Unbinds the material from the mesh
  49526. */
  49527. unbind(): void;
  49528. /**
  49529. * Binds the submesh data.
  49530. * @param world - The world matrix.
  49531. * @param mesh - The BJS mesh.
  49532. * @param subMesh - A submesh of the BJS mesh.
  49533. */
  49534. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  49535. /**
  49536. * Returns the animatable textures.
  49537. * @returns - Array of animatable textures.
  49538. */
  49539. getAnimatables(): IAnimatable[];
  49540. /**
  49541. * Returns the texture used for reflections.
  49542. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  49543. */
  49544. private _getReflectionTexture;
  49545. /**
  49546. * Returns an array of the actively used textures.
  49547. * @returns - Array of BaseTextures
  49548. */
  49549. getActiveTextures(): BaseTexture[];
  49550. /**
  49551. * Checks to see if a texture is used in the material.
  49552. * @param texture - Base texture to use.
  49553. * @returns - Boolean specifying if a texture is used in the material.
  49554. */
  49555. hasTexture(texture: BaseTexture): boolean;
  49556. /**
  49557. * Disposes the resources of the material.
  49558. * @param forceDisposeEffect - Forces the disposal of effects.
  49559. * @param forceDisposeTextures - Forces the disposal of all textures.
  49560. */
  49561. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  49562. }
  49563. }
  49564. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  49565. import { Nullable } from "babylonjs/types";
  49566. import { Scene } from "babylonjs/scene";
  49567. import { Color3 } from "babylonjs/Maths/math.color";
  49568. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  49569. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  49570. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49571. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  49572. /**
  49573. * The Physically based material of BJS.
  49574. *
  49575. * This offers the main features of a standard PBR material.
  49576. * For more information, please refer to the documentation :
  49577. * https://doc.babylonjs.com/how_to/physically_based_rendering
  49578. */
  49579. export class PBRMaterial extends PBRBaseMaterial {
  49580. /**
  49581. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  49582. */
  49583. static readonly PBRMATERIAL_OPAQUE: number;
  49584. /**
  49585. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  49586. */
  49587. static readonly PBRMATERIAL_ALPHATEST: number;
  49588. /**
  49589. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49590. */
  49591. static readonly PBRMATERIAL_ALPHABLEND: number;
  49592. /**
  49593. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49594. * They are also discarded below the alpha cutoff threshold to improve performances.
  49595. */
  49596. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  49597. /**
  49598. * Defines the default value of how much AO map is occluding the analytical lights
  49599. * (point spot...).
  49600. */
  49601. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  49602. /**
  49603. * Intensity of the direct lights e.g. the four lights available in your scene.
  49604. * This impacts both the direct diffuse and specular highlights.
  49605. */
  49606. directIntensity: number;
  49607. /**
  49608. * Intensity of the emissive part of the material.
  49609. * This helps controlling the emissive effect without modifying the emissive color.
  49610. */
  49611. emissiveIntensity: number;
  49612. /**
  49613. * Intensity of the environment e.g. how much the environment will light the object
  49614. * either through harmonics for rough material or through the refelction for shiny ones.
  49615. */
  49616. environmentIntensity: number;
  49617. /**
  49618. * This is a special control allowing the reduction of the specular highlights coming from the
  49619. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  49620. */
  49621. specularIntensity: number;
  49622. /**
  49623. * Debug Control allowing disabling the bump map on this material.
  49624. */
  49625. disableBumpMap: boolean;
  49626. /**
  49627. * AKA Diffuse Texture in standard nomenclature.
  49628. */
  49629. albedoTexture: BaseTexture;
  49630. /**
  49631. * AKA Occlusion Texture in other nomenclature.
  49632. */
  49633. ambientTexture: BaseTexture;
  49634. /**
  49635. * AKA Occlusion Texture Intensity in other nomenclature.
  49636. */
  49637. ambientTextureStrength: number;
  49638. /**
  49639. * Defines how much the AO map is occluding the analytical lights (point spot...).
  49640. * 1 means it completely occludes it
  49641. * 0 mean it has no impact
  49642. */
  49643. ambientTextureImpactOnAnalyticalLights: number;
  49644. /**
  49645. * Stores the alpha values in a texture.
  49646. */
  49647. opacityTexture: BaseTexture;
  49648. /**
  49649. * Stores the reflection values in a texture.
  49650. */
  49651. reflectionTexture: Nullable<BaseTexture>;
  49652. /**
  49653. * Stores the emissive values in a texture.
  49654. */
  49655. emissiveTexture: BaseTexture;
  49656. /**
  49657. * AKA Specular texture in other nomenclature.
  49658. */
  49659. reflectivityTexture: BaseTexture;
  49660. /**
  49661. * Used to switch from specular/glossiness to metallic/roughness workflow.
  49662. */
  49663. metallicTexture: BaseTexture;
  49664. /**
  49665. * Specifies the metallic scalar of the metallic/roughness workflow.
  49666. * Can also be used to scale the metalness values of the metallic texture.
  49667. */
  49668. metallic: Nullable<number>;
  49669. /**
  49670. * Specifies the roughness scalar of the metallic/roughness workflow.
  49671. * Can also be used to scale the roughness values of the metallic texture.
  49672. */
  49673. roughness: Nullable<number>;
  49674. /**
  49675. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  49676. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  49677. */
  49678. microSurfaceTexture: BaseTexture;
  49679. /**
  49680. * Stores surface normal data used to displace a mesh in a texture.
  49681. */
  49682. bumpTexture: BaseTexture;
  49683. /**
  49684. * Stores the pre-calculated light information of a mesh in a texture.
  49685. */
  49686. lightmapTexture: BaseTexture;
  49687. /**
  49688. * Stores the refracted light information in a texture.
  49689. */
  49690. refractionTexture: Nullable<BaseTexture>;
  49691. /**
  49692. * The color of a material in ambient lighting.
  49693. */
  49694. ambientColor: Color3;
  49695. /**
  49696. * AKA Diffuse Color in other nomenclature.
  49697. */
  49698. albedoColor: Color3;
  49699. /**
  49700. * AKA Specular Color in other nomenclature.
  49701. */
  49702. reflectivityColor: Color3;
  49703. /**
  49704. * The color reflected from the material.
  49705. */
  49706. reflectionColor: Color3;
  49707. /**
  49708. * The color emitted from the material.
  49709. */
  49710. emissiveColor: Color3;
  49711. /**
  49712. * AKA Glossiness in other nomenclature.
  49713. */
  49714. microSurface: number;
  49715. /**
  49716. * source material index of refraction (IOR)' / 'destination material IOR.
  49717. */
  49718. indexOfRefraction: number;
  49719. /**
  49720. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  49721. */
  49722. invertRefractionY: boolean;
  49723. /**
  49724. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  49725. * Materials half opaque for instance using refraction could benefit from this control.
  49726. */
  49727. linkRefractionWithTransparency: boolean;
  49728. /**
  49729. * If true, the light map contains occlusion information instead of lighting info.
  49730. */
  49731. useLightmapAsShadowmap: boolean;
  49732. /**
  49733. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  49734. */
  49735. useAlphaFromAlbedoTexture: boolean;
  49736. /**
  49737. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  49738. */
  49739. forceAlphaTest: boolean;
  49740. /**
  49741. * Defines the alpha limits in alpha test mode.
  49742. */
  49743. alphaCutOff: number;
  49744. /**
  49745. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  49746. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  49747. */
  49748. useSpecularOverAlpha: boolean;
  49749. /**
  49750. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  49751. */
  49752. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  49753. /**
  49754. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  49755. */
  49756. useRoughnessFromMetallicTextureAlpha: boolean;
  49757. /**
  49758. * Specifies if the metallic texture contains the roughness information in its green channel.
  49759. */
  49760. useRoughnessFromMetallicTextureGreen: boolean;
  49761. /**
  49762. * Specifies if the metallic texture contains the metallness information in its blue channel.
  49763. */
  49764. useMetallnessFromMetallicTextureBlue: boolean;
  49765. /**
  49766. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  49767. */
  49768. useAmbientOcclusionFromMetallicTextureRed: boolean;
  49769. /**
  49770. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  49771. */
  49772. useAmbientInGrayScale: boolean;
  49773. /**
  49774. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  49775. * The material will try to infer what glossiness each pixel should be.
  49776. */
  49777. useAutoMicroSurfaceFromReflectivityMap: boolean;
  49778. /**
  49779. * BJS is using an harcoded light falloff based on a manually sets up range.
  49780. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49781. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49782. */
  49783. /**
  49784. * BJS is using an harcoded light falloff based on a manually sets up range.
  49785. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49786. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49787. */
  49788. usePhysicalLightFalloff: boolean;
  49789. /**
  49790. * In order to support the falloff compatibility with gltf, a special mode has been added
  49791. * to reproduce the gltf light falloff.
  49792. */
  49793. /**
  49794. * In order to support the falloff compatibility with gltf, a special mode has been added
  49795. * to reproduce the gltf light falloff.
  49796. */
  49797. useGLTFLightFalloff: boolean;
  49798. /**
  49799. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  49800. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  49801. */
  49802. useRadianceOverAlpha: boolean;
  49803. /**
  49804. * Allows using an object space normal map (instead of tangent space).
  49805. */
  49806. useObjectSpaceNormalMap: boolean;
  49807. /**
  49808. * Allows using the bump map in parallax mode.
  49809. */
  49810. useParallax: boolean;
  49811. /**
  49812. * Allows using the bump map in parallax occlusion mode.
  49813. */
  49814. useParallaxOcclusion: boolean;
  49815. /**
  49816. * Controls the scale bias of the parallax mode.
  49817. */
  49818. parallaxScaleBias: number;
  49819. /**
  49820. * If sets to true, disables all the lights affecting the material.
  49821. */
  49822. disableLighting: boolean;
  49823. /**
  49824. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  49825. */
  49826. forceIrradianceInFragment: boolean;
  49827. /**
  49828. * Number of Simultaneous lights allowed on the material.
  49829. */
  49830. maxSimultaneousLights: number;
  49831. /**
  49832. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  49833. */
  49834. invertNormalMapX: boolean;
  49835. /**
  49836. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  49837. */
  49838. invertNormalMapY: boolean;
  49839. /**
  49840. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  49841. */
  49842. twoSidedLighting: boolean;
  49843. /**
  49844. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49845. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  49846. */
  49847. useAlphaFresnel: boolean;
  49848. /**
  49849. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49850. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  49851. */
  49852. useLinearAlphaFresnel: boolean;
  49853. /**
  49854. * Let user defines the brdf lookup texture used for IBL.
  49855. * A default 8bit version is embedded but you could point at :
  49856. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  49857. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  49858. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  49859. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  49860. */
  49861. environmentBRDFTexture: Nullable<BaseTexture>;
  49862. /**
  49863. * Force normal to face away from face.
  49864. */
  49865. forceNormalForward: boolean;
  49866. /**
  49867. * Enables specular anti aliasing in the PBR shader.
  49868. * It will both interacts on the Geometry for analytical and IBL lighting.
  49869. * It also prefilter the roughness map based on the bump values.
  49870. */
  49871. enableSpecularAntiAliasing: boolean;
  49872. /**
  49873. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  49874. * makes the reflect vector face the model (under horizon).
  49875. */
  49876. useHorizonOcclusion: boolean;
  49877. /**
  49878. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  49879. * too much the area relying on ambient texture to define their ambient occlusion.
  49880. */
  49881. useRadianceOcclusion: boolean;
  49882. /**
  49883. * If set to true, no lighting calculations will be applied.
  49884. */
  49885. unlit: boolean;
  49886. /**
  49887. * Gets the image processing configuration used either in this material.
  49888. */
  49889. /**
  49890. * Sets the Default image processing configuration used either in the this material.
  49891. *
  49892. * If sets to null, the scene one is in use.
  49893. */
  49894. imageProcessingConfiguration: ImageProcessingConfiguration;
  49895. /**
  49896. * Gets wether the color curves effect is enabled.
  49897. */
  49898. /**
  49899. * Sets wether the color curves effect is enabled.
  49900. */
  49901. cameraColorCurvesEnabled: boolean;
  49902. /**
  49903. * Gets wether the color grading effect is enabled.
  49904. */
  49905. /**
  49906. * Gets wether the color grading effect is enabled.
  49907. */
  49908. cameraColorGradingEnabled: boolean;
  49909. /**
  49910. * Gets wether tonemapping is enabled or not.
  49911. */
  49912. /**
  49913. * Sets wether tonemapping is enabled or not
  49914. */
  49915. cameraToneMappingEnabled: boolean;
  49916. /**
  49917. * The camera exposure used on this material.
  49918. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49919. * This corresponds to a photographic exposure.
  49920. */
  49921. /**
  49922. * The camera exposure used on this material.
  49923. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49924. * This corresponds to a photographic exposure.
  49925. */
  49926. cameraExposure: number;
  49927. /**
  49928. * Gets The camera contrast used on this material.
  49929. */
  49930. /**
  49931. * Sets The camera contrast used on this material.
  49932. */
  49933. cameraContrast: number;
  49934. /**
  49935. * Gets the Color Grading 2D Lookup Texture.
  49936. */
  49937. /**
  49938. * Sets the Color Grading 2D Lookup Texture.
  49939. */
  49940. cameraColorGradingTexture: Nullable<BaseTexture>;
  49941. /**
  49942. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49943. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49944. * 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;
  49945. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49946. */
  49947. /**
  49948. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49949. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49950. * 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;
  49951. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49952. */
  49953. cameraColorCurves: Nullable<ColorCurves>;
  49954. /**
  49955. * Instantiates a new PBRMaterial instance.
  49956. *
  49957. * @param name The material name
  49958. * @param scene The scene the material will be use in.
  49959. */
  49960. constructor(name: string, scene: Scene);
  49961. /**
  49962. * Returns the name of this material class.
  49963. */
  49964. getClassName(): string;
  49965. /**
  49966. * Makes a duplicate of the current material.
  49967. * @param name - name to use for the new material.
  49968. */
  49969. clone(name: string): PBRMaterial;
  49970. /**
  49971. * Serializes this PBR Material.
  49972. * @returns - An object with the serialized material.
  49973. */
  49974. serialize(): any;
  49975. /**
  49976. * Parses a PBR Material from a serialized object.
  49977. * @param source - Serialized object.
  49978. * @param scene - BJS scene instance.
  49979. * @param rootUrl - url for the scene object
  49980. * @returns - PBRMaterial
  49981. */
  49982. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  49983. }
  49984. }
  49985. declare module "babylonjs/Misc/dds" {
  49986. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49987. import { Engine } from "babylonjs/Engines/engine";
  49988. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49989. import { Nullable } from "babylonjs/types";
  49990. import { Scene } from "babylonjs/scene";
  49991. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  49992. /**
  49993. * Direct draw surface info
  49994. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  49995. */
  49996. export interface DDSInfo {
  49997. /**
  49998. * Width of the texture
  49999. */
  50000. width: number;
  50001. /**
  50002. * Width of the texture
  50003. */
  50004. height: number;
  50005. /**
  50006. * Number of Mipmaps for the texture
  50007. * @see https://en.wikipedia.org/wiki/Mipmap
  50008. */
  50009. mipmapCount: number;
  50010. /**
  50011. * If the textures format is a known fourCC format
  50012. * @see https://www.fourcc.org/
  50013. */
  50014. isFourCC: boolean;
  50015. /**
  50016. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  50017. */
  50018. isRGB: boolean;
  50019. /**
  50020. * If the texture is a lumincance format
  50021. */
  50022. isLuminance: boolean;
  50023. /**
  50024. * If this is a cube texture
  50025. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  50026. */
  50027. isCube: boolean;
  50028. /**
  50029. * If the texture is a compressed format eg. FOURCC_DXT1
  50030. */
  50031. isCompressed: boolean;
  50032. /**
  50033. * The dxgiFormat of the texture
  50034. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  50035. */
  50036. dxgiFormat: number;
  50037. /**
  50038. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  50039. */
  50040. textureType: number;
  50041. /**
  50042. * Sphericle polynomial created for the dds texture
  50043. */
  50044. sphericalPolynomial?: SphericalPolynomial;
  50045. }
  50046. /**
  50047. * Class used to provide DDS decompression tools
  50048. */
  50049. export class DDSTools {
  50050. /**
  50051. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  50052. */
  50053. static StoreLODInAlphaChannel: boolean;
  50054. /**
  50055. * Gets DDS information from an array buffer
  50056. * @param arrayBuffer defines the array buffer to read data from
  50057. * @returns the DDS information
  50058. */
  50059. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  50060. private static _FloatView;
  50061. private static _Int32View;
  50062. private static _ToHalfFloat;
  50063. private static _FromHalfFloat;
  50064. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  50065. private static _GetHalfFloatRGBAArrayBuffer;
  50066. private static _GetFloatRGBAArrayBuffer;
  50067. private static _GetFloatAsUIntRGBAArrayBuffer;
  50068. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  50069. private static _GetRGBAArrayBuffer;
  50070. private static _ExtractLongWordOrder;
  50071. private static _GetRGBArrayBuffer;
  50072. private static _GetLuminanceArrayBuffer;
  50073. /**
  50074. * Uploads DDS Levels to a Babylon Texture
  50075. * @hidden
  50076. */
  50077. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  50078. }
  50079. module "babylonjs/Engines/engine" {
  50080. interface Engine {
  50081. /**
  50082. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  50083. * @param rootUrl defines the url where the file to load is located
  50084. * @param scene defines the current scene
  50085. * @param lodScale defines scale to apply to the mip map selection
  50086. * @param lodOffset defines offset to apply to the mip map selection
  50087. * @param onLoad defines an optional callback raised when the texture is loaded
  50088. * @param onError defines an optional callback raised if there is an issue to load the texture
  50089. * @param format defines the format of the data
  50090. * @param forcedExtension defines the extension to use to pick the right loader
  50091. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  50092. * @returns the cube texture as an InternalTexture
  50093. */
  50094. 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;
  50095. }
  50096. }
  50097. }
  50098. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  50099. import { Nullable } from "babylonjs/types";
  50100. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50101. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  50102. /**
  50103. * Implementation of the DDS Texture Loader.
  50104. * @hidden
  50105. */
  50106. export class _DDSTextureLoader implements IInternalTextureLoader {
  50107. /**
  50108. * Defines wether the loader supports cascade loading the different faces.
  50109. */
  50110. readonly supportCascades: boolean;
  50111. /**
  50112. * This returns if the loader support the current file information.
  50113. * @param extension defines the file extension of the file being loaded
  50114. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50115. * @param fallback defines the fallback internal texture if any
  50116. * @param isBase64 defines whether the texture is encoded as a base64
  50117. * @param isBuffer defines whether the texture data are stored as a buffer
  50118. * @returns true if the loader can load the specified file
  50119. */
  50120. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  50121. /**
  50122. * Transform the url before loading if required.
  50123. * @param rootUrl the url of the texture
  50124. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50125. * @returns the transformed texture
  50126. */
  50127. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  50128. /**
  50129. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  50130. * @param rootUrl the url of the texture
  50131. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50132. * @returns the fallback texture
  50133. */
  50134. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  50135. /**
  50136. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  50137. * @param data contains the texture data
  50138. * @param texture defines the BabylonJS internal texture
  50139. * @param createPolynomials will be true if polynomials have been requested
  50140. * @param onLoad defines the callback to trigger once the texture is ready
  50141. * @param onError defines the callback to trigger in case of error
  50142. */
  50143. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  50144. /**
  50145. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  50146. * @param data contains the texture data
  50147. * @param texture defines the BabylonJS internal texture
  50148. * @param callback defines the method to call once ready to upload
  50149. */
  50150. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  50151. }
  50152. }
  50153. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  50154. import { Nullable } from "babylonjs/types";
  50155. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50156. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  50157. /**
  50158. * Implementation of the ENV Texture Loader.
  50159. * @hidden
  50160. */
  50161. export class _ENVTextureLoader implements IInternalTextureLoader {
  50162. /**
  50163. * Defines wether the loader supports cascade loading the different faces.
  50164. */
  50165. readonly supportCascades: boolean;
  50166. /**
  50167. * This returns if the loader support the current file information.
  50168. * @param extension defines the file extension of the file being loaded
  50169. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50170. * @param fallback defines the fallback internal texture if any
  50171. * @param isBase64 defines whether the texture is encoded as a base64
  50172. * @param isBuffer defines whether the texture data are stored as a buffer
  50173. * @returns true if the loader can load the specified file
  50174. */
  50175. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  50176. /**
  50177. * Transform the url before loading if required.
  50178. * @param rootUrl the url of the texture
  50179. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50180. * @returns the transformed texture
  50181. */
  50182. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  50183. /**
  50184. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  50185. * @param rootUrl the url of the texture
  50186. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50187. * @returns the fallback texture
  50188. */
  50189. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  50190. /**
  50191. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  50192. * @param data contains the texture data
  50193. * @param texture defines the BabylonJS internal texture
  50194. * @param createPolynomials will be true if polynomials have been requested
  50195. * @param onLoad defines the callback to trigger once the texture is ready
  50196. * @param onError defines the callback to trigger in case of error
  50197. */
  50198. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  50199. /**
  50200. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  50201. * @param data contains the texture data
  50202. * @param texture defines the BabylonJS internal texture
  50203. * @param callback defines the method to call once ready to upload
  50204. */
  50205. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  50206. }
  50207. }
  50208. declare module "babylonjs/Misc/khronosTextureContainer" {
  50209. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50210. /**
  50211. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  50212. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  50213. */
  50214. export class KhronosTextureContainer {
  50215. /** contents of the KTX container file */
  50216. arrayBuffer: any;
  50217. private static HEADER_LEN;
  50218. private static COMPRESSED_2D;
  50219. private static COMPRESSED_3D;
  50220. private static TEX_2D;
  50221. private static TEX_3D;
  50222. /**
  50223. * Gets the openGL type
  50224. */
  50225. glType: number;
  50226. /**
  50227. * Gets the openGL type size
  50228. */
  50229. glTypeSize: number;
  50230. /**
  50231. * Gets the openGL format
  50232. */
  50233. glFormat: number;
  50234. /**
  50235. * Gets the openGL internal format
  50236. */
  50237. glInternalFormat: number;
  50238. /**
  50239. * Gets the base internal format
  50240. */
  50241. glBaseInternalFormat: number;
  50242. /**
  50243. * Gets image width in pixel
  50244. */
  50245. pixelWidth: number;
  50246. /**
  50247. * Gets image height in pixel
  50248. */
  50249. pixelHeight: number;
  50250. /**
  50251. * Gets image depth in pixels
  50252. */
  50253. pixelDepth: number;
  50254. /**
  50255. * Gets the number of array elements
  50256. */
  50257. numberOfArrayElements: number;
  50258. /**
  50259. * Gets the number of faces
  50260. */
  50261. numberOfFaces: number;
  50262. /**
  50263. * Gets the number of mipmap levels
  50264. */
  50265. numberOfMipmapLevels: number;
  50266. /**
  50267. * Gets the bytes of key value data
  50268. */
  50269. bytesOfKeyValueData: number;
  50270. /**
  50271. * Gets the load type
  50272. */
  50273. loadType: number;
  50274. /**
  50275. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  50276. */
  50277. isInvalid: boolean;
  50278. /**
  50279. * Creates a new KhronosTextureContainer
  50280. * @param arrayBuffer contents of the KTX container file
  50281. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  50282. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  50283. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  50284. */
  50285. constructor(
  50286. /** contents of the KTX container file */
  50287. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  50288. /**
  50289. * Uploads KTX content to a Babylon Texture.
  50290. * It is assumed that the texture has already been created & is currently bound
  50291. * @hidden
  50292. */
  50293. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  50294. private _upload2DCompressedLevels;
  50295. }
  50296. }
  50297. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  50298. import { Nullable } from "babylonjs/types";
  50299. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50300. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  50301. /**
  50302. * Implementation of the KTX Texture Loader.
  50303. * @hidden
  50304. */
  50305. export class _KTXTextureLoader implements IInternalTextureLoader {
  50306. /**
  50307. * Defines wether the loader supports cascade loading the different faces.
  50308. */
  50309. readonly supportCascades: boolean;
  50310. /**
  50311. * This returns if the loader support the current file information.
  50312. * @param extension defines the file extension of the file being loaded
  50313. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50314. * @param fallback defines the fallback internal texture if any
  50315. * @param isBase64 defines whether the texture is encoded as a base64
  50316. * @param isBuffer defines whether the texture data are stored as a buffer
  50317. * @returns true if the loader can load the specified file
  50318. */
  50319. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  50320. /**
  50321. * Transform the url before loading if required.
  50322. * @param rootUrl the url of the texture
  50323. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50324. * @returns the transformed texture
  50325. */
  50326. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  50327. /**
  50328. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  50329. * @param rootUrl the url of the texture
  50330. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50331. * @returns the fallback texture
  50332. */
  50333. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  50334. /**
  50335. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  50336. * @param data contains the texture data
  50337. * @param texture defines the BabylonJS internal texture
  50338. * @param createPolynomials will be true if polynomials have been requested
  50339. * @param onLoad defines the callback to trigger once the texture is ready
  50340. * @param onError defines the callback to trigger in case of error
  50341. */
  50342. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  50343. /**
  50344. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  50345. * @param data contains the texture data
  50346. * @param texture defines the BabylonJS internal texture
  50347. * @param callback defines the method to call once ready to upload
  50348. */
  50349. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  50350. }
  50351. }
  50352. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  50353. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  50354. import { Scene } from "babylonjs/scene";
  50355. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  50356. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  50357. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  50358. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  50359. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  50360. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  50361. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50362. /**
  50363. * Options for the default xr helper
  50364. */
  50365. export class WebXRDefaultExperienceOptions {
  50366. /**
  50367. * Floor meshes that should be used for teleporting
  50368. */
  50369. floorMeshes: Array<AbstractMesh>;
  50370. }
  50371. /**
  50372. * Default experience which provides a similar setup to the previous webVRExperience
  50373. */
  50374. export class WebXRDefaultExperience {
  50375. /**
  50376. * Base experience
  50377. */
  50378. baseExperience: WebXRExperienceHelper;
  50379. /**
  50380. * Input experience extension
  50381. */
  50382. input: WebXRInput;
  50383. /**
  50384. * Loads the controller models
  50385. */
  50386. controllerModelLoader: WebXRControllerModelLoader;
  50387. /**
  50388. * Enables laser pointer and selection
  50389. */
  50390. pointerSelection: WebXRControllerPointerSelection;
  50391. /**
  50392. * Enables teleportation
  50393. */
  50394. teleportation: WebXRControllerTeleportation;
  50395. /**
  50396. * Enables ui for enetering/exiting xr
  50397. */
  50398. enterExitUI: WebXREnterExitUI;
  50399. /**
  50400. * Default output canvas xr should render to
  50401. */
  50402. outputCanvas: WebXRManagedOutputCanvas;
  50403. /**
  50404. * Creates the default xr experience
  50405. * @param scene scene
  50406. * @param options options for basic configuration
  50407. * @returns resulting WebXRDefaultExperience
  50408. */
  50409. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  50410. private constructor();
  50411. /**
  50412. * DIsposes of the experience helper
  50413. */
  50414. dispose(): void;
  50415. }
  50416. }
  50417. declare module "babylonjs/Helpers/sceneHelpers" {
  50418. import { Nullable } from "babylonjs/types";
  50419. import { Mesh } from "babylonjs/Meshes/mesh";
  50420. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50421. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  50422. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  50423. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  50424. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  50425. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  50426. import "babylonjs/Meshes/Builders/boxBuilder";
  50427. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  50428. /** @hidden */
  50429. export var _forceSceneHelpersToBundle: boolean;
  50430. module "babylonjs/scene" {
  50431. interface Scene {
  50432. /**
  50433. * Creates a default light for the scene.
  50434. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  50435. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  50436. */
  50437. createDefaultLight(replace?: boolean): void;
  50438. /**
  50439. * Creates a default camera for the scene.
  50440. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  50441. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  50442. * @param replace has default false, when true replaces the active camera in the scene
  50443. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  50444. */
  50445. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  50446. /**
  50447. * Creates a default camera and a default light.
  50448. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  50449. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  50450. * @param replace has the default false, when true replaces the active camera/light in the scene
  50451. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  50452. */
  50453. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  50454. /**
  50455. * Creates a new sky box
  50456. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  50457. * @param environmentTexture defines the texture to use as environment texture
  50458. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  50459. * @param scale defines the overall scale of the skybox
  50460. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  50461. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  50462. * @returns a new mesh holding the sky box
  50463. */
  50464. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  50465. /**
  50466. * Creates a new environment
  50467. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  50468. * @param options defines the options you can use to configure the environment
  50469. * @returns the new EnvironmentHelper
  50470. */
  50471. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  50472. /**
  50473. * Creates a new VREXperienceHelper
  50474. * @see http://doc.babylonjs.com/how_to/webvr_helper
  50475. * @param webVROptions defines the options used to create the new VREXperienceHelper
  50476. * @returns a new VREXperienceHelper
  50477. */
  50478. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  50479. /**
  50480. * Creates a new WebXRDefaultExperience
  50481. * @see http://doc.babylonjs.com/how_to/webxr
  50482. * @param options experience options
  50483. * @returns a promise for a new WebXRDefaultExperience
  50484. */
  50485. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  50486. }
  50487. }
  50488. }
  50489. declare module "babylonjs/Helpers/videoDome" {
  50490. import { Scene } from "babylonjs/scene";
  50491. import { TransformNode } from "babylonjs/Meshes/transformNode";
  50492. import { Mesh } from "babylonjs/Meshes/mesh";
  50493. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  50494. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  50495. import "babylonjs/Meshes/Builders/sphereBuilder";
  50496. /**
  50497. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  50498. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  50499. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  50500. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  50501. */
  50502. export class VideoDome extends TransformNode {
  50503. /**
  50504. * Define the video source as a Monoscopic panoramic 360 video.
  50505. */
  50506. static readonly MODE_MONOSCOPIC: number;
  50507. /**
  50508. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50509. */
  50510. static readonly MODE_TOPBOTTOM: number;
  50511. /**
  50512. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50513. */
  50514. static readonly MODE_SIDEBYSIDE: number;
  50515. private _halfDome;
  50516. private _useDirectMapping;
  50517. /**
  50518. * The video texture being displayed on the sphere
  50519. */
  50520. protected _videoTexture: VideoTexture;
  50521. /**
  50522. * Gets the video texture being displayed on the sphere
  50523. */
  50524. readonly videoTexture: VideoTexture;
  50525. /**
  50526. * The skybox material
  50527. */
  50528. protected _material: BackgroundMaterial;
  50529. /**
  50530. * The surface used for the skybox
  50531. */
  50532. protected _mesh: Mesh;
  50533. /**
  50534. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  50535. */
  50536. private _halfDomeMask;
  50537. /**
  50538. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  50539. * Also see the options.resolution property.
  50540. */
  50541. fovMultiplier: number;
  50542. private _videoMode;
  50543. /**
  50544. * Gets or set the current video mode for the video. It can be:
  50545. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  50546. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50547. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50548. */
  50549. videoMode: number;
  50550. /**
  50551. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  50552. *
  50553. */
  50554. /**
  50555. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  50556. */
  50557. halfDome: boolean;
  50558. /**
  50559. * Oberserver used in Stereoscopic VR Mode.
  50560. */
  50561. private _onBeforeCameraRenderObserver;
  50562. /**
  50563. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  50564. * @param name Element's name, child elements will append suffixes for their own names.
  50565. * @param urlsOrVideo defines the url(s) or the video element to use
  50566. * @param options An object containing optional or exposed sub element properties
  50567. */
  50568. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  50569. resolution?: number;
  50570. clickToPlay?: boolean;
  50571. autoPlay?: boolean;
  50572. loop?: boolean;
  50573. size?: number;
  50574. poster?: string;
  50575. faceForward?: boolean;
  50576. useDirectMapping?: boolean;
  50577. halfDomeMode?: boolean;
  50578. }, scene: Scene);
  50579. private _changeVideoMode;
  50580. /**
  50581. * Releases resources associated with this node.
  50582. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  50583. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  50584. */
  50585. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  50586. }
  50587. }
  50588. declare module "babylonjs/Helpers/index" {
  50589. export * from "babylonjs/Helpers/environmentHelper";
  50590. export * from "babylonjs/Helpers/photoDome";
  50591. export * from "babylonjs/Helpers/sceneHelpers";
  50592. export * from "babylonjs/Helpers/videoDome";
  50593. }
  50594. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  50595. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50596. import { IDisposable } from "babylonjs/scene";
  50597. import { Engine } from "babylonjs/Engines/engine";
  50598. /**
  50599. * This class can be used to get instrumentation data from a Babylon engine
  50600. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50601. */
  50602. export class EngineInstrumentation implements IDisposable {
  50603. /**
  50604. * Define the instrumented engine.
  50605. */
  50606. engine: Engine;
  50607. private _captureGPUFrameTime;
  50608. private _gpuFrameTimeToken;
  50609. private _gpuFrameTime;
  50610. private _captureShaderCompilationTime;
  50611. private _shaderCompilationTime;
  50612. private _onBeginFrameObserver;
  50613. private _onEndFrameObserver;
  50614. private _onBeforeShaderCompilationObserver;
  50615. private _onAfterShaderCompilationObserver;
  50616. /**
  50617. * Gets the perf counter used for GPU frame time
  50618. */
  50619. readonly gpuFrameTimeCounter: PerfCounter;
  50620. /**
  50621. * Gets the GPU frame time capture status
  50622. */
  50623. /**
  50624. * Enable or disable the GPU frame time capture
  50625. */
  50626. captureGPUFrameTime: boolean;
  50627. /**
  50628. * Gets the perf counter used for shader compilation time
  50629. */
  50630. readonly shaderCompilationTimeCounter: PerfCounter;
  50631. /**
  50632. * Gets the shader compilation time capture status
  50633. */
  50634. /**
  50635. * Enable or disable the shader compilation time capture
  50636. */
  50637. captureShaderCompilationTime: boolean;
  50638. /**
  50639. * Instantiates a new engine instrumentation.
  50640. * This class can be used to get instrumentation data from a Babylon engine
  50641. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50642. * @param engine Defines the engine to instrument
  50643. */
  50644. constructor(
  50645. /**
  50646. * Define the instrumented engine.
  50647. */
  50648. engine: Engine);
  50649. /**
  50650. * Dispose and release associated resources.
  50651. */
  50652. dispose(): void;
  50653. }
  50654. }
  50655. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  50656. import { Scene, IDisposable } from "babylonjs/scene";
  50657. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50658. /**
  50659. * This class can be used to get instrumentation data from a Babylon engine
  50660. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50661. */
  50662. export class SceneInstrumentation implements IDisposable {
  50663. /**
  50664. * Defines the scene to instrument
  50665. */
  50666. scene: Scene;
  50667. private _captureActiveMeshesEvaluationTime;
  50668. private _activeMeshesEvaluationTime;
  50669. private _captureRenderTargetsRenderTime;
  50670. private _renderTargetsRenderTime;
  50671. private _captureFrameTime;
  50672. private _frameTime;
  50673. private _captureRenderTime;
  50674. private _renderTime;
  50675. private _captureInterFrameTime;
  50676. private _interFrameTime;
  50677. private _captureParticlesRenderTime;
  50678. private _particlesRenderTime;
  50679. private _captureSpritesRenderTime;
  50680. private _spritesRenderTime;
  50681. private _capturePhysicsTime;
  50682. private _physicsTime;
  50683. private _captureAnimationsTime;
  50684. private _animationsTime;
  50685. private _captureCameraRenderTime;
  50686. private _cameraRenderTime;
  50687. private _onBeforeActiveMeshesEvaluationObserver;
  50688. private _onAfterActiveMeshesEvaluationObserver;
  50689. private _onBeforeRenderTargetsRenderObserver;
  50690. private _onAfterRenderTargetsRenderObserver;
  50691. private _onAfterRenderObserver;
  50692. private _onBeforeDrawPhaseObserver;
  50693. private _onAfterDrawPhaseObserver;
  50694. private _onBeforeAnimationsObserver;
  50695. private _onBeforeParticlesRenderingObserver;
  50696. private _onAfterParticlesRenderingObserver;
  50697. private _onBeforeSpritesRenderingObserver;
  50698. private _onAfterSpritesRenderingObserver;
  50699. private _onBeforePhysicsObserver;
  50700. private _onAfterPhysicsObserver;
  50701. private _onAfterAnimationsObserver;
  50702. private _onBeforeCameraRenderObserver;
  50703. private _onAfterCameraRenderObserver;
  50704. /**
  50705. * Gets the perf counter used for active meshes evaluation time
  50706. */
  50707. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  50708. /**
  50709. * Gets the active meshes evaluation time capture status
  50710. */
  50711. /**
  50712. * Enable or disable the active meshes evaluation time capture
  50713. */
  50714. captureActiveMeshesEvaluationTime: boolean;
  50715. /**
  50716. * Gets the perf counter used for render targets render time
  50717. */
  50718. readonly renderTargetsRenderTimeCounter: PerfCounter;
  50719. /**
  50720. * Gets the render targets render time capture status
  50721. */
  50722. /**
  50723. * Enable or disable the render targets render time capture
  50724. */
  50725. captureRenderTargetsRenderTime: boolean;
  50726. /**
  50727. * Gets the perf counter used for particles render time
  50728. */
  50729. readonly particlesRenderTimeCounter: PerfCounter;
  50730. /**
  50731. * Gets the particles render time capture status
  50732. */
  50733. /**
  50734. * Enable or disable the particles render time capture
  50735. */
  50736. captureParticlesRenderTime: boolean;
  50737. /**
  50738. * Gets the perf counter used for sprites render time
  50739. */
  50740. readonly spritesRenderTimeCounter: PerfCounter;
  50741. /**
  50742. * Gets the sprites render time capture status
  50743. */
  50744. /**
  50745. * Enable or disable the sprites render time capture
  50746. */
  50747. captureSpritesRenderTime: boolean;
  50748. /**
  50749. * Gets the perf counter used for physics time
  50750. */
  50751. readonly physicsTimeCounter: PerfCounter;
  50752. /**
  50753. * Gets the physics time capture status
  50754. */
  50755. /**
  50756. * Enable or disable the physics time capture
  50757. */
  50758. capturePhysicsTime: boolean;
  50759. /**
  50760. * Gets the perf counter used for animations time
  50761. */
  50762. readonly animationsTimeCounter: PerfCounter;
  50763. /**
  50764. * Gets the animations time capture status
  50765. */
  50766. /**
  50767. * Enable or disable the animations time capture
  50768. */
  50769. captureAnimationsTime: boolean;
  50770. /**
  50771. * Gets the perf counter used for frame time capture
  50772. */
  50773. readonly frameTimeCounter: PerfCounter;
  50774. /**
  50775. * Gets the frame time capture status
  50776. */
  50777. /**
  50778. * Enable or disable the frame time capture
  50779. */
  50780. captureFrameTime: boolean;
  50781. /**
  50782. * Gets the perf counter used for inter-frames time capture
  50783. */
  50784. readonly interFrameTimeCounter: PerfCounter;
  50785. /**
  50786. * Gets the inter-frames time capture status
  50787. */
  50788. /**
  50789. * Enable or disable the inter-frames time capture
  50790. */
  50791. captureInterFrameTime: boolean;
  50792. /**
  50793. * Gets the perf counter used for render time capture
  50794. */
  50795. readonly renderTimeCounter: PerfCounter;
  50796. /**
  50797. * Gets the render time capture status
  50798. */
  50799. /**
  50800. * Enable or disable the render time capture
  50801. */
  50802. captureRenderTime: boolean;
  50803. /**
  50804. * Gets the perf counter used for camera render time capture
  50805. */
  50806. readonly cameraRenderTimeCounter: PerfCounter;
  50807. /**
  50808. * Gets the camera render time capture status
  50809. */
  50810. /**
  50811. * Enable or disable the camera render time capture
  50812. */
  50813. captureCameraRenderTime: boolean;
  50814. /**
  50815. * Gets the perf counter used for draw calls
  50816. */
  50817. readonly drawCallsCounter: PerfCounter;
  50818. /**
  50819. * Instantiates a new scene instrumentation.
  50820. * This class can be used to get instrumentation data from a Babylon engine
  50821. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50822. * @param scene Defines the scene to instrument
  50823. */
  50824. constructor(
  50825. /**
  50826. * Defines the scene to instrument
  50827. */
  50828. scene: Scene);
  50829. /**
  50830. * Dispose and release associated resources.
  50831. */
  50832. dispose(): void;
  50833. }
  50834. }
  50835. declare module "babylonjs/Instrumentation/index" {
  50836. export * from "babylonjs/Instrumentation/engineInstrumentation";
  50837. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  50838. export * from "babylonjs/Instrumentation/timeToken";
  50839. }
  50840. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  50841. /** @hidden */
  50842. export var glowMapGenerationPixelShader: {
  50843. name: string;
  50844. shader: string;
  50845. };
  50846. }
  50847. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  50848. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  50849. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  50850. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  50851. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  50852. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  50853. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  50854. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  50855. /** @hidden */
  50856. export var glowMapGenerationVertexShader: {
  50857. name: string;
  50858. shader: string;
  50859. };
  50860. }
  50861. declare module "babylonjs/Layers/effectLayer" {
  50862. import { Observable } from "babylonjs/Misc/observable";
  50863. import { Nullable } from "babylonjs/types";
  50864. import { Camera } from "babylonjs/Cameras/camera";
  50865. import { Scene } from "babylonjs/scene";
  50866. import { ISize } from "babylonjs/Maths/math.size";
  50867. import { Color4 } from "babylonjs/Maths/math.color";
  50868. import { Engine } from "babylonjs/Engines/engine";
  50869. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50870. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50871. import { Mesh } from "babylonjs/Meshes/mesh";
  50872. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  50873. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50874. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  50875. import { Effect } from "babylonjs/Materials/effect";
  50876. import { Material } from "babylonjs/Materials/material";
  50877. import "babylonjs/Shaders/glowMapGeneration.fragment";
  50878. import "babylonjs/Shaders/glowMapGeneration.vertex";
  50879. /**
  50880. * Effect layer options. This helps customizing the behaviour
  50881. * of the effect layer.
  50882. */
  50883. export interface IEffectLayerOptions {
  50884. /**
  50885. * Multiplication factor apply to the canvas size to compute the render target size
  50886. * used to generated the objects (the smaller the faster).
  50887. */
  50888. mainTextureRatio: number;
  50889. /**
  50890. * Enforces a fixed size texture to ensure effect stability across devices.
  50891. */
  50892. mainTextureFixedSize?: number;
  50893. /**
  50894. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  50895. */
  50896. alphaBlendingMode: number;
  50897. /**
  50898. * The camera attached to the layer.
  50899. */
  50900. camera: Nullable<Camera>;
  50901. /**
  50902. * The rendering group to draw the layer in.
  50903. */
  50904. renderingGroupId: number;
  50905. }
  50906. /**
  50907. * The effect layer Helps adding post process effect blended with the main pass.
  50908. *
  50909. * This can be for instance use to generate glow or higlight effects on the scene.
  50910. *
  50911. * The effect layer class can not be used directly and is intented to inherited from to be
  50912. * customized per effects.
  50913. */
  50914. export abstract class EffectLayer {
  50915. private _vertexBuffers;
  50916. private _indexBuffer;
  50917. private _cachedDefines;
  50918. private _effectLayerMapGenerationEffect;
  50919. private _effectLayerOptions;
  50920. private _mergeEffect;
  50921. protected _scene: Scene;
  50922. protected _engine: Engine;
  50923. protected _maxSize: number;
  50924. protected _mainTextureDesiredSize: ISize;
  50925. protected _mainTexture: RenderTargetTexture;
  50926. protected _shouldRender: boolean;
  50927. protected _postProcesses: PostProcess[];
  50928. protected _textures: BaseTexture[];
  50929. protected _emissiveTextureAndColor: {
  50930. texture: Nullable<BaseTexture>;
  50931. color: Color4;
  50932. };
  50933. /**
  50934. * The name of the layer
  50935. */
  50936. name: string;
  50937. /**
  50938. * The clear color of the texture used to generate the glow map.
  50939. */
  50940. neutralColor: Color4;
  50941. /**
  50942. * Specifies wether the highlight layer is enabled or not.
  50943. */
  50944. isEnabled: boolean;
  50945. /**
  50946. * Gets the camera attached to the layer.
  50947. */
  50948. readonly camera: Nullable<Camera>;
  50949. /**
  50950. * Gets the rendering group id the layer should render in.
  50951. */
  50952. renderingGroupId: number;
  50953. /**
  50954. * An event triggered when the effect layer has been disposed.
  50955. */
  50956. onDisposeObservable: Observable<EffectLayer>;
  50957. /**
  50958. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  50959. */
  50960. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  50961. /**
  50962. * An event triggered when the generated texture is being merged in the scene.
  50963. */
  50964. onBeforeComposeObservable: Observable<EffectLayer>;
  50965. /**
  50966. * An event triggered when the generated texture has been merged in the scene.
  50967. */
  50968. onAfterComposeObservable: Observable<EffectLayer>;
  50969. /**
  50970. * An event triggered when the efffect layer changes its size.
  50971. */
  50972. onSizeChangedObservable: Observable<EffectLayer>;
  50973. /** @hidden */
  50974. static _SceneComponentInitialization: (scene: Scene) => void;
  50975. /**
  50976. * Instantiates a new effect Layer and references it in the scene.
  50977. * @param name The name of the layer
  50978. * @param scene The scene to use the layer in
  50979. */
  50980. constructor(
  50981. /** The Friendly of the effect in the scene */
  50982. name: string, scene: Scene);
  50983. /**
  50984. * Get the effect name of the layer.
  50985. * @return The effect name
  50986. */
  50987. abstract getEffectName(): string;
  50988. /**
  50989. * Checks for the readiness of the element composing the layer.
  50990. * @param subMesh the mesh to check for
  50991. * @param useInstances specify wether or not to use instances to render the mesh
  50992. * @return true if ready otherwise, false
  50993. */
  50994. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50995. /**
  50996. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50997. * @returns true if the effect requires stencil during the main canvas render pass.
  50998. */
  50999. abstract needStencil(): boolean;
  51000. /**
  51001. * Create the merge effect. This is the shader use to blit the information back
  51002. * to the main canvas at the end of the scene rendering.
  51003. * @returns The effect containing the shader used to merge the effect on the main canvas
  51004. */
  51005. protected abstract _createMergeEffect(): Effect;
  51006. /**
  51007. * Creates the render target textures and post processes used in the effect layer.
  51008. */
  51009. protected abstract _createTextureAndPostProcesses(): void;
  51010. /**
  51011. * Implementation specific of rendering the generating effect on the main canvas.
  51012. * @param effect The effect used to render through
  51013. */
  51014. protected abstract _internalRender(effect: Effect): void;
  51015. /**
  51016. * Sets the required values for both the emissive texture and and the main color.
  51017. */
  51018. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51019. /**
  51020. * Free any resources and references associated to a mesh.
  51021. * Internal use
  51022. * @param mesh The mesh to free.
  51023. */
  51024. abstract _disposeMesh(mesh: Mesh): void;
  51025. /**
  51026. * Serializes this layer (Glow or Highlight for example)
  51027. * @returns a serialized layer object
  51028. */
  51029. abstract serialize?(): any;
  51030. /**
  51031. * Initializes the effect layer with the required options.
  51032. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  51033. */
  51034. protected _init(options: Partial<IEffectLayerOptions>): void;
  51035. /**
  51036. * Generates the index buffer of the full screen quad blending to the main canvas.
  51037. */
  51038. private _generateIndexBuffer;
  51039. /**
  51040. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  51041. */
  51042. private _generateVertexBuffer;
  51043. /**
  51044. * Sets the main texture desired size which is the closest power of two
  51045. * of the engine canvas size.
  51046. */
  51047. private _setMainTextureSize;
  51048. /**
  51049. * Creates the main texture for the effect layer.
  51050. */
  51051. protected _createMainTexture(): void;
  51052. /**
  51053. * Adds specific effects defines.
  51054. * @param defines The defines to add specifics to.
  51055. */
  51056. protected _addCustomEffectDefines(defines: string[]): void;
  51057. /**
  51058. * Checks for the readiness of the element composing the layer.
  51059. * @param subMesh the mesh to check for
  51060. * @param useInstances specify wether or not to use instances to render the mesh
  51061. * @param emissiveTexture the associated emissive texture used to generate the glow
  51062. * @return true if ready otherwise, false
  51063. */
  51064. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  51065. /**
  51066. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  51067. */
  51068. render(): void;
  51069. /**
  51070. * Determine if a given mesh will be used in the current effect.
  51071. * @param mesh mesh to test
  51072. * @returns true if the mesh will be used
  51073. */
  51074. hasMesh(mesh: AbstractMesh): boolean;
  51075. /**
  51076. * Returns true if the layer contains information to display, otherwise false.
  51077. * @returns true if the glow layer should be rendered
  51078. */
  51079. shouldRender(): boolean;
  51080. /**
  51081. * Returns true if the mesh should render, otherwise false.
  51082. * @param mesh The mesh to render
  51083. * @returns true if it should render otherwise false
  51084. */
  51085. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  51086. /**
  51087. * Returns true if the mesh can be rendered, otherwise false.
  51088. * @param mesh The mesh to render
  51089. * @param material The material used on the mesh
  51090. * @returns true if it can be rendered otherwise false
  51091. */
  51092. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  51093. /**
  51094. * Returns true if the mesh should render, otherwise false.
  51095. * @param mesh The mesh to render
  51096. * @returns true if it should render otherwise false
  51097. */
  51098. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  51099. /**
  51100. * Renders the submesh passed in parameter to the generation map.
  51101. */
  51102. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  51103. /**
  51104. * Rebuild the required buffers.
  51105. * @hidden Internal use only.
  51106. */
  51107. _rebuild(): void;
  51108. /**
  51109. * Dispose only the render target textures and post process.
  51110. */
  51111. private _disposeTextureAndPostProcesses;
  51112. /**
  51113. * Dispose the highlight layer and free resources.
  51114. */
  51115. dispose(): void;
  51116. /**
  51117. * Gets the class name of the effect layer
  51118. * @returns the string with the class name of the effect layer
  51119. */
  51120. getClassName(): string;
  51121. /**
  51122. * Creates an effect layer from parsed effect layer data
  51123. * @param parsedEffectLayer defines effect layer data
  51124. * @param scene defines the current scene
  51125. * @param rootUrl defines the root URL containing the effect layer information
  51126. * @returns a parsed effect Layer
  51127. */
  51128. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  51129. }
  51130. }
  51131. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  51132. import { Scene } from "babylonjs/scene";
  51133. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51134. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51135. import { AbstractScene } from "babylonjs/abstractScene";
  51136. module "babylonjs/abstractScene" {
  51137. interface AbstractScene {
  51138. /**
  51139. * The list of effect layers (highlights/glow) added to the scene
  51140. * @see http://doc.babylonjs.com/how_to/highlight_layer
  51141. * @see http://doc.babylonjs.com/how_to/glow_layer
  51142. */
  51143. effectLayers: Array<EffectLayer>;
  51144. /**
  51145. * Removes the given effect layer from this scene.
  51146. * @param toRemove defines the effect layer to remove
  51147. * @returns the index of the removed effect layer
  51148. */
  51149. removeEffectLayer(toRemove: EffectLayer): number;
  51150. /**
  51151. * Adds the given effect layer to this scene
  51152. * @param newEffectLayer defines the effect layer to add
  51153. */
  51154. addEffectLayer(newEffectLayer: EffectLayer): void;
  51155. }
  51156. }
  51157. /**
  51158. * Defines the layer scene component responsible to manage any effect layers
  51159. * in a given scene.
  51160. */
  51161. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  51162. /**
  51163. * The component name helpfull to identify the component in the list of scene components.
  51164. */
  51165. readonly name: string;
  51166. /**
  51167. * The scene the component belongs to.
  51168. */
  51169. scene: Scene;
  51170. private _engine;
  51171. private _renderEffects;
  51172. private _needStencil;
  51173. private _previousStencilState;
  51174. /**
  51175. * Creates a new instance of the component for the given scene
  51176. * @param scene Defines the scene to register the component in
  51177. */
  51178. constructor(scene: Scene);
  51179. /**
  51180. * Registers the component in a given scene
  51181. */
  51182. register(): void;
  51183. /**
  51184. * Rebuilds the elements related to this component in case of
  51185. * context lost for instance.
  51186. */
  51187. rebuild(): void;
  51188. /**
  51189. * Serializes the component data to the specified json object
  51190. * @param serializationObject The object to serialize to
  51191. */
  51192. serialize(serializationObject: any): void;
  51193. /**
  51194. * Adds all the elements from the container to the scene
  51195. * @param container the container holding the elements
  51196. */
  51197. addFromContainer(container: AbstractScene): void;
  51198. /**
  51199. * Removes all the elements in the container from the scene
  51200. * @param container contains the elements to remove
  51201. * @param dispose if the removed element should be disposed (default: false)
  51202. */
  51203. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51204. /**
  51205. * Disposes the component and the associated ressources.
  51206. */
  51207. dispose(): void;
  51208. private _isReadyForMesh;
  51209. private _renderMainTexture;
  51210. private _setStencil;
  51211. private _setStencilBack;
  51212. private _draw;
  51213. private _drawCamera;
  51214. private _drawRenderingGroup;
  51215. }
  51216. }
  51217. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  51218. /** @hidden */
  51219. export var glowMapMergePixelShader: {
  51220. name: string;
  51221. shader: string;
  51222. };
  51223. }
  51224. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  51225. /** @hidden */
  51226. export var glowMapMergeVertexShader: {
  51227. name: string;
  51228. shader: string;
  51229. };
  51230. }
  51231. declare module "babylonjs/Layers/glowLayer" {
  51232. import { Nullable } from "babylonjs/types";
  51233. import { Camera } from "babylonjs/Cameras/camera";
  51234. import { Scene } from "babylonjs/scene";
  51235. import { SubMesh } from "babylonjs/Meshes/subMesh";
  51236. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51237. import { Mesh } from "babylonjs/Meshes/mesh";
  51238. import { Texture } from "babylonjs/Materials/Textures/texture";
  51239. import { Effect } from "babylonjs/Materials/effect";
  51240. import { Material } from "babylonjs/Materials/material";
  51241. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51242. import { Color4 } from "babylonjs/Maths/math.color";
  51243. import "babylonjs/Shaders/glowMapMerge.fragment";
  51244. import "babylonjs/Shaders/glowMapMerge.vertex";
  51245. import "babylonjs/Layers/effectLayerSceneComponent";
  51246. module "babylonjs/abstractScene" {
  51247. interface AbstractScene {
  51248. /**
  51249. * Return a the first highlight layer of the scene with a given name.
  51250. * @param name The name of the highlight layer to look for.
  51251. * @return The highlight layer if found otherwise null.
  51252. */
  51253. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  51254. }
  51255. }
  51256. /**
  51257. * Glow layer options. This helps customizing the behaviour
  51258. * of the glow layer.
  51259. */
  51260. export interface IGlowLayerOptions {
  51261. /**
  51262. * Multiplication factor apply to the canvas size to compute the render target size
  51263. * used to generated the glowing objects (the smaller the faster).
  51264. */
  51265. mainTextureRatio: number;
  51266. /**
  51267. * Enforces a fixed size texture to ensure resize independant blur.
  51268. */
  51269. mainTextureFixedSize?: number;
  51270. /**
  51271. * How big is the kernel of the blur texture.
  51272. */
  51273. blurKernelSize: number;
  51274. /**
  51275. * The camera attached to the layer.
  51276. */
  51277. camera: Nullable<Camera>;
  51278. /**
  51279. * Enable MSAA by chosing the number of samples.
  51280. */
  51281. mainTextureSamples?: number;
  51282. /**
  51283. * The rendering group to draw the layer in.
  51284. */
  51285. renderingGroupId: number;
  51286. }
  51287. /**
  51288. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  51289. *
  51290. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  51291. * glowy meshes to your scene.
  51292. *
  51293. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  51294. */
  51295. export class GlowLayer extends EffectLayer {
  51296. /**
  51297. * Effect Name of the layer.
  51298. */
  51299. static readonly EffectName: string;
  51300. /**
  51301. * The default blur kernel size used for the glow.
  51302. */
  51303. static DefaultBlurKernelSize: number;
  51304. /**
  51305. * The default texture size ratio used for the glow.
  51306. */
  51307. static DefaultTextureRatio: number;
  51308. /**
  51309. * Sets the kernel size of the blur.
  51310. */
  51311. /**
  51312. * Gets the kernel size of the blur.
  51313. */
  51314. blurKernelSize: number;
  51315. /**
  51316. * Sets the glow intensity.
  51317. */
  51318. /**
  51319. * Gets the glow intensity.
  51320. */
  51321. intensity: number;
  51322. private _options;
  51323. private _intensity;
  51324. private _horizontalBlurPostprocess1;
  51325. private _verticalBlurPostprocess1;
  51326. private _horizontalBlurPostprocess2;
  51327. private _verticalBlurPostprocess2;
  51328. private _blurTexture1;
  51329. private _blurTexture2;
  51330. private _postProcesses1;
  51331. private _postProcesses2;
  51332. private _includedOnlyMeshes;
  51333. private _excludedMeshes;
  51334. /**
  51335. * Callback used to let the user override the color selection on a per mesh basis
  51336. */
  51337. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  51338. /**
  51339. * Callback used to let the user override the texture selection on a per mesh basis
  51340. */
  51341. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  51342. /**
  51343. * Instantiates a new glow Layer and references it to the scene.
  51344. * @param name The name of the layer
  51345. * @param scene The scene to use the layer in
  51346. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  51347. */
  51348. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  51349. /**
  51350. * Get the effect name of the layer.
  51351. * @return The effect name
  51352. */
  51353. getEffectName(): string;
  51354. /**
  51355. * Create the merge effect. This is the shader use to blit the information back
  51356. * to the main canvas at the end of the scene rendering.
  51357. */
  51358. protected _createMergeEffect(): Effect;
  51359. /**
  51360. * Creates the render target textures and post processes used in the glow layer.
  51361. */
  51362. protected _createTextureAndPostProcesses(): void;
  51363. /**
  51364. * Checks for the readiness of the element composing the layer.
  51365. * @param subMesh the mesh to check for
  51366. * @param useInstances specify wether or not to use instances to render the mesh
  51367. * @param emissiveTexture the associated emissive texture used to generate the glow
  51368. * @return true if ready otherwise, false
  51369. */
  51370. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  51371. /**
  51372. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  51373. */
  51374. needStencil(): boolean;
  51375. /**
  51376. * Returns true if the mesh can be rendered, otherwise false.
  51377. * @param mesh The mesh to render
  51378. * @param material The material used on the mesh
  51379. * @returns true if it can be rendered otherwise false
  51380. */
  51381. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  51382. /**
  51383. * Implementation specific of rendering the generating effect on the main canvas.
  51384. * @param effect The effect used to render through
  51385. */
  51386. protected _internalRender(effect: Effect): void;
  51387. /**
  51388. * Sets the required values for both the emissive texture and and the main color.
  51389. */
  51390. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51391. /**
  51392. * Returns true if the mesh should render, otherwise false.
  51393. * @param mesh The mesh to render
  51394. * @returns true if it should render otherwise false
  51395. */
  51396. protected _shouldRenderMesh(mesh: Mesh): boolean;
  51397. /**
  51398. * Adds specific effects defines.
  51399. * @param defines The defines to add specifics to.
  51400. */
  51401. protected _addCustomEffectDefines(defines: string[]): void;
  51402. /**
  51403. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  51404. * @param mesh The mesh to exclude from the glow layer
  51405. */
  51406. addExcludedMesh(mesh: Mesh): void;
  51407. /**
  51408. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  51409. * @param mesh The mesh to remove
  51410. */
  51411. removeExcludedMesh(mesh: Mesh): void;
  51412. /**
  51413. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  51414. * @param mesh The mesh to include in the glow layer
  51415. */
  51416. addIncludedOnlyMesh(mesh: Mesh): void;
  51417. /**
  51418. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  51419. * @param mesh The mesh to remove
  51420. */
  51421. removeIncludedOnlyMesh(mesh: Mesh): void;
  51422. /**
  51423. * Determine if a given mesh will be used in the glow layer
  51424. * @param mesh The mesh to test
  51425. * @returns true if the mesh will be highlighted by the current glow layer
  51426. */
  51427. hasMesh(mesh: AbstractMesh): boolean;
  51428. /**
  51429. * Free any resources and references associated to a mesh.
  51430. * Internal use
  51431. * @param mesh The mesh to free.
  51432. * @hidden
  51433. */
  51434. _disposeMesh(mesh: Mesh): void;
  51435. /**
  51436. * Gets the class name of the effect layer
  51437. * @returns the string with the class name of the effect layer
  51438. */
  51439. getClassName(): string;
  51440. /**
  51441. * Serializes this glow layer
  51442. * @returns a serialized glow layer object
  51443. */
  51444. serialize(): any;
  51445. /**
  51446. * Creates a Glow Layer from parsed glow layer data
  51447. * @param parsedGlowLayer defines glow layer data
  51448. * @param scene defines the current scene
  51449. * @param rootUrl defines the root URL containing the glow layer information
  51450. * @returns a parsed Glow Layer
  51451. */
  51452. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  51453. }
  51454. }
  51455. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  51456. /** @hidden */
  51457. export var glowBlurPostProcessPixelShader: {
  51458. name: string;
  51459. shader: string;
  51460. };
  51461. }
  51462. declare module "babylonjs/Layers/highlightLayer" {
  51463. import { Observable } from "babylonjs/Misc/observable";
  51464. import { Nullable } from "babylonjs/types";
  51465. import { Camera } from "babylonjs/Cameras/camera";
  51466. import { Scene } from "babylonjs/scene";
  51467. import { SubMesh } from "babylonjs/Meshes/subMesh";
  51468. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51469. import { Mesh } from "babylonjs/Meshes/mesh";
  51470. import { Effect } from "babylonjs/Materials/effect";
  51471. import { Material } from "babylonjs/Materials/material";
  51472. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51473. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  51474. import "babylonjs/Shaders/glowMapMerge.fragment";
  51475. import "babylonjs/Shaders/glowMapMerge.vertex";
  51476. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  51477. module "babylonjs/abstractScene" {
  51478. interface AbstractScene {
  51479. /**
  51480. * Return a the first highlight layer of the scene with a given name.
  51481. * @param name The name of the highlight layer to look for.
  51482. * @return The highlight layer if found otherwise null.
  51483. */
  51484. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  51485. }
  51486. }
  51487. /**
  51488. * Highlight layer options. This helps customizing the behaviour
  51489. * of the highlight layer.
  51490. */
  51491. export interface IHighlightLayerOptions {
  51492. /**
  51493. * Multiplication factor apply to the canvas size to compute the render target size
  51494. * used to generated the glowing objects (the smaller the faster).
  51495. */
  51496. mainTextureRatio: number;
  51497. /**
  51498. * Enforces a fixed size texture to ensure resize independant blur.
  51499. */
  51500. mainTextureFixedSize?: number;
  51501. /**
  51502. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  51503. * of the picture to blur (the smaller the faster).
  51504. */
  51505. blurTextureSizeRatio: number;
  51506. /**
  51507. * How big in texel of the blur texture is the vertical blur.
  51508. */
  51509. blurVerticalSize: number;
  51510. /**
  51511. * How big in texel of the blur texture is the horizontal blur.
  51512. */
  51513. blurHorizontalSize: number;
  51514. /**
  51515. * Alpha blending mode used to apply the blur. Default is combine.
  51516. */
  51517. alphaBlendingMode: number;
  51518. /**
  51519. * The camera attached to the layer.
  51520. */
  51521. camera: Nullable<Camera>;
  51522. /**
  51523. * Should we display highlight as a solid stroke?
  51524. */
  51525. isStroke?: boolean;
  51526. /**
  51527. * The rendering group to draw the layer in.
  51528. */
  51529. renderingGroupId: number;
  51530. }
  51531. /**
  51532. * The highlight layer Helps adding a glow effect around a mesh.
  51533. *
  51534. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  51535. * glowy meshes to your scene.
  51536. *
  51537. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  51538. */
  51539. export class HighlightLayer extends EffectLayer {
  51540. name: string;
  51541. /**
  51542. * Effect Name of the highlight layer.
  51543. */
  51544. static readonly EffectName: string;
  51545. /**
  51546. * The neutral color used during the preparation of the glow effect.
  51547. * This is black by default as the blend operation is a blend operation.
  51548. */
  51549. static NeutralColor: Color4;
  51550. /**
  51551. * Stencil value used for glowing meshes.
  51552. */
  51553. static GlowingMeshStencilReference: number;
  51554. /**
  51555. * Stencil value used for the other meshes in the scene.
  51556. */
  51557. static NormalMeshStencilReference: number;
  51558. /**
  51559. * Specifies whether or not the inner glow is ACTIVE in the layer.
  51560. */
  51561. innerGlow: boolean;
  51562. /**
  51563. * Specifies whether or not the outer glow is ACTIVE in the layer.
  51564. */
  51565. outerGlow: boolean;
  51566. /**
  51567. * Specifies the horizontal size of the blur.
  51568. */
  51569. /**
  51570. * Gets the horizontal size of the blur.
  51571. */
  51572. blurHorizontalSize: number;
  51573. /**
  51574. * Specifies the vertical size of the blur.
  51575. */
  51576. /**
  51577. * Gets the vertical size of the blur.
  51578. */
  51579. blurVerticalSize: number;
  51580. /**
  51581. * An event triggered when the highlight layer is being blurred.
  51582. */
  51583. onBeforeBlurObservable: Observable<HighlightLayer>;
  51584. /**
  51585. * An event triggered when the highlight layer has been blurred.
  51586. */
  51587. onAfterBlurObservable: Observable<HighlightLayer>;
  51588. private _instanceGlowingMeshStencilReference;
  51589. private _options;
  51590. private _downSamplePostprocess;
  51591. private _horizontalBlurPostprocess;
  51592. private _verticalBlurPostprocess;
  51593. private _blurTexture;
  51594. private _meshes;
  51595. private _excludedMeshes;
  51596. /**
  51597. * Instantiates a new highlight Layer and references it to the scene..
  51598. * @param name The name of the layer
  51599. * @param scene The scene to use the layer in
  51600. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  51601. */
  51602. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  51603. /**
  51604. * Get the effect name of the layer.
  51605. * @return The effect name
  51606. */
  51607. getEffectName(): string;
  51608. /**
  51609. * Create the merge effect. This is the shader use to blit the information back
  51610. * to the main canvas at the end of the scene rendering.
  51611. */
  51612. protected _createMergeEffect(): Effect;
  51613. /**
  51614. * Creates the render target textures and post processes used in the highlight layer.
  51615. */
  51616. protected _createTextureAndPostProcesses(): void;
  51617. /**
  51618. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  51619. */
  51620. needStencil(): boolean;
  51621. /**
  51622. * Checks for the readiness of the element composing the layer.
  51623. * @param subMesh the mesh to check for
  51624. * @param useInstances specify wether or not to use instances to render the mesh
  51625. * @param emissiveTexture the associated emissive texture used to generate the glow
  51626. * @return true if ready otherwise, false
  51627. */
  51628. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  51629. /**
  51630. * Implementation specific of rendering the generating effect on the main canvas.
  51631. * @param effect The effect used to render through
  51632. */
  51633. protected _internalRender(effect: Effect): void;
  51634. /**
  51635. * Returns true if the layer contains information to display, otherwise false.
  51636. */
  51637. shouldRender(): boolean;
  51638. /**
  51639. * Returns true if the mesh should render, otherwise false.
  51640. * @param mesh The mesh to render
  51641. * @returns true if it should render otherwise false
  51642. */
  51643. protected _shouldRenderMesh(mesh: Mesh): boolean;
  51644. /**
  51645. * Sets the required values for both the emissive texture and and the main color.
  51646. */
  51647. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51648. /**
  51649. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  51650. * @param mesh The mesh to exclude from the highlight layer
  51651. */
  51652. addExcludedMesh(mesh: Mesh): void;
  51653. /**
  51654. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  51655. * @param mesh The mesh to highlight
  51656. */
  51657. removeExcludedMesh(mesh: Mesh): void;
  51658. /**
  51659. * Determine if a given mesh will be highlighted by the current HighlightLayer
  51660. * @param mesh mesh to test
  51661. * @returns true if the mesh will be highlighted by the current HighlightLayer
  51662. */
  51663. hasMesh(mesh: AbstractMesh): boolean;
  51664. /**
  51665. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  51666. * @param mesh The mesh to highlight
  51667. * @param color The color of the highlight
  51668. * @param glowEmissiveOnly Extract the glow from the emissive texture
  51669. */
  51670. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  51671. /**
  51672. * Remove a mesh from the highlight layer in order to make it stop glowing.
  51673. * @param mesh The mesh to highlight
  51674. */
  51675. removeMesh(mesh: Mesh): void;
  51676. /**
  51677. * Force the stencil to the normal expected value for none glowing parts
  51678. */
  51679. private _defaultStencilReference;
  51680. /**
  51681. * Free any resources and references associated to a mesh.
  51682. * Internal use
  51683. * @param mesh The mesh to free.
  51684. * @hidden
  51685. */
  51686. _disposeMesh(mesh: Mesh): void;
  51687. /**
  51688. * Dispose the highlight layer and free resources.
  51689. */
  51690. dispose(): void;
  51691. /**
  51692. * Gets the class name of the effect layer
  51693. * @returns the string with the class name of the effect layer
  51694. */
  51695. getClassName(): string;
  51696. /**
  51697. * Serializes this Highlight layer
  51698. * @returns a serialized Highlight layer object
  51699. */
  51700. serialize(): any;
  51701. /**
  51702. * Creates a Highlight layer from parsed Highlight layer data
  51703. * @param parsedHightlightLayer defines the Highlight layer data
  51704. * @param scene defines the current scene
  51705. * @param rootUrl defines the root URL containing the Highlight layer information
  51706. * @returns a parsed Highlight layer
  51707. */
  51708. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  51709. }
  51710. }
  51711. declare module "babylonjs/Layers/layerSceneComponent" {
  51712. import { Scene } from "babylonjs/scene";
  51713. import { ISceneComponent } from "babylonjs/sceneComponent";
  51714. import { Layer } from "babylonjs/Layers/layer";
  51715. import { AbstractScene } from "babylonjs/abstractScene";
  51716. module "babylonjs/abstractScene" {
  51717. interface AbstractScene {
  51718. /**
  51719. * The list of layers (background and foreground) of the scene
  51720. */
  51721. layers: Array<Layer>;
  51722. }
  51723. }
  51724. /**
  51725. * Defines the layer scene component responsible to manage any layers
  51726. * in a given scene.
  51727. */
  51728. export class LayerSceneComponent implements ISceneComponent {
  51729. /**
  51730. * The component name helpfull to identify the component in the list of scene components.
  51731. */
  51732. readonly name: string;
  51733. /**
  51734. * The scene the component belongs to.
  51735. */
  51736. scene: Scene;
  51737. private _engine;
  51738. /**
  51739. * Creates a new instance of the component for the given scene
  51740. * @param scene Defines the scene to register the component in
  51741. */
  51742. constructor(scene: Scene);
  51743. /**
  51744. * Registers the component in a given scene
  51745. */
  51746. register(): void;
  51747. /**
  51748. * Rebuilds the elements related to this component in case of
  51749. * context lost for instance.
  51750. */
  51751. rebuild(): void;
  51752. /**
  51753. * Disposes the component and the associated ressources.
  51754. */
  51755. dispose(): void;
  51756. private _draw;
  51757. private _drawCameraPredicate;
  51758. private _drawCameraBackground;
  51759. private _drawCameraForeground;
  51760. private _drawRenderTargetPredicate;
  51761. private _drawRenderTargetBackground;
  51762. private _drawRenderTargetForeground;
  51763. /**
  51764. * Adds all the elements from the container to the scene
  51765. * @param container the container holding the elements
  51766. */
  51767. addFromContainer(container: AbstractScene): void;
  51768. /**
  51769. * Removes all the elements in the container from the scene
  51770. * @param container contains the elements to remove
  51771. * @param dispose if the removed element should be disposed (default: false)
  51772. */
  51773. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51774. }
  51775. }
  51776. declare module "babylonjs/Shaders/layer.fragment" {
  51777. /** @hidden */
  51778. export var layerPixelShader: {
  51779. name: string;
  51780. shader: string;
  51781. };
  51782. }
  51783. declare module "babylonjs/Shaders/layer.vertex" {
  51784. /** @hidden */
  51785. export var layerVertexShader: {
  51786. name: string;
  51787. shader: string;
  51788. };
  51789. }
  51790. declare module "babylonjs/Layers/layer" {
  51791. import { Observable } from "babylonjs/Misc/observable";
  51792. import { Nullable } from "babylonjs/types";
  51793. import { Scene } from "babylonjs/scene";
  51794. import { Vector2 } from "babylonjs/Maths/math.vector";
  51795. import { Color4 } from "babylonjs/Maths/math.color";
  51796. import { Texture } from "babylonjs/Materials/Textures/texture";
  51797. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  51798. import "babylonjs/Shaders/layer.fragment";
  51799. import "babylonjs/Shaders/layer.vertex";
  51800. /**
  51801. * This represents a full screen 2d layer.
  51802. * This can be useful to display a picture in the background of your scene for instance.
  51803. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51804. */
  51805. export class Layer {
  51806. /**
  51807. * Define the name of the layer.
  51808. */
  51809. name: string;
  51810. /**
  51811. * Define the texture the layer should display.
  51812. */
  51813. texture: Nullable<Texture>;
  51814. /**
  51815. * Is the layer in background or foreground.
  51816. */
  51817. isBackground: boolean;
  51818. /**
  51819. * Define the color of the layer (instead of texture).
  51820. */
  51821. color: Color4;
  51822. /**
  51823. * Define the scale of the layer in order to zoom in out of the texture.
  51824. */
  51825. scale: Vector2;
  51826. /**
  51827. * Define an offset for the layer in order to shift the texture.
  51828. */
  51829. offset: Vector2;
  51830. /**
  51831. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  51832. */
  51833. alphaBlendingMode: number;
  51834. /**
  51835. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  51836. * Alpha test will not mix with the background color in case of transparency.
  51837. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  51838. */
  51839. alphaTest: boolean;
  51840. /**
  51841. * Define a mask to restrict the layer to only some of the scene cameras.
  51842. */
  51843. layerMask: number;
  51844. /**
  51845. * Define the list of render target the layer is visible into.
  51846. */
  51847. renderTargetTextures: RenderTargetTexture[];
  51848. /**
  51849. * Define if the layer is only used in renderTarget or if it also
  51850. * renders in the main frame buffer of the canvas.
  51851. */
  51852. renderOnlyInRenderTargetTextures: boolean;
  51853. private _scene;
  51854. private _vertexBuffers;
  51855. private _indexBuffer;
  51856. private _effect;
  51857. private _alphaTestEffect;
  51858. /**
  51859. * An event triggered when the layer is disposed.
  51860. */
  51861. onDisposeObservable: Observable<Layer>;
  51862. private _onDisposeObserver;
  51863. /**
  51864. * Back compatibility with callback before the onDisposeObservable existed.
  51865. * The set callback will be triggered when the layer has been disposed.
  51866. */
  51867. onDispose: () => void;
  51868. /**
  51869. * An event triggered before rendering the scene
  51870. */
  51871. onBeforeRenderObservable: Observable<Layer>;
  51872. private _onBeforeRenderObserver;
  51873. /**
  51874. * Back compatibility with callback before the onBeforeRenderObservable existed.
  51875. * The set callback will be triggered just before rendering the layer.
  51876. */
  51877. onBeforeRender: () => void;
  51878. /**
  51879. * An event triggered after rendering the scene
  51880. */
  51881. onAfterRenderObservable: Observable<Layer>;
  51882. private _onAfterRenderObserver;
  51883. /**
  51884. * Back compatibility with callback before the onAfterRenderObservable existed.
  51885. * The set callback will be triggered just after rendering the layer.
  51886. */
  51887. onAfterRender: () => void;
  51888. /**
  51889. * Instantiates a new layer.
  51890. * This represents a full screen 2d layer.
  51891. * This can be useful to display a picture in the background of your scene for instance.
  51892. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51893. * @param name Define the name of the layer in the scene
  51894. * @param imgUrl Define the url of the texture to display in the layer
  51895. * @param scene Define the scene the layer belongs to
  51896. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  51897. * @param color Defines a color for the layer
  51898. */
  51899. constructor(
  51900. /**
  51901. * Define the name of the layer.
  51902. */
  51903. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  51904. private _createIndexBuffer;
  51905. /** @hidden */
  51906. _rebuild(): void;
  51907. /**
  51908. * Renders the layer in the scene.
  51909. */
  51910. render(): void;
  51911. /**
  51912. * Disposes and releases the associated ressources.
  51913. */
  51914. dispose(): void;
  51915. }
  51916. }
  51917. declare module "babylonjs/Layers/index" {
  51918. export * from "babylonjs/Layers/effectLayer";
  51919. export * from "babylonjs/Layers/effectLayerSceneComponent";
  51920. export * from "babylonjs/Layers/glowLayer";
  51921. export * from "babylonjs/Layers/highlightLayer";
  51922. export * from "babylonjs/Layers/layer";
  51923. export * from "babylonjs/Layers/layerSceneComponent";
  51924. }
  51925. declare module "babylonjs/Shaders/lensFlare.fragment" {
  51926. /** @hidden */
  51927. export var lensFlarePixelShader: {
  51928. name: string;
  51929. shader: string;
  51930. };
  51931. }
  51932. declare module "babylonjs/Shaders/lensFlare.vertex" {
  51933. /** @hidden */
  51934. export var lensFlareVertexShader: {
  51935. name: string;
  51936. shader: string;
  51937. };
  51938. }
  51939. declare module "babylonjs/LensFlares/lensFlareSystem" {
  51940. import { Scene } from "babylonjs/scene";
  51941. import { Vector3 } from "babylonjs/Maths/math.vector";
  51942. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51943. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  51944. import "babylonjs/Shaders/lensFlare.fragment";
  51945. import "babylonjs/Shaders/lensFlare.vertex";
  51946. import { Viewport } from "babylonjs/Maths/math.viewport";
  51947. /**
  51948. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51949. * It is usually composed of several `lensFlare`.
  51950. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51951. */
  51952. export class LensFlareSystem {
  51953. /**
  51954. * Define the name of the lens flare system
  51955. */
  51956. name: string;
  51957. /**
  51958. * List of lens flares used in this system.
  51959. */
  51960. lensFlares: LensFlare[];
  51961. /**
  51962. * Define a limit from the border the lens flare can be visible.
  51963. */
  51964. borderLimit: number;
  51965. /**
  51966. * Define a viewport border we do not want to see the lens flare in.
  51967. */
  51968. viewportBorder: number;
  51969. /**
  51970. * Define a predicate which could limit the list of meshes able to occlude the effect.
  51971. */
  51972. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  51973. /**
  51974. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  51975. */
  51976. layerMask: number;
  51977. /**
  51978. * Define the id of the lens flare system in the scene.
  51979. * (equal to name by default)
  51980. */
  51981. id: string;
  51982. private _scene;
  51983. private _emitter;
  51984. private _vertexBuffers;
  51985. private _indexBuffer;
  51986. private _effect;
  51987. private _positionX;
  51988. private _positionY;
  51989. private _isEnabled;
  51990. /** @hidden */
  51991. static _SceneComponentInitialization: (scene: Scene) => void;
  51992. /**
  51993. * Instantiates a lens flare system.
  51994. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51995. * It is usually composed of several `lensFlare`.
  51996. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51997. * @param name Define the name of the lens flare system in the scene
  51998. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  51999. * @param scene Define the scene the lens flare system belongs to
  52000. */
  52001. constructor(
  52002. /**
  52003. * Define the name of the lens flare system
  52004. */
  52005. name: string, emitter: any, scene: Scene);
  52006. /**
  52007. * Define if the lens flare system is enabled.
  52008. */
  52009. isEnabled: boolean;
  52010. /**
  52011. * Get the scene the effects belongs to.
  52012. * @returns the scene holding the lens flare system
  52013. */
  52014. getScene(): Scene;
  52015. /**
  52016. * Get the emitter of the lens flare system.
  52017. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  52018. * @returns the emitter of the lens flare system
  52019. */
  52020. getEmitter(): any;
  52021. /**
  52022. * Set the emitter of the lens flare system.
  52023. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  52024. * @param newEmitter Define the new emitter of the system
  52025. */
  52026. setEmitter(newEmitter: any): void;
  52027. /**
  52028. * Get the lens flare system emitter position.
  52029. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  52030. * @returns the position
  52031. */
  52032. getEmitterPosition(): Vector3;
  52033. /**
  52034. * @hidden
  52035. */
  52036. computeEffectivePosition(globalViewport: Viewport): boolean;
  52037. /** @hidden */
  52038. _isVisible(): boolean;
  52039. /**
  52040. * @hidden
  52041. */
  52042. render(): boolean;
  52043. /**
  52044. * Dispose and release the lens flare with its associated resources.
  52045. */
  52046. dispose(): void;
  52047. /**
  52048. * Parse a lens flare system from a JSON repressentation
  52049. * @param parsedLensFlareSystem Define the JSON to parse
  52050. * @param scene Define the scene the parsed system should be instantiated in
  52051. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  52052. * @returns the parsed system
  52053. */
  52054. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  52055. /**
  52056. * Serialize the current Lens Flare System into a JSON representation.
  52057. * @returns the serialized JSON
  52058. */
  52059. serialize(): any;
  52060. }
  52061. }
  52062. declare module "babylonjs/LensFlares/lensFlare" {
  52063. import { Nullable } from "babylonjs/types";
  52064. import { Color3 } from "babylonjs/Maths/math.color";
  52065. import { Texture } from "babylonjs/Materials/Textures/texture";
  52066. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  52067. /**
  52068. * This represents one of the lens effect in a `lensFlareSystem`.
  52069. * It controls one of the indiviual texture used in the effect.
  52070. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52071. */
  52072. export class LensFlare {
  52073. /**
  52074. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  52075. */
  52076. size: number;
  52077. /**
  52078. * 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.
  52079. */
  52080. position: number;
  52081. /**
  52082. * Define the lens color.
  52083. */
  52084. color: Color3;
  52085. /**
  52086. * Define the lens texture.
  52087. */
  52088. texture: Nullable<Texture>;
  52089. /**
  52090. * Define the alpha mode to render this particular lens.
  52091. */
  52092. alphaMode: number;
  52093. private _system;
  52094. /**
  52095. * Creates a new Lens Flare.
  52096. * This represents one of the lens effect in a `lensFlareSystem`.
  52097. * It controls one of the indiviual texture used in the effect.
  52098. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52099. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  52100. * @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.
  52101. * @param color Define the lens color
  52102. * @param imgUrl Define the lens texture url
  52103. * @param system Define the `lensFlareSystem` this flare is part of
  52104. * @returns The newly created Lens Flare
  52105. */
  52106. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  52107. /**
  52108. * Instantiates a new Lens Flare.
  52109. * This represents one of the lens effect in a `lensFlareSystem`.
  52110. * It controls one of the indiviual texture used in the effect.
  52111. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52112. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  52113. * @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.
  52114. * @param color Define the lens color
  52115. * @param imgUrl Define the lens texture url
  52116. * @param system Define the `lensFlareSystem` this flare is part of
  52117. */
  52118. constructor(
  52119. /**
  52120. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  52121. */
  52122. size: number,
  52123. /**
  52124. * 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.
  52125. */
  52126. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  52127. /**
  52128. * Dispose and release the lens flare with its associated resources.
  52129. */
  52130. dispose(): void;
  52131. }
  52132. }
  52133. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  52134. import { Nullable } from "babylonjs/types";
  52135. import { Scene } from "babylonjs/scene";
  52136. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  52137. import { AbstractScene } from "babylonjs/abstractScene";
  52138. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  52139. module "babylonjs/abstractScene" {
  52140. interface AbstractScene {
  52141. /**
  52142. * The list of lens flare system added to the scene
  52143. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52144. */
  52145. lensFlareSystems: Array<LensFlareSystem>;
  52146. /**
  52147. * Removes the given lens flare system from this scene.
  52148. * @param toRemove The lens flare system to remove
  52149. * @returns The index of the removed lens flare system
  52150. */
  52151. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  52152. /**
  52153. * Adds the given lens flare system to this scene
  52154. * @param newLensFlareSystem The lens flare system to add
  52155. */
  52156. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  52157. /**
  52158. * Gets a lens flare system using its name
  52159. * @param name defines the name to look for
  52160. * @returns the lens flare system or null if not found
  52161. */
  52162. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  52163. /**
  52164. * Gets a lens flare system using its id
  52165. * @param id defines the id to look for
  52166. * @returns the lens flare system or null if not found
  52167. */
  52168. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  52169. }
  52170. }
  52171. /**
  52172. * Defines the lens flare scene component responsible to manage any lens flares
  52173. * in a given scene.
  52174. */
  52175. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  52176. /**
  52177. * The component name helpfull to identify the component in the list of scene components.
  52178. */
  52179. readonly name: string;
  52180. /**
  52181. * The scene the component belongs to.
  52182. */
  52183. scene: Scene;
  52184. /**
  52185. * Creates a new instance of the component for the given scene
  52186. * @param scene Defines the scene to register the component in
  52187. */
  52188. constructor(scene: Scene);
  52189. /**
  52190. * Registers the component in a given scene
  52191. */
  52192. register(): void;
  52193. /**
  52194. * Rebuilds the elements related to this component in case of
  52195. * context lost for instance.
  52196. */
  52197. rebuild(): void;
  52198. /**
  52199. * Adds all the elements from the container to the scene
  52200. * @param container the container holding the elements
  52201. */
  52202. addFromContainer(container: AbstractScene): void;
  52203. /**
  52204. * Removes all the elements in the container from the scene
  52205. * @param container contains the elements to remove
  52206. * @param dispose if the removed element should be disposed (default: false)
  52207. */
  52208. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52209. /**
  52210. * Serializes the component data to the specified json object
  52211. * @param serializationObject The object to serialize to
  52212. */
  52213. serialize(serializationObject: any): void;
  52214. /**
  52215. * Disposes the component and the associated ressources.
  52216. */
  52217. dispose(): void;
  52218. private _draw;
  52219. }
  52220. }
  52221. declare module "babylonjs/LensFlares/index" {
  52222. export * from "babylonjs/LensFlares/lensFlare";
  52223. export * from "babylonjs/LensFlares/lensFlareSystem";
  52224. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  52225. }
  52226. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  52227. import { Scene } from "babylonjs/scene";
  52228. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  52229. import { AbstractScene } from "babylonjs/abstractScene";
  52230. /**
  52231. * Defines the shadow generator component responsible to manage any shadow generators
  52232. * in a given scene.
  52233. */
  52234. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  52235. /**
  52236. * The component name helpfull to identify the component in the list of scene components.
  52237. */
  52238. readonly name: string;
  52239. /**
  52240. * The scene the component belongs to.
  52241. */
  52242. scene: Scene;
  52243. /**
  52244. * Creates a new instance of the component for the given scene
  52245. * @param scene Defines the scene to register the component in
  52246. */
  52247. constructor(scene: Scene);
  52248. /**
  52249. * Registers the component in a given scene
  52250. */
  52251. register(): void;
  52252. /**
  52253. * Rebuilds the elements related to this component in case of
  52254. * context lost for instance.
  52255. */
  52256. rebuild(): void;
  52257. /**
  52258. * Serializes the component data to the specified json object
  52259. * @param serializationObject The object to serialize to
  52260. */
  52261. serialize(serializationObject: any): void;
  52262. /**
  52263. * Adds all the elements from the container to the scene
  52264. * @param container the container holding the elements
  52265. */
  52266. addFromContainer(container: AbstractScene): void;
  52267. /**
  52268. * Removes all the elements in the container from the scene
  52269. * @param container contains the elements to remove
  52270. * @param dispose if the removed element should be disposed (default: false)
  52271. */
  52272. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52273. /**
  52274. * Rebuilds the elements related to this component in case of
  52275. * context lost for instance.
  52276. */
  52277. dispose(): void;
  52278. private _gatherRenderTargets;
  52279. }
  52280. }
  52281. declare module "babylonjs/Lights/Shadows/index" {
  52282. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  52283. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  52284. }
  52285. declare module "babylonjs/Lights/pointLight" {
  52286. import { Scene } from "babylonjs/scene";
  52287. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  52288. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52289. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  52290. import { Effect } from "babylonjs/Materials/effect";
  52291. /**
  52292. * A point light is a light defined by an unique point in world space.
  52293. * The light is emitted in every direction from this point.
  52294. * A good example of a point light is a standard light bulb.
  52295. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52296. */
  52297. export class PointLight extends ShadowLight {
  52298. private _shadowAngle;
  52299. /**
  52300. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52301. * This specifies what angle the shadow will use to be created.
  52302. *
  52303. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52304. */
  52305. /**
  52306. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52307. * This specifies what angle the shadow will use to be created.
  52308. *
  52309. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52310. */
  52311. shadowAngle: number;
  52312. /**
  52313. * Gets the direction if it has been set.
  52314. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52315. */
  52316. /**
  52317. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52318. */
  52319. direction: Vector3;
  52320. /**
  52321. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  52322. * A PointLight emits the light in every direction.
  52323. * It can cast shadows.
  52324. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  52325. * ```javascript
  52326. * var pointLight = new PointLight("pl", camera.position, scene);
  52327. * ```
  52328. * Documentation : https://doc.babylonjs.com/babylon101/lights
  52329. * @param name The light friendly name
  52330. * @param position The position of the point light in the scene
  52331. * @param scene The scene the lights belongs to
  52332. */
  52333. constructor(name: string, position: Vector3, scene: Scene);
  52334. /**
  52335. * Returns the string "PointLight"
  52336. * @returns the class name
  52337. */
  52338. getClassName(): string;
  52339. /**
  52340. * Returns the integer 0.
  52341. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52342. */
  52343. getTypeID(): number;
  52344. /**
  52345. * Specifies wether or not the shadowmap should be a cube texture.
  52346. * @returns true if the shadowmap needs to be a cube texture.
  52347. */
  52348. needCube(): boolean;
  52349. /**
  52350. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  52351. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52352. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52353. */
  52354. getShadowDirection(faceIndex?: number): Vector3;
  52355. /**
  52356. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  52357. * - fov = PI / 2
  52358. * - aspect ratio : 1.0
  52359. * - z-near and far equal to the active camera minZ and maxZ.
  52360. * Returns the PointLight.
  52361. */
  52362. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  52363. protected _buildUniformLayout(): void;
  52364. /**
  52365. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  52366. * @param effect The effect to update
  52367. * @param lightIndex The index of the light in the effect to update
  52368. * @returns The point light
  52369. */
  52370. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  52371. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  52372. /**
  52373. * Prepares the list of defines specific to the light type.
  52374. * @param defines the list of defines
  52375. * @param lightIndex defines the index of the light for the effect
  52376. */
  52377. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  52378. }
  52379. }
  52380. declare module "babylonjs/Lights/index" {
  52381. export * from "babylonjs/Lights/light";
  52382. export * from "babylonjs/Lights/shadowLight";
  52383. export * from "babylonjs/Lights/Shadows/index";
  52384. export * from "babylonjs/Lights/directionalLight";
  52385. export * from "babylonjs/Lights/hemisphericLight";
  52386. export * from "babylonjs/Lights/pointLight";
  52387. export * from "babylonjs/Lights/spotLight";
  52388. }
  52389. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  52390. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  52391. /**
  52392. * Header information of HDR texture files.
  52393. */
  52394. export interface HDRInfo {
  52395. /**
  52396. * The height of the texture in pixels.
  52397. */
  52398. height: number;
  52399. /**
  52400. * The width of the texture in pixels.
  52401. */
  52402. width: number;
  52403. /**
  52404. * The index of the beginning of the data in the binary file.
  52405. */
  52406. dataPosition: number;
  52407. }
  52408. /**
  52409. * This groups tools to convert HDR texture to native colors array.
  52410. */
  52411. export class HDRTools {
  52412. private static Ldexp;
  52413. private static Rgbe2float;
  52414. private static readStringLine;
  52415. /**
  52416. * Reads header information from an RGBE texture stored in a native array.
  52417. * More information on this format are available here:
  52418. * https://en.wikipedia.org/wiki/RGBE_image_format
  52419. *
  52420. * @param uint8array The binary file stored in native array.
  52421. * @return The header information.
  52422. */
  52423. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  52424. /**
  52425. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  52426. * This RGBE texture needs to store the information as a panorama.
  52427. *
  52428. * More information on this format are available here:
  52429. * https://en.wikipedia.org/wiki/RGBE_image_format
  52430. *
  52431. * @param buffer The binary file stored in an array buffer.
  52432. * @param size The expected size of the extracted cubemap.
  52433. * @return The Cube Map information.
  52434. */
  52435. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  52436. /**
  52437. * Returns the pixels data extracted from an RGBE texture.
  52438. * This pixels will be stored left to right up to down in the R G B order in one array.
  52439. *
  52440. * More information on this format are available here:
  52441. * https://en.wikipedia.org/wiki/RGBE_image_format
  52442. *
  52443. * @param uint8array The binary file stored in an array buffer.
  52444. * @param hdrInfo The header information of the file.
  52445. * @return The pixels data in RGB right to left up to down order.
  52446. */
  52447. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  52448. private static RGBE_ReadPixels_RLE;
  52449. }
  52450. }
  52451. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  52452. import { Nullable } from "babylonjs/types";
  52453. import { Scene } from "babylonjs/scene";
  52454. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  52455. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52456. import "babylonjs/Engines/Extensions/engine.rawTexture";
  52457. /**
  52458. * This represents a texture coming from an HDR input.
  52459. *
  52460. * The only supported format is currently panorama picture stored in RGBE format.
  52461. * Example of such files can be found on HDRLib: http://hdrlib.com/
  52462. */
  52463. export class HDRCubeTexture extends BaseTexture {
  52464. private static _facesMapping;
  52465. private _generateHarmonics;
  52466. private _noMipmap;
  52467. private _textureMatrix;
  52468. private _size;
  52469. private _onLoad;
  52470. private _onError;
  52471. /**
  52472. * The texture URL.
  52473. */
  52474. url: string;
  52475. /**
  52476. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  52477. */
  52478. coordinatesMode: number;
  52479. protected _isBlocking: boolean;
  52480. /**
  52481. * Sets wether or not the texture is blocking during loading.
  52482. */
  52483. /**
  52484. * Gets wether or not the texture is blocking during loading.
  52485. */
  52486. isBlocking: boolean;
  52487. protected _rotationY: number;
  52488. /**
  52489. * Sets texture matrix rotation angle around Y axis in radians.
  52490. */
  52491. /**
  52492. * Gets texture matrix rotation angle around Y axis radians.
  52493. */
  52494. rotationY: number;
  52495. /**
  52496. * Gets or sets the center of the bounding box associated with the cube texture
  52497. * It must define where the camera used to render the texture was set
  52498. */
  52499. boundingBoxPosition: Vector3;
  52500. private _boundingBoxSize;
  52501. /**
  52502. * Gets or sets the size of the bounding box associated with the cube texture
  52503. * When defined, the cubemap will switch to local mode
  52504. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  52505. * @example https://www.babylonjs-playground.com/#RNASML
  52506. */
  52507. boundingBoxSize: Vector3;
  52508. /**
  52509. * Instantiates an HDRTexture from the following parameters.
  52510. *
  52511. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  52512. * @param scene The scene the texture will be used in
  52513. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  52514. * @param noMipmap Forces to not generate the mipmap if true
  52515. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  52516. * @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)
  52517. * @param reserved Reserved flag for internal use.
  52518. */
  52519. 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>);
  52520. /**
  52521. * Get the current class name of the texture useful for serialization or dynamic coding.
  52522. * @returns "HDRCubeTexture"
  52523. */
  52524. getClassName(): string;
  52525. /**
  52526. * Occurs when the file is raw .hdr file.
  52527. */
  52528. private loadTexture;
  52529. clone(): HDRCubeTexture;
  52530. delayLoad(): void;
  52531. /**
  52532. * Get the texture reflection matrix used to rotate/transform the reflection.
  52533. * @returns the reflection matrix
  52534. */
  52535. getReflectionTextureMatrix(): Matrix;
  52536. /**
  52537. * Set the texture reflection matrix used to rotate/transform the reflection.
  52538. * @param value Define the reflection matrix to set
  52539. */
  52540. setReflectionTextureMatrix(value: Matrix): void;
  52541. /**
  52542. * Parses a JSON representation of an HDR Texture in order to create the texture
  52543. * @param parsedTexture Define the JSON representation
  52544. * @param scene Define the scene the texture should be created in
  52545. * @param rootUrl Define the root url in case we need to load relative dependencies
  52546. * @returns the newly created texture after parsing
  52547. */
  52548. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  52549. serialize(): any;
  52550. }
  52551. }
  52552. declare module "babylonjs/Physics/physicsEngine" {
  52553. import { Nullable } from "babylonjs/types";
  52554. import { Vector3 } from "babylonjs/Maths/math.vector";
  52555. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  52556. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  52557. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  52558. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52559. /**
  52560. * Class used to control physics engine
  52561. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  52562. */
  52563. export class PhysicsEngine implements IPhysicsEngine {
  52564. private _physicsPlugin;
  52565. /**
  52566. * Global value used to control the smallest number supported by the simulation
  52567. */
  52568. static Epsilon: number;
  52569. private _impostors;
  52570. private _joints;
  52571. /**
  52572. * Gets the gravity vector used by the simulation
  52573. */
  52574. gravity: Vector3;
  52575. /**
  52576. * Factory used to create the default physics plugin.
  52577. * @returns The default physics plugin
  52578. */
  52579. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  52580. /**
  52581. * Creates a new Physics Engine
  52582. * @param gravity defines the gravity vector used by the simulation
  52583. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  52584. */
  52585. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  52586. /**
  52587. * Sets the gravity vector used by the simulation
  52588. * @param gravity defines the gravity vector to use
  52589. */
  52590. setGravity(gravity: Vector3): void;
  52591. /**
  52592. * Set the time step of the physics engine.
  52593. * Default is 1/60.
  52594. * To slow it down, enter 1/600 for example.
  52595. * To speed it up, 1/30
  52596. * @param newTimeStep defines the new timestep to apply to this world.
  52597. */
  52598. setTimeStep(newTimeStep?: number): void;
  52599. /**
  52600. * Get the time step of the physics engine.
  52601. * @returns the current time step
  52602. */
  52603. getTimeStep(): number;
  52604. /**
  52605. * Release all resources
  52606. */
  52607. dispose(): void;
  52608. /**
  52609. * Gets the name of the current physics plugin
  52610. * @returns the name of the plugin
  52611. */
  52612. getPhysicsPluginName(): string;
  52613. /**
  52614. * Adding a new impostor for the impostor tracking.
  52615. * This will be done by the impostor itself.
  52616. * @param impostor the impostor to add
  52617. */
  52618. addImpostor(impostor: PhysicsImpostor): void;
  52619. /**
  52620. * Remove an impostor from the engine.
  52621. * This impostor and its mesh will not longer be updated by the physics engine.
  52622. * @param impostor the impostor to remove
  52623. */
  52624. removeImpostor(impostor: PhysicsImpostor): void;
  52625. /**
  52626. * Add a joint to the physics engine
  52627. * @param mainImpostor defines the main impostor to which the joint is added.
  52628. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  52629. * @param joint defines the joint that will connect both impostors.
  52630. */
  52631. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52632. /**
  52633. * Removes a joint from the simulation
  52634. * @param mainImpostor defines the impostor used with the joint
  52635. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  52636. * @param joint defines the joint to remove
  52637. */
  52638. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52639. /**
  52640. * Called by the scene. No need to call it.
  52641. * @param delta defines the timespam between frames
  52642. */
  52643. _step(delta: number): void;
  52644. /**
  52645. * Gets the current plugin used to run the simulation
  52646. * @returns current plugin
  52647. */
  52648. getPhysicsPlugin(): IPhysicsEnginePlugin;
  52649. /**
  52650. * Gets the list of physic impostors
  52651. * @returns an array of PhysicsImpostor
  52652. */
  52653. getImpostors(): Array<PhysicsImpostor>;
  52654. /**
  52655. * Gets the impostor for a physics enabled object
  52656. * @param object defines the object impersonated by the impostor
  52657. * @returns the PhysicsImpostor or null if not found
  52658. */
  52659. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  52660. /**
  52661. * Gets the impostor for a physics body object
  52662. * @param body defines physics body used by the impostor
  52663. * @returns the PhysicsImpostor or null if not found
  52664. */
  52665. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  52666. /**
  52667. * Does a raycast in the physics world
  52668. * @param from when should the ray start?
  52669. * @param to when should the ray end?
  52670. * @returns PhysicsRaycastResult
  52671. */
  52672. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52673. }
  52674. }
  52675. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  52676. import { Nullable } from "babylonjs/types";
  52677. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52678. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52679. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52680. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52681. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52682. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52683. /** @hidden */
  52684. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  52685. private _useDeltaForWorldStep;
  52686. world: any;
  52687. name: string;
  52688. private _physicsMaterials;
  52689. private _fixedTimeStep;
  52690. private _cannonRaycastResult;
  52691. private _raycastResult;
  52692. private _physicsBodysToRemoveAfterStep;
  52693. BJSCANNON: any;
  52694. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  52695. setGravity(gravity: Vector3): void;
  52696. setTimeStep(timeStep: number): void;
  52697. getTimeStep(): number;
  52698. executeStep(delta: number): void;
  52699. private _removeMarkedPhysicsBodiesFromWorld;
  52700. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52701. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52702. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52703. private _processChildMeshes;
  52704. removePhysicsBody(impostor: PhysicsImpostor): void;
  52705. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52706. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52707. private _addMaterial;
  52708. private _checkWithEpsilon;
  52709. private _createShape;
  52710. private _createHeightmap;
  52711. private _minus90X;
  52712. private _plus90X;
  52713. private _tmpPosition;
  52714. private _tmpDeltaPosition;
  52715. private _tmpUnityRotation;
  52716. private _updatePhysicsBodyTransformation;
  52717. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52718. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52719. isSupported(): boolean;
  52720. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52721. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52722. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52723. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52724. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52725. getBodyMass(impostor: PhysicsImpostor): number;
  52726. getBodyFriction(impostor: PhysicsImpostor): number;
  52727. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52728. getBodyRestitution(impostor: PhysicsImpostor): number;
  52729. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52730. sleepBody(impostor: PhysicsImpostor): void;
  52731. wakeUpBody(impostor: PhysicsImpostor): void;
  52732. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  52733. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52734. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52735. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52736. getRadius(impostor: PhysicsImpostor): number;
  52737. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52738. dispose(): void;
  52739. private _extendNamespace;
  52740. /**
  52741. * Does a raycast in the physics world
  52742. * @param from when should the ray start?
  52743. * @param to when should the ray end?
  52744. * @returns PhysicsRaycastResult
  52745. */
  52746. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52747. }
  52748. }
  52749. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  52750. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52751. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52752. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52753. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52754. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52755. import { Nullable } from "babylonjs/types";
  52756. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52757. /** @hidden */
  52758. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  52759. world: any;
  52760. name: string;
  52761. BJSOIMO: any;
  52762. private _raycastResult;
  52763. constructor(iterations?: number, oimoInjection?: any);
  52764. setGravity(gravity: Vector3): void;
  52765. setTimeStep(timeStep: number): void;
  52766. getTimeStep(): number;
  52767. private _tmpImpostorsArray;
  52768. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52769. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52770. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52771. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52772. private _tmpPositionVector;
  52773. removePhysicsBody(impostor: PhysicsImpostor): void;
  52774. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52775. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52776. isSupported(): boolean;
  52777. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52778. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52779. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52780. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52781. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52782. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52783. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52784. getBodyMass(impostor: PhysicsImpostor): number;
  52785. getBodyFriction(impostor: PhysicsImpostor): number;
  52786. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52787. getBodyRestitution(impostor: PhysicsImpostor): number;
  52788. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52789. sleepBody(impostor: PhysicsImpostor): void;
  52790. wakeUpBody(impostor: PhysicsImpostor): void;
  52791. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52792. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  52793. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  52794. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52795. getRadius(impostor: PhysicsImpostor): number;
  52796. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52797. dispose(): void;
  52798. /**
  52799. * Does a raycast in the physics world
  52800. * @param from when should the ray start?
  52801. * @param to when should the ray end?
  52802. * @returns PhysicsRaycastResult
  52803. */
  52804. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52805. }
  52806. }
  52807. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  52808. import { Nullable } from "babylonjs/types";
  52809. import { Scene } from "babylonjs/scene";
  52810. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  52811. import { Color4 } from "babylonjs/Maths/math.color";
  52812. import { Mesh } from "babylonjs/Meshes/mesh";
  52813. /**
  52814. * Class containing static functions to help procedurally build meshes
  52815. */
  52816. export class RibbonBuilder {
  52817. /**
  52818. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  52819. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  52820. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  52821. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  52822. * * 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
  52823. * * 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
  52824. * * 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
  52825. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52826. * * If you create a double-sided mesh, you can choose what parts of 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
  52827. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52828. * * 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
  52829. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  52830. * * 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
  52831. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  52832. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52833. * @param name defines the name of the mesh
  52834. * @param options defines the options used to create the mesh
  52835. * @param scene defines the hosting scene
  52836. * @returns the ribbon mesh
  52837. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  52838. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52839. */
  52840. static CreateRibbon(name: string, options: {
  52841. pathArray: Vector3[][];
  52842. closeArray?: boolean;
  52843. closePath?: boolean;
  52844. offset?: number;
  52845. updatable?: boolean;
  52846. sideOrientation?: number;
  52847. frontUVs?: Vector4;
  52848. backUVs?: Vector4;
  52849. instance?: Mesh;
  52850. invertUV?: boolean;
  52851. uvs?: Vector2[];
  52852. colors?: Color4[];
  52853. }, scene?: Nullable<Scene>): Mesh;
  52854. }
  52855. }
  52856. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  52857. import { Nullable } from "babylonjs/types";
  52858. import { Scene } from "babylonjs/scene";
  52859. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  52860. import { Mesh } from "babylonjs/Meshes/mesh";
  52861. /**
  52862. * Class containing static functions to help procedurally build meshes
  52863. */
  52864. export class ShapeBuilder {
  52865. /**
  52866. * 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.
  52867. * * 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.
  52868. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52869. * * 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.
  52870. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  52871. * * 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
  52872. * * 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
  52873. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  52874. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52875. * * If you create a double-sided mesh, you can choose what parts of 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
  52876. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  52877. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  52878. * @param name defines the name of the mesh
  52879. * @param options defines the options used to create the mesh
  52880. * @param scene defines the hosting scene
  52881. * @returns the extruded shape mesh
  52882. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52883. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52884. */
  52885. static ExtrudeShape(name: string, options: {
  52886. shape: Vector3[];
  52887. path: Vector3[];
  52888. scale?: number;
  52889. rotation?: number;
  52890. cap?: number;
  52891. updatable?: boolean;
  52892. sideOrientation?: number;
  52893. frontUVs?: Vector4;
  52894. backUVs?: Vector4;
  52895. instance?: Mesh;
  52896. invertUV?: boolean;
  52897. }, scene?: Nullable<Scene>): Mesh;
  52898. /**
  52899. * Creates an custom extruded shape mesh.
  52900. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  52901. * * 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.
  52902. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52903. * * 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
  52904. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  52905. * * 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
  52906. * * It must returns a float value that will be the scale value applied to the shape on each path point
  52907. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  52908. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  52909. * * 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
  52910. * * 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
  52911. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  52912. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52913. * * If you create a double-sided mesh, you can choose what parts of 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
  52914. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52915. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52916. * @param name defines the name of the mesh
  52917. * @param options defines the options used to create the mesh
  52918. * @param scene defines the hosting scene
  52919. * @returns the custom extruded shape mesh
  52920. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  52921. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52922. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52923. */
  52924. static ExtrudeShapeCustom(name: string, options: {
  52925. shape: Vector3[];
  52926. path: Vector3[];
  52927. scaleFunction?: any;
  52928. rotationFunction?: any;
  52929. ribbonCloseArray?: boolean;
  52930. ribbonClosePath?: boolean;
  52931. cap?: number;
  52932. updatable?: boolean;
  52933. sideOrientation?: number;
  52934. frontUVs?: Vector4;
  52935. backUVs?: Vector4;
  52936. instance?: Mesh;
  52937. invertUV?: boolean;
  52938. }, scene?: Nullable<Scene>): Mesh;
  52939. private static _ExtrudeShapeGeneric;
  52940. }
  52941. }
  52942. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  52943. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  52944. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52945. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52946. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52947. import { Nullable } from "babylonjs/types";
  52948. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52949. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52950. /**
  52951. * AmmoJS Physics plugin
  52952. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  52953. * @see https://github.com/kripken/ammo.js/
  52954. */
  52955. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  52956. private _useDeltaForWorldStep;
  52957. /**
  52958. * Reference to the Ammo library
  52959. */
  52960. bjsAMMO: any;
  52961. /**
  52962. * Created ammoJS world which physics bodies are added to
  52963. */
  52964. world: any;
  52965. /**
  52966. * Name of the plugin
  52967. */
  52968. name: string;
  52969. private _timeStep;
  52970. private _fixedTimeStep;
  52971. private _maxSteps;
  52972. private _tmpQuaternion;
  52973. private _tmpAmmoTransform;
  52974. private _tmpAmmoQuaternion;
  52975. private _tmpAmmoConcreteContactResultCallback;
  52976. private _collisionConfiguration;
  52977. private _dispatcher;
  52978. private _overlappingPairCache;
  52979. private _solver;
  52980. private _softBodySolver;
  52981. private _tmpAmmoVectorA;
  52982. private _tmpAmmoVectorB;
  52983. private _tmpAmmoVectorC;
  52984. private _tmpAmmoVectorD;
  52985. private _tmpContactCallbackResult;
  52986. private _tmpAmmoVectorRCA;
  52987. private _tmpAmmoVectorRCB;
  52988. private _raycastResult;
  52989. private static readonly DISABLE_COLLISION_FLAG;
  52990. private static readonly KINEMATIC_FLAG;
  52991. private static readonly DISABLE_DEACTIVATION_FLAG;
  52992. /**
  52993. * Initializes the ammoJS plugin
  52994. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  52995. * @param ammoInjection can be used to inject your own ammo reference
  52996. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  52997. */
  52998. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  52999. /**
  53000. * Sets the gravity of the physics world (m/(s^2))
  53001. * @param gravity Gravity to set
  53002. */
  53003. setGravity(gravity: Vector3): void;
  53004. /**
  53005. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  53006. * @param timeStep timestep to use in seconds
  53007. */
  53008. setTimeStep(timeStep: number): void;
  53009. /**
  53010. * 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)
  53011. * @param fixedTimeStep fixedTimeStep to use in seconds
  53012. */
  53013. setFixedTimeStep(fixedTimeStep: number): void;
  53014. /**
  53015. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  53016. * @param maxSteps the maximum number of steps by the physics engine per frame
  53017. */
  53018. setMaxSteps(maxSteps: number): void;
  53019. /**
  53020. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  53021. * @returns the current timestep in seconds
  53022. */
  53023. getTimeStep(): number;
  53024. private _isImpostorInContact;
  53025. private _isImpostorPairInContact;
  53026. private _stepSimulation;
  53027. /**
  53028. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  53029. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  53030. * After the step the babylon meshes are set to the position of the physics imposters
  53031. * @param delta amount of time to step forward
  53032. * @param impostors array of imposters to update before/after the step
  53033. */
  53034. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  53035. /**
  53036. * Update babylon mesh to match physics world object
  53037. * @param impostor imposter to match
  53038. */
  53039. private _afterSoftStep;
  53040. /**
  53041. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  53042. * @param impostor imposter to match
  53043. */
  53044. private _ropeStep;
  53045. /**
  53046. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  53047. * @param impostor imposter to match
  53048. */
  53049. private _softbodyOrClothStep;
  53050. private _tmpVector;
  53051. private _tmpMatrix;
  53052. /**
  53053. * Applies an impulse on the imposter
  53054. * @param impostor imposter to apply impulse to
  53055. * @param force amount of force to be applied to the imposter
  53056. * @param contactPoint the location to apply the impulse on the imposter
  53057. */
  53058. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53059. /**
  53060. * Applies a force on the imposter
  53061. * @param impostor imposter to apply force
  53062. * @param force amount of force to be applied to the imposter
  53063. * @param contactPoint the location to apply the force on the imposter
  53064. */
  53065. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53066. /**
  53067. * Creates a physics body using the plugin
  53068. * @param impostor the imposter to create the physics body on
  53069. */
  53070. generatePhysicsBody(impostor: PhysicsImpostor): void;
  53071. /**
  53072. * Removes the physics body from the imposter and disposes of the body's memory
  53073. * @param impostor imposter to remove the physics body from
  53074. */
  53075. removePhysicsBody(impostor: PhysicsImpostor): void;
  53076. /**
  53077. * Generates a joint
  53078. * @param impostorJoint the imposter joint to create the joint with
  53079. */
  53080. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  53081. /**
  53082. * Removes a joint
  53083. * @param impostorJoint the imposter joint to remove the joint from
  53084. */
  53085. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  53086. private _addMeshVerts;
  53087. /**
  53088. * Initialise the soft body vertices to match its object's (mesh) vertices
  53089. * Softbody vertices (nodes) are in world space and to match this
  53090. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  53091. * @param impostor to create the softbody for
  53092. */
  53093. private _softVertexData;
  53094. /**
  53095. * Create an impostor's soft body
  53096. * @param impostor to create the softbody for
  53097. */
  53098. private _createSoftbody;
  53099. /**
  53100. * Create cloth for an impostor
  53101. * @param impostor to create the softbody for
  53102. */
  53103. private _createCloth;
  53104. /**
  53105. * Create rope for an impostor
  53106. * @param impostor to create the softbody for
  53107. */
  53108. private _createRope;
  53109. private _addHullVerts;
  53110. private _createShape;
  53111. /**
  53112. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  53113. * @param impostor imposter containing the physics body and babylon object
  53114. */
  53115. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  53116. /**
  53117. * Sets the babylon object's position/rotation from the physics body's position/rotation
  53118. * @param impostor imposter containing the physics body and babylon object
  53119. * @param newPosition new position
  53120. * @param newRotation new rotation
  53121. */
  53122. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  53123. /**
  53124. * If this plugin is supported
  53125. * @returns true if its supported
  53126. */
  53127. isSupported(): boolean;
  53128. /**
  53129. * Sets the linear velocity of the physics body
  53130. * @param impostor imposter to set the velocity on
  53131. * @param velocity velocity to set
  53132. */
  53133. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53134. /**
  53135. * Sets the angular velocity of the physics body
  53136. * @param impostor imposter to set the velocity on
  53137. * @param velocity velocity to set
  53138. */
  53139. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53140. /**
  53141. * gets the linear velocity
  53142. * @param impostor imposter to get linear velocity from
  53143. * @returns linear velocity
  53144. */
  53145. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53146. /**
  53147. * gets the angular velocity
  53148. * @param impostor imposter to get angular velocity from
  53149. * @returns angular velocity
  53150. */
  53151. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53152. /**
  53153. * Sets the mass of physics body
  53154. * @param impostor imposter to set the mass on
  53155. * @param mass mass to set
  53156. */
  53157. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  53158. /**
  53159. * Gets the mass of the physics body
  53160. * @param impostor imposter to get the mass from
  53161. * @returns mass
  53162. */
  53163. getBodyMass(impostor: PhysicsImpostor): number;
  53164. /**
  53165. * Gets friction of the impostor
  53166. * @param impostor impostor to get friction from
  53167. * @returns friction value
  53168. */
  53169. getBodyFriction(impostor: PhysicsImpostor): number;
  53170. /**
  53171. * Sets friction of the impostor
  53172. * @param impostor impostor to set friction on
  53173. * @param friction friction value
  53174. */
  53175. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  53176. /**
  53177. * Gets restitution of the impostor
  53178. * @param impostor impostor to get restitution from
  53179. * @returns restitution value
  53180. */
  53181. getBodyRestitution(impostor: PhysicsImpostor): number;
  53182. /**
  53183. * Sets resitution of the impostor
  53184. * @param impostor impostor to set resitution on
  53185. * @param restitution resitution value
  53186. */
  53187. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  53188. /**
  53189. * Gets pressure inside the impostor
  53190. * @param impostor impostor to get pressure from
  53191. * @returns pressure value
  53192. */
  53193. getBodyPressure(impostor: PhysicsImpostor): number;
  53194. /**
  53195. * Sets pressure inside a soft body impostor
  53196. * Cloth and rope must remain 0 pressure
  53197. * @param impostor impostor to set pressure on
  53198. * @param pressure pressure value
  53199. */
  53200. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  53201. /**
  53202. * Gets stiffness of the impostor
  53203. * @param impostor impostor to get stiffness from
  53204. * @returns pressure value
  53205. */
  53206. getBodyStiffness(impostor: PhysicsImpostor): number;
  53207. /**
  53208. * Sets stiffness of the impostor
  53209. * @param impostor impostor to set stiffness on
  53210. * @param stiffness stiffness value from 0 to 1
  53211. */
  53212. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  53213. /**
  53214. * Gets velocityIterations of the impostor
  53215. * @param impostor impostor to get velocity iterations from
  53216. * @returns velocityIterations value
  53217. */
  53218. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  53219. /**
  53220. * Sets velocityIterations of the impostor
  53221. * @param impostor impostor to set velocity iterations on
  53222. * @param velocityIterations velocityIterations value
  53223. */
  53224. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  53225. /**
  53226. * Gets positionIterations of the impostor
  53227. * @param impostor impostor to get position iterations from
  53228. * @returns positionIterations value
  53229. */
  53230. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  53231. /**
  53232. * Sets positionIterations of the impostor
  53233. * @param impostor impostor to set position on
  53234. * @param positionIterations positionIterations value
  53235. */
  53236. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  53237. /**
  53238. * Append an anchor to a cloth object
  53239. * @param impostor is the cloth impostor to add anchor to
  53240. * @param otherImpostor is the rigid impostor to anchor to
  53241. * @param width ratio across width from 0 to 1
  53242. * @param height ratio up height from 0 to 1
  53243. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  53244. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  53245. */
  53246. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  53247. /**
  53248. * Append an hook to a rope object
  53249. * @param impostor is the rope impostor to add hook to
  53250. * @param otherImpostor is the rigid impostor to hook to
  53251. * @param length ratio along the rope from 0 to 1
  53252. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  53253. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  53254. */
  53255. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  53256. /**
  53257. * Sleeps the physics body and stops it from being active
  53258. * @param impostor impostor to sleep
  53259. */
  53260. sleepBody(impostor: PhysicsImpostor): void;
  53261. /**
  53262. * Activates the physics body
  53263. * @param impostor impostor to activate
  53264. */
  53265. wakeUpBody(impostor: PhysicsImpostor): void;
  53266. /**
  53267. * Updates the distance parameters of the joint
  53268. * @param joint joint to update
  53269. * @param maxDistance maximum distance of the joint
  53270. * @param minDistance minimum distance of the joint
  53271. */
  53272. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  53273. /**
  53274. * Sets a motor on the joint
  53275. * @param joint joint to set motor on
  53276. * @param speed speed of the motor
  53277. * @param maxForce maximum force of the motor
  53278. * @param motorIndex index of the motor
  53279. */
  53280. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  53281. /**
  53282. * Sets the motors limit
  53283. * @param joint joint to set limit on
  53284. * @param upperLimit upper limit
  53285. * @param lowerLimit lower limit
  53286. */
  53287. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  53288. /**
  53289. * Syncs the position and rotation of a mesh with the impostor
  53290. * @param mesh mesh to sync
  53291. * @param impostor impostor to update the mesh with
  53292. */
  53293. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  53294. /**
  53295. * Gets the radius of the impostor
  53296. * @param impostor impostor to get radius from
  53297. * @returns the radius
  53298. */
  53299. getRadius(impostor: PhysicsImpostor): number;
  53300. /**
  53301. * Gets the box size of the impostor
  53302. * @param impostor impostor to get box size from
  53303. * @param result the resulting box size
  53304. */
  53305. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  53306. /**
  53307. * Disposes of the impostor
  53308. */
  53309. dispose(): void;
  53310. /**
  53311. * Does a raycast in the physics world
  53312. * @param from when should the ray start?
  53313. * @param to when should the ray end?
  53314. * @returns PhysicsRaycastResult
  53315. */
  53316. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  53317. }
  53318. }
  53319. declare module "babylonjs/Probes/reflectionProbe" {
  53320. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53321. import { Vector3 } from "babylonjs/Maths/math.vector";
  53322. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53323. import { Nullable } from "babylonjs/types";
  53324. import { Scene } from "babylonjs/scene";
  53325. module "babylonjs/abstractScene" {
  53326. interface AbstractScene {
  53327. /**
  53328. * The list of reflection probes added to the scene
  53329. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  53330. */
  53331. reflectionProbes: Array<ReflectionProbe>;
  53332. /**
  53333. * Removes the given reflection probe from this scene.
  53334. * @param toRemove The reflection probe to remove
  53335. * @returns The index of the removed reflection probe
  53336. */
  53337. removeReflectionProbe(toRemove: ReflectionProbe): number;
  53338. /**
  53339. * Adds the given reflection probe to this scene.
  53340. * @param newReflectionProbe The reflection probe to add
  53341. */
  53342. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  53343. }
  53344. }
  53345. /**
  53346. * Class used to generate realtime reflection / refraction cube textures
  53347. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  53348. */
  53349. export class ReflectionProbe {
  53350. /** defines the name of the probe */
  53351. name: string;
  53352. private _scene;
  53353. private _renderTargetTexture;
  53354. private _projectionMatrix;
  53355. private _viewMatrix;
  53356. private _target;
  53357. private _add;
  53358. private _attachedMesh;
  53359. private _invertYAxis;
  53360. /** Gets or sets probe position (center of the cube map) */
  53361. position: Vector3;
  53362. /**
  53363. * Creates a new reflection probe
  53364. * @param name defines the name of the probe
  53365. * @param size defines the texture resolution (for each face)
  53366. * @param scene defines the hosting scene
  53367. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  53368. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  53369. */
  53370. constructor(
  53371. /** defines the name of the probe */
  53372. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  53373. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  53374. samples: number;
  53375. /** Gets or sets the refresh rate to use (on every frame by default) */
  53376. refreshRate: number;
  53377. /**
  53378. * Gets the hosting scene
  53379. * @returns a Scene
  53380. */
  53381. getScene(): Scene;
  53382. /** Gets the internal CubeTexture used to render to */
  53383. readonly cubeTexture: RenderTargetTexture;
  53384. /** Gets the list of meshes to render */
  53385. readonly renderList: Nullable<AbstractMesh[]>;
  53386. /**
  53387. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  53388. * @param mesh defines the mesh to attach to
  53389. */
  53390. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  53391. /**
  53392. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  53393. * @param renderingGroupId The rendering group id corresponding to its index
  53394. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  53395. */
  53396. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  53397. /**
  53398. * Clean all associated resources
  53399. */
  53400. dispose(): void;
  53401. /**
  53402. * Converts the reflection probe information to a readable string for debug purpose.
  53403. * @param fullDetails Supports for multiple levels of logging within scene loading
  53404. * @returns the human readable reflection probe info
  53405. */
  53406. toString(fullDetails?: boolean): string;
  53407. /**
  53408. * Get the class name of the relfection probe.
  53409. * @returns "ReflectionProbe"
  53410. */
  53411. getClassName(): string;
  53412. /**
  53413. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  53414. * @returns The JSON representation of the texture
  53415. */
  53416. serialize(): any;
  53417. /**
  53418. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  53419. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  53420. * @param scene Define the scene the parsed reflection probe should be instantiated in
  53421. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  53422. * @returns The parsed reflection probe if successful
  53423. */
  53424. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  53425. }
  53426. }
  53427. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  53428. /** @hidden */
  53429. export var _BabylonLoaderRegistered: boolean;
  53430. }
  53431. declare module "babylonjs/Loading/Plugins/index" {
  53432. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  53433. }
  53434. declare module "babylonjs/Loading/index" {
  53435. export * from "babylonjs/Loading/loadingScreen";
  53436. export * from "babylonjs/Loading/Plugins/index";
  53437. export * from "babylonjs/Loading/sceneLoader";
  53438. export * from "babylonjs/Loading/sceneLoaderFlags";
  53439. }
  53440. declare module "babylonjs/Materials/Background/index" {
  53441. export * from "babylonjs/Materials/Background/backgroundMaterial";
  53442. }
  53443. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  53444. import { Scene } from "babylonjs/scene";
  53445. import { Color3 } from "babylonjs/Maths/math.color";
  53446. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53447. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53448. /**
  53449. * The Physically based simple base material of BJS.
  53450. *
  53451. * This enables better naming and convention enforcements on top of the pbrMaterial.
  53452. * It is used as the base class for both the specGloss and metalRough conventions.
  53453. */
  53454. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  53455. /**
  53456. * Number of Simultaneous lights allowed on the material.
  53457. */
  53458. maxSimultaneousLights: number;
  53459. /**
  53460. * If sets to true, disables all the lights affecting the material.
  53461. */
  53462. disableLighting: boolean;
  53463. /**
  53464. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  53465. */
  53466. environmentTexture: BaseTexture;
  53467. /**
  53468. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  53469. */
  53470. invertNormalMapX: boolean;
  53471. /**
  53472. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  53473. */
  53474. invertNormalMapY: boolean;
  53475. /**
  53476. * Normal map used in the model.
  53477. */
  53478. normalTexture: BaseTexture;
  53479. /**
  53480. * Emissivie color used to self-illuminate the model.
  53481. */
  53482. emissiveColor: Color3;
  53483. /**
  53484. * Emissivie texture used to self-illuminate the model.
  53485. */
  53486. emissiveTexture: BaseTexture;
  53487. /**
  53488. * Occlusion Channel Strenght.
  53489. */
  53490. occlusionStrength: number;
  53491. /**
  53492. * Occlusion Texture of the material (adding extra occlusion effects).
  53493. */
  53494. occlusionTexture: BaseTexture;
  53495. /**
  53496. * Defines the alpha limits in alpha test mode.
  53497. */
  53498. alphaCutOff: number;
  53499. /**
  53500. * Gets the current double sided mode.
  53501. */
  53502. /**
  53503. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  53504. */
  53505. doubleSided: boolean;
  53506. /**
  53507. * Stores the pre-calculated light information of a mesh in a texture.
  53508. */
  53509. lightmapTexture: BaseTexture;
  53510. /**
  53511. * If true, the light map contains occlusion information instead of lighting info.
  53512. */
  53513. useLightmapAsShadowmap: boolean;
  53514. /**
  53515. * Instantiates a new PBRMaterial instance.
  53516. *
  53517. * @param name The material name
  53518. * @param scene The scene the material will be use in.
  53519. */
  53520. constructor(name: string, scene: Scene);
  53521. getClassName(): string;
  53522. }
  53523. }
  53524. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  53525. import { Scene } from "babylonjs/scene";
  53526. import { Color3 } from "babylonjs/Maths/math.color";
  53527. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53528. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53529. /**
  53530. * The PBR material of BJS following the metal roughness convention.
  53531. *
  53532. * This fits to the PBR convention in the GLTF definition:
  53533. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  53534. */
  53535. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  53536. /**
  53537. * The base color has two different interpretations depending on the value of metalness.
  53538. * When the material is a metal, the base color is the specific measured reflectance value
  53539. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  53540. * of the material.
  53541. */
  53542. baseColor: Color3;
  53543. /**
  53544. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  53545. * well as opacity information in the alpha channel.
  53546. */
  53547. baseTexture: BaseTexture;
  53548. /**
  53549. * Specifies the metallic scalar value of the material.
  53550. * Can also be used to scale the metalness values of the metallic texture.
  53551. */
  53552. metallic: number;
  53553. /**
  53554. * Specifies the roughness scalar value of the material.
  53555. * Can also be used to scale the roughness values of the metallic texture.
  53556. */
  53557. roughness: number;
  53558. /**
  53559. * Texture containing both the metallic value in the B channel and the
  53560. * roughness value in the G channel to keep better precision.
  53561. */
  53562. metallicRoughnessTexture: BaseTexture;
  53563. /**
  53564. * Instantiates a new PBRMetalRoughnessMaterial instance.
  53565. *
  53566. * @param name The material name
  53567. * @param scene The scene the material will be use in.
  53568. */
  53569. constructor(name: string, scene: Scene);
  53570. /**
  53571. * Return the currrent class name of the material.
  53572. */
  53573. getClassName(): string;
  53574. /**
  53575. * Makes a duplicate of the current material.
  53576. * @param name - name to use for the new material.
  53577. */
  53578. clone(name: string): PBRMetallicRoughnessMaterial;
  53579. /**
  53580. * Serialize the material to a parsable JSON object.
  53581. */
  53582. serialize(): any;
  53583. /**
  53584. * Parses a JSON object correponding to the serialize function.
  53585. */
  53586. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  53587. }
  53588. }
  53589. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  53590. import { Scene } from "babylonjs/scene";
  53591. import { Color3 } from "babylonjs/Maths/math.color";
  53592. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53593. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53594. /**
  53595. * The PBR material of BJS following the specular glossiness convention.
  53596. *
  53597. * This fits to the PBR convention in the GLTF definition:
  53598. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  53599. */
  53600. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  53601. /**
  53602. * Specifies the diffuse color of the material.
  53603. */
  53604. diffuseColor: Color3;
  53605. /**
  53606. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  53607. * channel.
  53608. */
  53609. diffuseTexture: BaseTexture;
  53610. /**
  53611. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  53612. */
  53613. specularColor: Color3;
  53614. /**
  53615. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  53616. */
  53617. glossiness: number;
  53618. /**
  53619. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  53620. */
  53621. specularGlossinessTexture: BaseTexture;
  53622. /**
  53623. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  53624. *
  53625. * @param name The material name
  53626. * @param scene The scene the material will be use in.
  53627. */
  53628. constructor(name: string, scene: Scene);
  53629. /**
  53630. * Return the currrent class name of the material.
  53631. */
  53632. getClassName(): string;
  53633. /**
  53634. * Makes a duplicate of the current material.
  53635. * @param name - name to use for the new material.
  53636. */
  53637. clone(name: string): PBRSpecularGlossinessMaterial;
  53638. /**
  53639. * Serialize the material to a parsable JSON object.
  53640. */
  53641. serialize(): any;
  53642. /**
  53643. * Parses a JSON object correponding to the serialize function.
  53644. */
  53645. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  53646. }
  53647. }
  53648. declare module "babylonjs/Materials/PBR/index" {
  53649. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53650. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53651. export * from "babylonjs/Materials/PBR/pbrMaterial";
  53652. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  53653. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  53654. }
  53655. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  53656. import { Nullable } from "babylonjs/types";
  53657. import { Scene } from "babylonjs/scene";
  53658. import { Matrix } from "babylonjs/Maths/math.vector";
  53659. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53660. /**
  53661. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  53662. * It can help converting any input color in a desired output one. This can then be used to create effects
  53663. * from sepia, black and white to sixties or futuristic rendering...
  53664. *
  53665. * The only supported format is currently 3dl.
  53666. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  53667. */
  53668. export class ColorGradingTexture extends BaseTexture {
  53669. /**
  53670. * The current texture matrix. (will always be identity in color grading texture)
  53671. */
  53672. private _textureMatrix;
  53673. /**
  53674. * The texture URL.
  53675. */
  53676. url: string;
  53677. /**
  53678. * Empty line regex stored for GC.
  53679. */
  53680. private static _noneEmptyLineRegex;
  53681. private _engine;
  53682. /**
  53683. * Instantiates a ColorGradingTexture from the following parameters.
  53684. *
  53685. * @param url The location of the color gradind data (currently only supporting 3dl)
  53686. * @param scene The scene the texture will be used in
  53687. */
  53688. constructor(url: string, scene: Scene);
  53689. /**
  53690. * Returns the texture matrix used in most of the material.
  53691. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  53692. */
  53693. getTextureMatrix(): Matrix;
  53694. /**
  53695. * Occurs when the file being loaded is a .3dl LUT file.
  53696. */
  53697. private load3dlTexture;
  53698. /**
  53699. * Starts the loading process of the texture.
  53700. */
  53701. private loadTexture;
  53702. /**
  53703. * Clones the color gradind texture.
  53704. */
  53705. clone(): ColorGradingTexture;
  53706. /**
  53707. * Called during delayed load for textures.
  53708. */
  53709. delayLoad(): void;
  53710. /**
  53711. * Parses a color grading texture serialized by Babylon.
  53712. * @param parsedTexture The texture information being parsedTexture
  53713. * @param scene The scene to load the texture in
  53714. * @param rootUrl The root url of the data assets to load
  53715. * @return A color gradind texture
  53716. */
  53717. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  53718. /**
  53719. * Serializes the LUT texture to json format.
  53720. */
  53721. serialize(): any;
  53722. }
  53723. }
  53724. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  53725. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53726. import { Scene } from "babylonjs/scene";
  53727. import { Nullable } from "babylonjs/types";
  53728. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53729. /**
  53730. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  53731. */
  53732. export class EquiRectangularCubeTexture extends BaseTexture {
  53733. /** The six faces of the cube. */
  53734. private static _FacesMapping;
  53735. private _noMipmap;
  53736. private _onLoad;
  53737. private _onError;
  53738. /** The size of the cubemap. */
  53739. private _size;
  53740. /** The buffer of the image. */
  53741. private _buffer;
  53742. /** The width of the input image. */
  53743. private _width;
  53744. /** The height of the input image. */
  53745. private _height;
  53746. /** The URL to the image. */
  53747. url: string;
  53748. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  53749. coordinatesMode: number;
  53750. /**
  53751. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  53752. * @param url The location of the image
  53753. * @param scene The scene the texture will be used in
  53754. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  53755. * @param noMipmap Forces to not generate the mipmap if true
  53756. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  53757. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  53758. * @param onLoad — defines a callback called when texture is loaded
  53759. * @param onError — defines a callback called if there is an error
  53760. */
  53761. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  53762. /**
  53763. * Load the image data, by putting the image on a canvas and extracting its buffer.
  53764. */
  53765. private loadImage;
  53766. /**
  53767. * Convert the image buffer into a cubemap and create a CubeTexture.
  53768. */
  53769. private loadTexture;
  53770. /**
  53771. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  53772. * @param buffer The ArrayBuffer that should be converted.
  53773. * @returns The buffer as Float32Array.
  53774. */
  53775. private getFloat32ArrayFromArrayBuffer;
  53776. /**
  53777. * Get the current class name of the texture useful for serialization or dynamic coding.
  53778. * @returns "EquiRectangularCubeTexture"
  53779. */
  53780. getClassName(): string;
  53781. /**
  53782. * Create a clone of the current EquiRectangularCubeTexture and return it.
  53783. * @returns A clone of the current EquiRectangularCubeTexture.
  53784. */
  53785. clone(): EquiRectangularCubeTexture;
  53786. }
  53787. }
  53788. declare module "babylonjs/Misc/tga" {
  53789. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53790. /**
  53791. * Based on jsTGALoader - Javascript loader for TGA file
  53792. * By Vincent Thibault
  53793. * @see http://blog.robrowser.com/javascript-tga-loader.html
  53794. */
  53795. export class TGATools {
  53796. private static _TYPE_INDEXED;
  53797. private static _TYPE_RGB;
  53798. private static _TYPE_GREY;
  53799. private static _TYPE_RLE_INDEXED;
  53800. private static _TYPE_RLE_RGB;
  53801. private static _TYPE_RLE_GREY;
  53802. private static _ORIGIN_MASK;
  53803. private static _ORIGIN_SHIFT;
  53804. private static _ORIGIN_BL;
  53805. private static _ORIGIN_BR;
  53806. private static _ORIGIN_UL;
  53807. private static _ORIGIN_UR;
  53808. /**
  53809. * Gets the header of a TGA file
  53810. * @param data defines the TGA data
  53811. * @returns the header
  53812. */
  53813. static GetTGAHeader(data: Uint8Array): any;
  53814. /**
  53815. * Uploads TGA content to a Babylon Texture
  53816. * @hidden
  53817. */
  53818. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  53819. /** @hidden */
  53820. 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;
  53821. /** @hidden */
  53822. 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;
  53823. /** @hidden */
  53824. 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;
  53825. /** @hidden */
  53826. 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;
  53827. /** @hidden */
  53828. 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;
  53829. /** @hidden */
  53830. 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;
  53831. }
  53832. }
  53833. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  53834. import { Nullable } from "babylonjs/types";
  53835. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53836. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53837. /**
  53838. * Implementation of the TGA Texture Loader.
  53839. * @hidden
  53840. */
  53841. export class _TGATextureLoader implements IInternalTextureLoader {
  53842. /**
  53843. * Defines wether the loader supports cascade loading the different faces.
  53844. */
  53845. readonly supportCascades: boolean;
  53846. /**
  53847. * This returns if the loader support the current file information.
  53848. * @param extension defines the file extension of the file being loaded
  53849. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53850. * @param fallback defines the fallback internal texture if any
  53851. * @param isBase64 defines whether the texture is encoded as a base64
  53852. * @param isBuffer defines whether the texture data are stored as a buffer
  53853. * @returns true if the loader can load the specified file
  53854. */
  53855. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53856. /**
  53857. * Transform the url before loading if required.
  53858. * @param rootUrl the url of the texture
  53859. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53860. * @returns the transformed texture
  53861. */
  53862. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53863. /**
  53864. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53865. * @param rootUrl the url of the texture
  53866. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53867. * @returns the fallback texture
  53868. */
  53869. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53870. /**
  53871. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  53872. * @param data contains the texture data
  53873. * @param texture defines the BabylonJS internal texture
  53874. * @param createPolynomials will be true if polynomials have been requested
  53875. * @param onLoad defines the callback to trigger once the texture is ready
  53876. * @param onError defines the callback to trigger in case of error
  53877. */
  53878. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53879. /**
  53880. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53881. * @param data contains the texture data
  53882. * @param texture defines the BabylonJS internal texture
  53883. * @param callback defines the method to call once ready to upload
  53884. */
  53885. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53886. }
  53887. }
  53888. declare module "babylonjs/Misc/basis" {
  53889. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53890. /**
  53891. * Info about the .basis files
  53892. */
  53893. class BasisFileInfo {
  53894. /**
  53895. * If the file has alpha
  53896. */
  53897. hasAlpha: boolean;
  53898. /**
  53899. * Info about each image of the basis file
  53900. */
  53901. images: Array<{
  53902. levels: Array<{
  53903. width: number;
  53904. height: number;
  53905. transcodedPixels: ArrayBufferView;
  53906. }>;
  53907. }>;
  53908. }
  53909. /**
  53910. * Result of transcoding a basis file
  53911. */
  53912. class TranscodeResult {
  53913. /**
  53914. * Info about the .basis file
  53915. */
  53916. fileInfo: BasisFileInfo;
  53917. /**
  53918. * Format to use when loading the file
  53919. */
  53920. format: number;
  53921. }
  53922. /**
  53923. * Configuration options for the Basis transcoder
  53924. */
  53925. export class BasisTranscodeConfiguration {
  53926. /**
  53927. * Supported compression formats used to determine the supported output format of the transcoder
  53928. */
  53929. supportedCompressionFormats?: {
  53930. /**
  53931. * etc1 compression format
  53932. */
  53933. etc1?: boolean;
  53934. /**
  53935. * s3tc compression format
  53936. */
  53937. s3tc?: boolean;
  53938. /**
  53939. * pvrtc compression format
  53940. */
  53941. pvrtc?: boolean;
  53942. /**
  53943. * etc2 compression format
  53944. */
  53945. etc2?: boolean;
  53946. };
  53947. /**
  53948. * If mipmap levels should be loaded for transcoded images (Default: true)
  53949. */
  53950. loadMipmapLevels?: boolean;
  53951. /**
  53952. * Index of a single image to load (Default: all images)
  53953. */
  53954. loadSingleImage?: number;
  53955. }
  53956. /**
  53957. * Used to load .Basis files
  53958. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  53959. */
  53960. export class BasisTools {
  53961. private static _IgnoreSupportedFormats;
  53962. /**
  53963. * URL to use when loading the basis transcoder
  53964. */
  53965. static JSModuleURL: string;
  53966. /**
  53967. * URL to use when loading the wasm module for the transcoder
  53968. */
  53969. static WasmModuleURL: string;
  53970. /**
  53971. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  53972. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  53973. * @returns internal format corresponding to the Basis format
  53974. */
  53975. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  53976. private static _WorkerPromise;
  53977. private static _Worker;
  53978. private static _actionId;
  53979. private static _CreateWorkerAsync;
  53980. /**
  53981. * Transcodes a loaded image file to compressed pixel data
  53982. * @param imageData image data to transcode
  53983. * @param config configuration options for the transcoding
  53984. * @returns a promise resulting in the transcoded image
  53985. */
  53986. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  53987. /**
  53988. * Loads a texture from the transcode result
  53989. * @param texture texture load to
  53990. * @param transcodeResult the result of transcoding the basis file to load from
  53991. */
  53992. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  53993. }
  53994. }
  53995. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  53996. import { Nullable } from "babylonjs/types";
  53997. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53998. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53999. /**
  54000. * Loader for .basis file format
  54001. */
  54002. export class _BasisTextureLoader implements IInternalTextureLoader {
  54003. /**
  54004. * Defines whether the loader supports cascade loading the different faces.
  54005. */
  54006. readonly supportCascades: boolean;
  54007. /**
  54008. * This returns if the loader support the current file information.
  54009. * @param extension defines the file extension of the file being loaded
  54010. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54011. * @param fallback defines the fallback internal texture if any
  54012. * @param isBase64 defines whether the texture is encoded as a base64
  54013. * @param isBuffer defines whether the texture data are stored as a buffer
  54014. * @returns true if the loader can load the specified file
  54015. */
  54016. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  54017. /**
  54018. * Transform the url before loading if required.
  54019. * @param rootUrl the url of the texture
  54020. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54021. * @returns the transformed texture
  54022. */
  54023. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  54024. /**
  54025. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  54026. * @param rootUrl the url of the texture
  54027. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54028. * @returns the fallback texture
  54029. */
  54030. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  54031. /**
  54032. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  54033. * @param data contains the texture data
  54034. * @param texture defines the BabylonJS internal texture
  54035. * @param createPolynomials will be true if polynomials have been requested
  54036. * @param onLoad defines the callback to trigger once the texture is ready
  54037. * @param onError defines the callback to trigger in case of error
  54038. */
  54039. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  54040. /**
  54041. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  54042. * @param data contains the texture data
  54043. * @param texture defines the BabylonJS internal texture
  54044. * @param callback defines the method to call once ready to upload
  54045. */
  54046. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  54047. }
  54048. }
  54049. declare module "babylonjs/Materials/Textures/Loaders/index" {
  54050. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  54051. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  54052. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  54053. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  54054. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  54055. }
  54056. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  54057. import { Scene } from "babylonjs/scene";
  54058. import { Texture } from "babylonjs/Materials/Textures/texture";
  54059. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  54060. /**
  54061. * 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.
  54062. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  54063. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  54064. */
  54065. export class CustomProceduralTexture extends ProceduralTexture {
  54066. private _animate;
  54067. private _time;
  54068. private _config;
  54069. private _texturePath;
  54070. /**
  54071. * Instantiates a new Custom Procedural Texture.
  54072. * 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.
  54073. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  54074. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  54075. * @param name Define the name of the texture
  54076. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  54077. * @param size Define the size of the texture to create
  54078. * @param scene Define the scene the texture belongs to
  54079. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  54080. * @param generateMipMaps Define if the texture should creates mip maps or not
  54081. */
  54082. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  54083. private _loadJson;
  54084. /**
  54085. * Is the texture ready to be used ? (rendered at least once)
  54086. * @returns true if ready, otherwise, false.
  54087. */
  54088. isReady(): boolean;
  54089. /**
  54090. * Render the texture to its associated render target.
  54091. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  54092. */
  54093. render(useCameraPostProcess?: boolean): void;
  54094. /**
  54095. * Update the list of dependant textures samplers in the shader.
  54096. */
  54097. updateTextures(): void;
  54098. /**
  54099. * Update the uniform values of the procedural texture in the shader.
  54100. */
  54101. updateShaderUniforms(): void;
  54102. /**
  54103. * Define if the texture animates or not.
  54104. */
  54105. animate: boolean;
  54106. }
  54107. }
  54108. declare module "babylonjs/Shaders/noise.fragment" {
  54109. /** @hidden */
  54110. export var noisePixelShader: {
  54111. name: string;
  54112. shader: string;
  54113. };
  54114. }
  54115. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  54116. import { Nullable } from "babylonjs/types";
  54117. import { Scene } from "babylonjs/scene";
  54118. import { Texture } from "babylonjs/Materials/Textures/texture";
  54119. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  54120. import "babylonjs/Shaders/noise.fragment";
  54121. /**
  54122. * Class used to generate noise procedural textures
  54123. */
  54124. export class NoiseProceduralTexture extends ProceduralTexture {
  54125. private _time;
  54126. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  54127. brightness: number;
  54128. /** Defines the number of octaves to process */
  54129. octaves: number;
  54130. /** Defines the level of persistence (0.8 by default) */
  54131. persistence: number;
  54132. /** Gets or sets animation speed factor (default is 1) */
  54133. animationSpeedFactor: number;
  54134. /**
  54135. * Creates a new NoiseProceduralTexture
  54136. * @param name defines the name fo the texture
  54137. * @param size defines the size of the texture (default is 256)
  54138. * @param scene defines the hosting scene
  54139. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  54140. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  54141. */
  54142. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  54143. private _updateShaderUniforms;
  54144. protected _getDefines(): string;
  54145. /** Generate the current state of the procedural texture */
  54146. render(useCameraPostProcess?: boolean): void;
  54147. /**
  54148. * Serializes this noise procedural texture
  54149. * @returns a serialized noise procedural texture object
  54150. */
  54151. serialize(): any;
  54152. /**
  54153. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  54154. * @param parsedTexture defines parsed texture data
  54155. * @param scene defines the current scene
  54156. * @param rootUrl defines the root URL containing noise procedural texture information
  54157. * @returns a parsed NoiseProceduralTexture
  54158. */
  54159. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  54160. }
  54161. }
  54162. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  54163. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  54164. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  54165. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  54166. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  54167. }
  54168. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  54169. import { Nullable } from "babylonjs/types";
  54170. import { Scene } from "babylonjs/scene";
  54171. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  54172. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54173. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  54174. import "babylonjs/Engines/Extensions/engine.rawTexture";
  54175. /**
  54176. * Raw cube texture where the raw buffers are passed in
  54177. */
  54178. export class RawCubeTexture extends CubeTexture {
  54179. /**
  54180. * Creates a cube texture where the raw buffers are passed in.
  54181. * @param scene defines the scene the texture is attached to
  54182. * @param data defines the array of data to use to create each face
  54183. * @param size defines the size of the textures
  54184. * @param format defines the format of the data
  54185. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  54186. * @param generateMipMaps defines if the engine should generate the mip levels
  54187. * @param invertY defines if data must be stored with Y axis inverted
  54188. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  54189. * @param compression defines the compression used (null by default)
  54190. */
  54191. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  54192. /**
  54193. * Updates the raw cube texture.
  54194. * @param data defines the data to store
  54195. * @param format defines the data format
  54196. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  54197. * @param invertY defines if data must be stored with Y axis inverted
  54198. * @param compression defines the compression used (null by default)
  54199. * @param level defines which level of the texture to update
  54200. */
  54201. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  54202. /**
  54203. * Updates a raw cube texture with RGBD encoded data.
  54204. * @param data defines the array of data [mipmap][face] to use to create each face
  54205. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  54206. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  54207. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  54208. * @returns a promsie that resolves when the operation is complete
  54209. */
  54210. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  54211. /**
  54212. * Clones the raw cube texture.
  54213. * @return a new cube texture
  54214. */
  54215. clone(): CubeTexture;
  54216. /** @hidden */
  54217. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  54218. }
  54219. }
  54220. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  54221. import { Scene } from "babylonjs/scene";
  54222. import { Texture } from "babylonjs/Materials/Textures/texture";
  54223. import "babylonjs/Engines/Extensions/engine.rawTexture";
  54224. /**
  54225. * Class used to store 3D textures containing user data
  54226. */
  54227. export class RawTexture3D extends Texture {
  54228. /** Gets or sets the texture format to use */
  54229. format: number;
  54230. private _engine;
  54231. /**
  54232. * Create a new RawTexture3D
  54233. * @param data defines the data of the texture
  54234. * @param width defines the width of the texture
  54235. * @param height defines the height of the texture
  54236. * @param depth defines the depth of the texture
  54237. * @param format defines the texture format to use
  54238. * @param scene defines the hosting scene
  54239. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  54240. * @param invertY defines if texture must be stored with Y axis inverted
  54241. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  54242. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  54243. */
  54244. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  54245. /** Gets or sets the texture format to use */
  54246. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  54247. /**
  54248. * Update the texture with new data
  54249. * @param data defines the data to store in the texture
  54250. */
  54251. update(data: ArrayBufferView): void;
  54252. }
  54253. }
  54254. declare module "babylonjs/Materials/Textures/refractionTexture" {
  54255. import { Scene } from "babylonjs/scene";
  54256. import { Plane } from "babylonjs/Maths/math.plane";
  54257. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  54258. /**
  54259. * Creates a refraction texture used by refraction channel of the standard material.
  54260. * It is like a mirror but to see through a material.
  54261. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  54262. */
  54263. export class RefractionTexture extends RenderTargetTexture {
  54264. /**
  54265. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  54266. * 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.
  54267. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  54268. */
  54269. refractionPlane: Plane;
  54270. /**
  54271. * Define how deep under the surface we should see.
  54272. */
  54273. depth: number;
  54274. /**
  54275. * Creates a refraction texture used by refraction channel of the standard material.
  54276. * It is like a mirror but to see through a material.
  54277. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  54278. * @param name Define the texture name
  54279. * @param size Define the size of the underlying texture
  54280. * @param scene Define the scene the refraction belongs to
  54281. * @param generateMipMaps Define if we need to generate mips level for the refraction
  54282. */
  54283. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  54284. /**
  54285. * Clone the refraction texture.
  54286. * @returns the cloned texture
  54287. */
  54288. clone(): RefractionTexture;
  54289. /**
  54290. * Serialize the texture to a JSON representation you could use in Parse later on
  54291. * @returns the serialized JSON representation
  54292. */
  54293. serialize(): any;
  54294. }
  54295. }
  54296. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  54297. import { Nullable } from "babylonjs/types";
  54298. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54299. import { Matrix } from "babylonjs/Maths/math.vector";
  54300. import { Engine } from "babylonjs/Engines/engine";
  54301. import { Scene } from "babylonjs/scene";
  54302. /**
  54303. * Defines the options related to the creation of an HtmlElementTexture
  54304. */
  54305. export interface IHtmlElementTextureOptions {
  54306. /**
  54307. * Defines wether mip maps should be created or not.
  54308. */
  54309. generateMipMaps?: boolean;
  54310. /**
  54311. * Defines the sampling mode of the texture.
  54312. */
  54313. samplingMode?: number;
  54314. /**
  54315. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  54316. */
  54317. engine: Nullable<Engine>;
  54318. /**
  54319. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  54320. */
  54321. scene: Nullable<Scene>;
  54322. }
  54323. /**
  54324. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  54325. * To be as efficient as possible depending on your constraints nothing aside the first upload
  54326. * is automatically managed.
  54327. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  54328. * in your application.
  54329. *
  54330. * As the update is not automatic, you need to call them manually.
  54331. */
  54332. export class HtmlElementTexture extends BaseTexture {
  54333. /**
  54334. * The texture URL.
  54335. */
  54336. element: HTMLVideoElement | HTMLCanvasElement;
  54337. private static readonly DefaultOptions;
  54338. private _textureMatrix;
  54339. private _engine;
  54340. private _isVideo;
  54341. private _generateMipMaps;
  54342. private _samplingMode;
  54343. /**
  54344. * Instantiates a HtmlElementTexture from the following parameters.
  54345. *
  54346. * @param name Defines the name of the texture
  54347. * @param element Defines the video or canvas the texture is filled with
  54348. * @param options Defines the other none mandatory texture creation options
  54349. */
  54350. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  54351. private _createInternalTexture;
  54352. /**
  54353. * Returns the texture matrix used in most of the material.
  54354. */
  54355. getTextureMatrix(): Matrix;
  54356. /**
  54357. * Updates the content of the texture.
  54358. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  54359. */
  54360. update(invertY?: Nullable<boolean>): void;
  54361. }
  54362. }
  54363. declare module "babylonjs/Materials/Textures/index" {
  54364. export * from "babylonjs/Materials/Textures/baseTexture";
  54365. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  54366. export * from "babylonjs/Materials/Textures/cubeTexture";
  54367. export * from "babylonjs/Materials/Textures/dynamicTexture";
  54368. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  54369. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  54370. export * from "babylonjs/Materials/Textures/internalTexture";
  54371. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  54372. export * from "babylonjs/Materials/Textures/Loaders/index";
  54373. export * from "babylonjs/Materials/Textures/mirrorTexture";
  54374. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  54375. export * from "babylonjs/Materials/Textures/Procedurals/index";
  54376. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  54377. export * from "babylonjs/Materials/Textures/rawTexture";
  54378. export * from "babylonjs/Materials/Textures/rawTexture3D";
  54379. export * from "babylonjs/Materials/Textures/refractionTexture";
  54380. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  54381. export * from "babylonjs/Materials/Textures/texture";
  54382. export * from "babylonjs/Materials/Textures/videoTexture";
  54383. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  54384. }
  54385. declare module "babylonjs/Materials/Node/nodeMaterialBlockTargets" {
  54386. /**
  54387. * Enum used to define the target of a block
  54388. */
  54389. export enum NodeMaterialBlockTargets {
  54390. /** Vertex shader */
  54391. Vertex = 1,
  54392. /** Fragment shader */
  54393. Fragment = 2,
  54394. /** Neutral */
  54395. Neutral = 4,
  54396. /** Vertex and Fragment */
  54397. VertexAndFragment = 3
  54398. }
  54399. }
  54400. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes" {
  54401. /**
  54402. * Defines the kind of connection point for node based material
  54403. */
  54404. export enum NodeMaterialBlockConnectionPointTypes {
  54405. /** Float */
  54406. Float = 1,
  54407. /** Int */
  54408. Int = 2,
  54409. /** Vector2 */
  54410. Vector2 = 4,
  54411. /** Vector3 */
  54412. Vector3 = 8,
  54413. /** Vector4 */
  54414. Vector4 = 16,
  54415. /** Color3 */
  54416. Color3 = 32,
  54417. /** Color4 */
  54418. Color4 = 64,
  54419. /** Matrix */
  54420. Matrix = 128,
  54421. /** Detect type based on connection */
  54422. AutoDetect = 1024,
  54423. /** Output type that will be defined by input type */
  54424. BasedOnInput = 2048
  54425. }
  54426. }
  54427. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  54428. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54429. /**
  54430. * Root class for all node material optimizers
  54431. */
  54432. export class NodeMaterialOptimizer {
  54433. /**
  54434. * Function used to optimize a NodeMaterial graph
  54435. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  54436. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  54437. */
  54438. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  54439. }
  54440. }
  54441. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  54442. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54443. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54444. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54445. import { Scene } from "babylonjs/scene";
  54446. /**
  54447. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  54448. */
  54449. export class TransformBlock extends NodeMaterialBlock {
  54450. /**
  54451. * Defines the value to use to complement W value to transform it to a Vector4
  54452. */
  54453. complementW: number;
  54454. /**
  54455. * Defines the value to use to complement z value to transform it to a Vector4
  54456. */
  54457. complementZ: number;
  54458. /**
  54459. * Creates a new TransformBlock
  54460. * @param name defines the block name
  54461. */
  54462. constructor(name: string);
  54463. /**
  54464. * Gets the current class name
  54465. * @returns the class name
  54466. */
  54467. getClassName(): string;
  54468. /**
  54469. * Gets the vector input
  54470. */
  54471. readonly vector: NodeMaterialConnectionPoint;
  54472. /**
  54473. * Gets the output component
  54474. */
  54475. readonly output: NodeMaterialConnectionPoint;
  54476. /**
  54477. * Gets the matrix transform input
  54478. */
  54479. readonly transform: NodeMaterialConnectionPoint;
  54480. protected _buildBlock(state: NodeMaterialBuildState): this;
  54481. serialize(): any;
  54482. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54483. protected _dumpPropertiesCode(): string;
  54484. }
  54485. }
  54486. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  54487. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54488. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54489. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54490. /**
  54491. * Block used to output the vertex position
  54492. */
  54493. export class VertexOutputBlock extends NodeMaterialBlock {
  54494. /**
  54495. * Creates a new VertexOutputBlock
  54496. * @param name defines the block name
  54497. */
  54498. constructor(name: string);
  54499. /**
  54500. * Gets the current class name
  54501. * @returns the class name
  54502. */
  54503. getClassName(): string;
  54504. /**
  54505. * Gets the vector input component
  54506. */
  54507. readonly vector: NodeMaterialConnectionPoint;
  54508. protected _buildBlock(state: NodeMaterialBuildState): this;
  54509. }
  54510. }
  54511. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  54512. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54513. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54514. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54515. /**
  54516. * Block used to output the final color
  54517. */
  54518. export class FragmentOutputBlock extends NodeMaterialBlock {
  54519. /**
  54520. * Create a new FragmentOutputBlock
  54521. * @param name defines the block name
  54522. */
  54523. constructor(name: string);
  54524. /**
  54525. * Gets the current class name
  54526. * @returns the class name
  54527. */
  54528. getClassName(): string;
  54529. /**
  54530. * Gets the rgba input component
  54531. */
  54532. readonly rgba: NodeMaterialConnectionPoint;
  54533. /**
  54534. * Gets the rgb input component
  54535. */
  54536. readonly rgb: NodeMaterialConnectionPoint;
  54537. /**
  54538. * Gets the a input component
  54539. */
  54540. readonly a: NodeMaterialConnectionPoint;
  54541. protected _buildBlock(state: NodeMaterialBuildState): this;
  54542. }
  54543. }
  54544. declare module "babylonjs/Materials/Node/nodeMaterialSystemValues" {
  54545. /**
  54546. * Enum used to define system values e.g. values automatically provided by the system
  54547. */
  54548. export enum NodeMaterialSystemValues {
  54549. /** World */
  54550. World = 1,
  54551. /** View */
  54552. View = 2,
  54553. /** Projection */
  54554. Projection = 3,
  54555. /** ViewProjection */
  54556. ViewProjection = 4,
  54557. /** WorldView */
  54558. WorldView = 5,
  54559. /** WorldViewProjection */
  54560. WorldViewProjection = 6,
  54561. /** CameraPosition */
  54562. CameraPosition = 7,
  54563. /** Fog Color */
  54564. FogColor = 8
  54565. }
  54566. }
  54567. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  54568. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54569. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54570. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54571. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54572. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54573. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54574. import { Effect } from "babylonjs/Materials/effect";
  54575. import { Mesh } from "babylonjs/Meshes/mesh";
  54576. import { Nullable } from "babylonjs/types";
  54577. import { Scene } from "babylonjs/scene";
  54578. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  54579. /**
  54580. * Block used to read a reflection texture from a sampler
  54581. */
  54582. export class ReflectionTextureBlock extends NodeMaterialBlock {
  54583. private _define3DName;
  54584. private _defineCubicName;
  54585. private _defineExplicitName;
  54586. private _defineProjectionName;
  54587. private _defineLocalCubicName;
  54588. private _defineSphericalName;
  54589. private _definePlanarName;
  54590. private _defineEquirectangularName;
  54591. private _defineMirroredEquirectangularFixedName;
  54592. private _defineEquirectangularFixedName;
  54593. private _defineSkyboxName;
  54594. private _cubeSamplerName;
  54595. private _2DSamplerName;
  54596. private _positionUVWName;
  54597. private _directionWName;
  54598. private _reflectionCoordsName;
  54599. private _reflection2DCoordsName;
  54600. private _reflectionColorName;
  54601. private _reflectionMatrixName;
  54602. /**
  54603. * Gets or sets the texture associated with the node
  54604. */
  54605. texture: Nullable<BaseTexture>;
  54606. /**
  54607. * Create a new TextureBlock
  54608. * @param name defines the block name
  54609. */
  54610. constructor(name: string);
  54611. /**
  54612. * Gets the current class name
  54613. * @returns the class name
  54614. */
  54615. getClassName(): string;
  54616. /**
  54617. * Gets the world position input component
  54618. */
  54619. readonly position: NodeMaterialConnectionPoint;
  54620. /**
  54621. * Gets the world position input component
  54622. */
  54623. readonly worldPosition: NodeMaterialConnectionPoint;
  54624. /**
  54625. * Gets the world normal input component
  54626. */
  54627. readonly worldNormal: NodeMaterialConnectionPoint;
  54628. /**
  54629. * Gets the world input component
  54630. */
  54631. readonly world: NodeMaterialConnectionPoint;
  54632. /**
  54633. * Gets the camera (or eye) position component
  54634. */
  54635. readonly cameraPosition: NodeMaterialConnectionPoint;
  54636. /**
  54637. * Gets the view input component
  54638. */
  54639. readonly view: NodeMaterialConnectionPoint;
  54640. /**
  54641. * Gets the rgb output component
  54642. */
  54643. readonly rgb: NodeMaterialConnectionPoint;
  54644. /**
  54645. * Gets the r output component
  54646. */
  54647. readonly r: NodeMaterialConnectionPoint;
  54648. /**
  54649. * Gets the g output component
  54650. */
  54651. readonly g: NodeMaterialConnectionPoint;
  54652. /**
  54653. * Gets the b output component
  54654. */
  54655. readonly b: NodeMaterialConnectionPoint;
  54656. autoConfigure(material: NodeMaterial): void;
  54657. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54658. isReady(): boolean;
  54659. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54660. private _injectVertexCode;
  54661. private _writeOutput;
  54662. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  54663. serialize(): any;
  54664. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54665. }
  54666. }
  54667. declare module "babylonjs/Materials/Node/nodeMaterial" {
  54668. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54669. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  54670. import { Scene } from "babylonjs/scene";
  54671. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54672. import { Matrix } from "babylonjs/Maths/math.vector";
  54673. import { Mesh } from "babylonjs/Meshes/mesh";
  54674. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54675. import { Observable } from "babylonjs/Misc/observable";
  54676. import { SubMesh } from "babylonjs/Meshes/subMesh";
  54677. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  54678. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  54679. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  54680. import { Nullable } from "babylonjs/types";
  54681. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54682. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  54683. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  54684. /**
  54685. * Interface used to configure the node material editor
  54686. */
  54687. export interface INodeMaterialEditorOptions {
  54688. /** Define the URl to load node editor script */
  54689. editorURL?: string;
  54690. }
  54691. /** @hidden */
  54692. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  54693. /** BONES */
  54694. NUM_BONE_INFLUENCERS: number;
  54695. BonesPerMesh: number;
  54696. BONETEXTURE: boolean;
  54697. /** MORPH TARGETS */
  54698. MORPHTARGETS: boolean;
  54699. MORPHTARGETS_NORMAL: boolean;
  54700. MORPHTARGETS_TANGENT: boolean;
  54701. MORPHTARGETS_UV: boolean;
  54702. NUM_MORPH_INFLUENCERS: number;
  54703. /** IMAGE PROCESSING */
  54704. IMAGEPROCESSING: boolean;
  54705. VIGNETTE: boolean;
  54706. VIGNETTEBLENDMODEMULTIPLY: boolean;
  54707. VIGNETTEBLENDMODEOPAQUE: boolean;
  54708. TONEMAPPING: boolean;
  54709. TONEMAPPING_ACES: boolean;
  54710. CONTRAST: boolean;
  54711. EXPOSURE: boolean;
  54712. COLORCURVES: boolean;
  54713. COLORGRADING: boolean;
  54714. COLORGRADING3D: boolean;
  54715. SAMPLER3DGREENDEPTH: boolean;
  54716. SAMPLER3DBGRMAP: boolean;
  54717. IMAGEPROCESSINGPOSTPROCESS: boolean;
  54718. /** MISC. */
  54719. BUMPDIRECTUV: number;
  54720. constructor();
  54721. setValue(name: string, value: boolean): void;
  54722. }
  54723. /**
  54724. * Class used to configure NodeMaterial
  54725. */
  54726. export interface INodeMaterialOptions {
  54727. /**
  54728. * Defines if blocks should emit comments
  54729. */
  54730. emitComments: boolean;
  54731. }
  54732. /**
  54733. * Class used to create a node based material built by assembling shader blocks
  54734. */
  54735. export class NodeMaterial extends PushMaterial {
  54736. private static _BuildIdGenerator;
  54737. private _options;
  54738. private _vertexCompilationState;
  54739. private _fragmentCompilationState;
  54740. private _sharedData;
  54741. private _buildId;
  54742. private _buildWasSuccessful;
  54743. private _cachedWorldViewMatrix;
  54744. private _cachedWorldViewProjectionMatrix;
  54745. private _optimizers;
  54746. private _animationFrame;
  54747. /** Define the URl to load node editor script */
  54748. static EditorURL: string;
  54749. private BJSNODEMATERIALEDITOR;
  54750. /** Get the inspector from bundle or global */
  54751. private _getGlobalNodeMaterialEditor;
  54752. /**
  54753. * Gets or sets a boolean indicating that alpha value must be ignored (This will turn alpha blending off even if an alpha value is produced by the material)
  54754. */
  54755. ignoreAlpha: boolean;
  54756. /**
  54757. * Defines the maximum number of lights that can be used in the material
  54758. */
  54759. maxSimultaneousLights: number;
  54760. /**
  54761. * Observable raised when the material is built
  54762. */
  54763. onBuildObservable: Observable<NodeMaterial>;
  54764. /**
  54765. * Gets or sets the root nodes of the material vertex shader
  54766. */
  54767. _vertexOutputNodes: NodeMaterialBlock[];
  54768. /**
  54769. * Gets or sets the root nodes of the material fragment (pixel) shader
  54770. */
  54771. _fragmentOutputNodes: NodeMaterialBlock[];
  54772. /** Gets or sets options to control the node material overall behavior */
  54773. options: INodeMaterialOptions;
  54774. /**
  54775. * Default configuration related to image processing available in the standard Material.
  54776. */
  54777. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  54778. /**
  54779. * Gets the image processing configuration used either in this material.
  54780. */
  54781. /**
  54782. * Sets the Default image processing configuration used either in the this material.
  54783. *
  54784. * If sets to null, the scene one is in use.
  54785. */
  54786. imageProcessingConfiguration: ImageProcessingConfiguration;
  54787. /**
  54788. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  54789. */
  54790. attachedBlocks: NodeMaterialBlock[];
  54791. /**
  54792. * Create a new node based material
  54793. * @param name defines the material name
  54794. * @param scene defines the hosting scene
  54795. * @param options defines creation option
  54796. */
  54797. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  54798. /**
  54799. * Gets the current class name of the material e.g. "NodeMaterial"
  54800. * @returns the class name
  54801. */
  54802. getClassName(): string;
  54803. /**
  54804. * Keep track of the image processing observer to allow dispose and replace.
  54805. */
  54806. private _imageProcessingObserver;
  54807. /**
  54808. * Attaches a new image processing configuration to the Standard Material.
  54809. * @param configuration
  54810. */
  54811. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  54812. /**
  54813. * Get a block by its name
  54814. * @param name defines the name of the block to retrieve
  54815. * @returns the required block or null if not found
  54816. */
  54817. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  54818. /**
  54819. * Get a block by its name
  54820. * @param predicate defines the predicate used to find the good candidate
  54821. * @returns the required block or null if not found
  54822. */
  54823. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  54824. /**
  54825. * Get an input block by its name
  54826. * @param predicate defines the predicate used to find the good candidate
  54827. * @returns the required input block or null if not found
  54828. */
  54829. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  54830. /**
  54831. * Gets the list of input blocks attached to this material
  54832. * @returns an array of InputBlocks
  54833. */
  54834. getInputBlocks(): InputBlock[];
  54835. /**
  54836. * Adds a new optimizer to the list of optimizers
  54837. * @param optimizer defines the optimizers to add
  54838. * @returns the current material
  54839. */
  54840. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54841. /**
  54842. * Remove an optimizer from the list of optimizers
  54843. * @param optimizer defines the optimizers to remove
  54844. * @returns the current material
  54845. */
  54846. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54847. /**
  54848. * Add a new block to the list of output nodes
  54849. * @param node defines the node to add
  54850. * @returns the current material
  54851. */
  54852. addOutputNode(node: NodeMaterialBlock): this;
  54853. /**
  54854. * Remove a block from the list of root nodes
  54855. * @param node defines the node to remove
  54856. * @returns the current material
  54857. */
  54858. removeOutputNode(node: NodeMaterialBlock): this;
  54859. private _addVertexOutputNode;
  54860. private _removeVertexOutputNode;
  54861. private _addFragmentOutputNode;
  54862. private _removeFragmentOutputNode;
  54863. /**
  54864. * Specifies if the material will require alpha blending
  54865. * @returns a boolean specifying if alpha blending is needed
  54866. */
  54867. needAlphaBlending(): boolean;
  54868. /**
  54869. * Specifies if this material should be rendered in alpha test mode
  54870. * @returns a boolean specifying if an alpha test is needed.
  54871. */
  54872. needAlphaTesting(): boolean;
  54873. private _initializeBlock;
  54874. private _resetDualBlocks;
  54875. /**
  54876. * Build the material and generates the inner effect
  54877. * @param verbose defines if the build should log activity
  54878. */
  54879. build(verbose?: boolean): void;
  54880. /**
  54881. * Runs an otpimization phase to try to improve the shader code
  54882. */
  54883. optimize(): void;
  54884. private _prepareDefinesForAttributes;
  54885. /**
  54886. * Get if the submesh is ready to be used and all its information available.
  54887. * Child classes can use it to update shaders
  54888. * @param mesh defines the mesh to check
  54889. * @param subMesh defines which submesh to check
  54890. * @param useInstances specifies that instances should be used
  54891. * @returns a boolean indicating that the submesh is ready or not
  54892. */
  54893. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  54894. /**
  54895. * Get a string representing the shaders built by the current node graph
  54896. */
  54897. readonly compiledShaders: string;
  54898. /**
  54899. * Binds the world matrix to the material
  54900. * @param world defines the world transformation matrix
  54901. */
  54902. bindOnlyWorldMatrix(world: Matrix): void;
  54903. /**
  54904. * Binds the submesh to this material by preparing the effect and shader to draw
  54905. * @param world defines the world transformation matrix
  54906. * @param mesh defines the mesh containing the submesh
  54907. * @param subMesh defines the submesh to bind the material to
  54908. */
  54909. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  54910. /**
  54911. * Gets the active textures from the material
  54912. * @returns an array of textures
  54913. */
  54914. getActiveTextures(): BaseTexture[];
  54915. /**
  54916. * Gets the list of texture blocks
  54917. * @returns an array of texture blocks
  54918. */
  54919. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  54920. /**
  54921. * Specifies if the material uses a texture
  54922. * @param texture defines the texture to check against the material
  54923. * @returns a boolean specifying if the material uses the texture
  54924. */
  54925. hasTexture(texture: BaseTexture): boolean;
  54926. /**
  54927. * Disposes the material
  54928. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  54929. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  54930. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  54931. */
  54932. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  54933. /** Creates the node editor window. */
  54934. private _createNodeEditor;
  54935. /**
  54936. * Launch the node material editor
  54937. * @param config Define the configuration of the editor
  54938. * @return a promise fulfilled when the node editor is visible
  54939. */
  54940. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  54941. /**
  54942. * Clear the current material
  54943. */
  54944. clear(): void;
  54945. /**
  54946. * Clear the current material and set it to a default state
  54947. */
  54948. setToDefault(): void;
  54949. /**
  54950. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  54951. * @param url defines the url to load from
  54952. * @returns a promise that will fullfil when the material is fully loaded
  54953. */
  54954. loadAsync(url: string): Promise<unknown>;
  54955. private _gatherBlocks;
  54956. /**
  54957. * Generate a string containing the code declaration required to create an equivalent of this material
  54958. * @returns a string
  54959. */
  54960. generateCode(): string;
  54961. /**
  54962. * Serializes this material in a JSON representation
  54963. * @returns the serialized material object
  54964. */
  54965. serialize(): any;
  54966. private _restoreConnections;
  54967. /**
  54968. * Clear the current graph and load a new one from a serialization object
  54969. * @param source defines the JSON representation of the material
  54970. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54971. */
  54972. loadFromSerialization(source: any, rootUrl?: string): void;
  54973. /**
  54974. * Creates a node material from parsed material data
  54975. * @param source defines the JSON representation of the material
  54976. * @param scene defines the hosting scene
  54977. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54978. * @returns a new node material
  54979. */
  54980. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  54981. /**
  54982. * Creates a new node material set to default basic configuration
  54983. * @param name defines the name of the material
  54984. * @param scene defines the hosting scene
  54985. * @returns a new NodeMaterial
  54986. */
  54987. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  54988. }
  54989. }
  54990. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  54991. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54992. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54993. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54994. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54995. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54996. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54997. import { Effect } from "babylonjs/Materials/effect";
  54998. import { Mesh } from "babylonjs/Meshes/mesh";
  54999. import { Nullable } from "babylonjs/types";
  55000. import { Texture } from "babylonjs/Materials/Textures/texture";
  55001. import { Scene } from "babylonjs/scene";
  55002. /**
  55003. * Block used to read a texture from a sampler
  55004. */
  55005. export class TextureBlock extends NodeMaterialBlock {
  55006. private _defineName;
  55007. private _samplerName;
  55008. private _transformedUVName;
  55009. private _textureTransformName;
  55010. private _textureInfoName;
  55011. /**
  55012. * Gets or sets the texture associated with the node
  55013. */
  55014. texture: Nullable<Texture>;
  55015. /**
  55016. * Create a new TextureBlock
  55017. * @param name defines the block name
  55018. */
  55019. constructor(name: string);
  55020. /**
  55021. * Gets the current class name
  55022. * @returns the class name
  55023. */
  55024. getClassName(): string;
  55025. /**
  55026. * Gets the uv input component
  55027. */
  55028. readonly uv: NodeMaterialConnectionPoint;
  55029. /**
  55030. * Gets the rgba output component
  55031. */
  55032. readonly rgba: NodeMaterialConnectionPoint;
  55033. /**
  55034. * Gets the rgb output component
  55035. */
  55036. readonly rgb: NodeMaterialConnectionPoint;
  55037. /**
  55038. * Gets the r output component
  55039. */
  55040. readonly r: NodeMaterialConnectionPoint;
  55041. /**
  55042. * Gets the g output component
  55043. */
  55044. readonly g: NodeMaterialConnectionPoint;
  55045. /**
  55046. * Gets the b output component
  55047. */
  55048. readonly b: NodeMaterialConnectionPoint;
  55049. /**
  55050. * Gets the a output component
  55051. */
  55052. readonly a: NodeMaterialConnectionPoint;
  55053. readonly target: NodeMaterialBlockTargets;
  55054. autoConfigure(material: NodeMaterial): void;
  55055. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55056. isReady(): boolean;
  55057. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55058. private readonly _isMixed;
  55059. private _injectVertexCode;
  55060. private _writeOutput;
  55061. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55062. protected _dumpPropertiesCode(): string;
  55063. serialize(): any;
  55064. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55065. }
  55066. }
  55067. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  55068. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55069. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55070. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55071. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55072. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  55073. import { Scene } from "babylonjs/scene";
  55074. /**
  55075. * Class used to store shared data between 2 NodeMaterialBuildState
  55076. */
  55077. export class NodeMaterialBuildStateSharedData {
  55078. /**
  55079. * Gets the list of emitted varyings
  55080. */
  55081. temps: string[];
  55082. /**
  55083. * Gets the list of emitted varyings
  55084. */
  55085. varyings: string[];
  55086. /**
  55087. * Gets the varying declaration string
  55088. */
  55089. varyingDeclaration: string;
  55090. /**
  55091. * Input blocks
  55092. */
  55093. inputBlocks: InputBlock[];
  55094. /**
  55095. * Input blocks
  55096. */
  55097. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  55098. /**
  55099. * Bindable blocks (Blocks that need to set data to the effect)
  55100. */
  55101. bindableBlocks: NodeMaterialBlock[];
  55102. /**
  55103. * List of blocks that can provide a compilation fallback
  55104. */
  55105. blocksWithFallbacks: NodeMaterialBlock[];
  55106. /**
  55107. * List of blocks that can provide a define update
  55108. */
  55109. blocksWithDefines: NodeMaterialBlock[];
  55110. /**
  55111. * List of blocks that can provide a repeatable content
  55112. */
  55113. repeatableContentBlocks: NodeMaterialBlock[];
  55114. /**
  55115. * List of blocks that can provide a dynamic list of uniforms
  55116. */
  55117. dynamicUniformBlocks: NodeMaterialBlock[];
  55118. /**
  55119. * List of blocks that can block the isReady function for the material
  55120. */
  55121. blockingBlocks: NodeMaterialBlock[];
  55122. /**
  55123. * Gets the list of animated inputs
  55124. */
  55125. animatedInputs: InputBlock[];
  55126. /**
  55127. * Build Id used to avoid multiple recompilations
  55128. */
  55129. buildId: number;
  55130. /** List of emitted variables */
  55131. variableNames: {
  55132. [key: string]: number;
  55133. };
  55134. /** List of emitted defines */
  55135. defineNames: {
  55136. [key: string]: number;
  55137. };
  55138. /** Should emit comments? */
  55139. emitComments: boolean;
  55140. /** Emit build activity */
  55141. verbose: boolean;
  55142. /** Gets or sets the hosting scene */
  55143. scene: Scene;
  55144. /**
  55145. * Gets the compilation hints emitted at compilation time
  55146. */
  55147. hints: {
  55148. needWorldViewMatrix: boolean;
  55149. needWorldViewProjectionMatrix: boolean;
  55150. needAlphaBlending: boolean;
  55151. needAlphaTesting: boolean;
  55152. };
  55153. /**
  55154. * List of compilation checks
  55155. */
  55156. checks: {
  55157. emitVertex: boolean;
  55158. emitFragment: boolean;
  55159. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  55160. };
  55161. /** Creates a new shared data */
  55162. constructor();
  55163. /**
  55164. * Emits console errors and exceptions if there is a failing check
  55165. */
  55166. emitErrors(): void;
  55167. }
  55168. }
  55169. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  55170. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55171. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55172. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  55173. /**
  55174. * Class used to store node based material build state
  55175. */
  55176. export class NodeMaterialBuildState {
  55177. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  55178. supportUniformBuffers: boolean;
  55179. /**
  55180. * Gets the list of emitted attributes
  55181. */
  55182. attributes: string[];
  55183. /**
  55184. * Gets the list of emitted uniforms
  55185. */
  55186. uniforms: string[];
  55187. /**
  55188. * Gets the list of emitted uniform buffers
  55189. */
  55190. uniformBuffers: string[];
  55191. /**
  55192. * Gets the list of emitted samplers
  55193. */
  55194. samplers: string[];
  55195. /**
  55196. * Gets the list of emitted functions
  55197. */
  55198. functions: {
  55199. [key: string]: string;
  55200. };
  55201. /**
  55202. * Gets the list of emitted extensions
  55203. */
  55204. extensions: {
  55205. [key: string]: string;
  55206. };
  55207. /**
  55208. * Gets the target of the compilation state
  55209. */
  55210. target: NodeMaterialBlockTargets;
  55211. /**
  55212. * Gets the list of emitted counters
  55213. */
  55214. counters: {
  55215. [key: string]: number;
  55216. };
  55217. /**
  55218. * Shared data between multiple NodeMaterialBuildState instances
  55219. */
  55220. sharedData: NodeMaterialBuildStateSharedData;
  55221. /** @hidden */
  55222. _vertexState: NodeMaterialBuildState;
  55223. /** @hidden */
  55224. _attributeDeclaration: string;
  55225. /** @hidden */
  55226. _uniformDeclaration: string;
  55227. /** @hidden */
  55228. _samplerDeclaration: string;
  55229. /** @hidden */
  55230. _varyingTransfer: string;
  55231. private _repeatableContentAnchorIndex;
  55232. /** @hidden */
  55233. _builtCompilationString: string;
  55234. /**
  55235. * Gets the emitted compilation strings
  55236. */
  55237. compilationString: string;
  55238. /**
  55239. * Finalize the compilation strings
  55240. * @param state defines the current compilation state
  55241. */
  55242. finalize(state: NodeMaterialBuildState): void;
  55243. /** @hidden */
  55244. readonly _repeatableContentAnchor: string;
  55245. /** @hidden */
  55246. _getFreeVariableName(prefix: string): string;
  55247. /** @hidden */
  55248. _getFreeDefineName(prefix: string): string;
  55249. /** @hidden */
  55250. _excludeVariableName(name: string): void;
  55251. /** @hidden */
  55252. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  55253. /** @hidden */
  55254. _emitExtension(name: string, extension: string): void;
  55255. /** @hidden */
  55256. _emitFunction(name: string, code: string, comments: string): void;
  55257. /** @hidden */
  55258. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  55259. replaceStrings?: {
  55260. search: RegExp;
  55261. replace: string;
  55262. }[];
  55263. repeatKey?: string;
  55264. }): string;
  55265. /** @hidden */
  55266. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  55267. repeatKey?: string;
  55268. removeAttributes?: boolean;
  55269. removeUniforms?: boolean;
  55270. removeVaryings?: boolean;
  55271. removeIfDef?: boolean;
  55272. replaceStrings?: {
  55273. search: RegExp;
  55274. replace: string;
  55275. }[];
  55276. }, storeKey?: string): void;
  55277. /** @hidden */
  55278. _registerTempVariable(name: string): boolean;
  55279. /** @hidden */
  55280. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  55281. /** @hidden */
  55282. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  55283. }
  55284. }
  55285. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  55286. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55287. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55288. import { Nullable } from "babylonjs/types";
  55289. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55290. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55291. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  55292. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55293. import { Mesh } from "babylonjs/Meshes/mesh";
  55294. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55295. import { Scene } from "babylonjs/scene";
  55296. /**
  55297. * Defines a block that can be used inside a node based material
  55298. */
  55299. export class NodeMaterialBlock {
  55300. private _buildId;
  55301. private _buildTarget;
  55302. private _target;
  55303. private _isFinalMerger;
  55304. private _isInput;
  55305. /** @hidden */
  55306. _codeVariableName: string;
  55307. /** @hidden */
  55308. _inputs: NodeMaterialConnectionPoint[];
  55309. /** @hidden */
  55310. _outputs: NodeMaterialConnectionPoint[];
  55311. /** @hidden */
  55312. _preparationId: number;
  55313. /**
  55314. * Gets or sets the name of the block
  55315. */
  55316. name: string;
  55317. /**
  55318. * Gets or sets the unique id of the node
  55319. */
  55320. uniqueId: number;
  55321. /**
  55322. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  55323. */
  55324. readonly isFinalMerger: boolean;
  55325. /**
  55326. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  55327. */
  55328. readonly isInput: boolean;
  55329. /**
  55330. * Gets or sets the build Id
  55331. */
  55332. buildId: number;
  55333. /**
  55334. * Gets or sets the target of the block
  55335. */
  55336. target: NodeMaterialBlockTargets;
  55337. /**
  55338. * Gets the list of input points
  55339. */
  55340. readonly inputs: NodeMaterialConnectionPoint[];
  55341. /** Gets the list of output points */
  55342. readonly outputs: NodeMaterialConnectionPoint[];
  55343. /**
  55344. * Find an input by its name
  55345. * @param name defines the name of the input to look for
  55346. * @returns the input or null if not found
  55347. */
  55348. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  55349. /**
  55350. * Find an output by its name
  55351. * @param name defines the name of the outputto look for
  55352. * @returns the output or null if not found
  55353. */
  55354. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  55355. /**
  55356. * Creates a new NodeMaterialBlock
  55357. * @param name defines the block name
  55358. * @param target defines the target of that block (Vertex by default)
  55359. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  55360. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  55361. */
  55362. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  55363. /**
  55364. * Initialize the block and prepare the context for build
  55365. * @param state defines the state that will be used for the build
  55366. */
  55367. initialize(state: NodeMaterialBuildState): void;
  55368. /**
  55369. * Bind data to effect. Will only be called for blocks with isBindable === true
  55370. * @param effect defines the effect to bind data to
  55371. * @param nodeMaterial defines the hosting NodeMaterial
  55372. * @param mesh defines the mesh that will be rendered
  55373. */
  55374. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55375. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  55376. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  55377. protected _writeFloat(value: number): string;
  55378. /**
  55379. * Gets the current class name e.g. "NodeMaterialBlock"
  55380. * @returns the class name
  55381. */
  55382. getClassName(): string;
  55383. /**
  55384. * Register a new input. Must be called inside a block constructor
  55385. * @param name defines the connection point name
  55386. * @param type defines the connection point type
  55387. * @param isOptional defines a boolean indicating that this input can be omitted
  55388. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  55389. * @returns the current block
  55390. */
  55391. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  55392. /**
  55393. * Register a new output. Must be called inside a block constructor
  55394. * @param name defines the connection point name
  55395. * @param type defines the connection point type
  55396. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  55397. * @returns the current block
  55398. */
  55399. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  55400. /**
  55401. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  55402. * @param forOutput defines an optional connection point to check compatibility with
  55403. * @returns the first available input or null
  55404. */
  55405. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  55406. /**
  55407. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  55408. * @param forBlock defines an optional block to check compatibility with
  55409. * @returns the first available input or null
  55410. */
  55411. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  55412. /**
  55413. * Gets the sibling of the given output
  55414. * @param current defines the current output
  55415. * @returns the next output in the list or null
  55416. */
  55417. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  55418. /**
  55419. * Connect current block with another block
  55420. * @param other defines the block to connect with
  55421. * @param options define the various options to help pick the right connections
  55422. * @returns the current block
  55423. */
  55424. connectTo(other: NodeMaterialBlock, options?: {
  55425. input?: string;
  55426. output?: string;
  55427. outputSwizzle?: string;
  55428. }): this | undefined;
  55429. protected _buildBlock(state: NodeMaterialBuildState): void;
  55430. /**
  55431. * Add uniforms, samplers and uniform buffers at compilation time
  55432. * @param state defines the state to update
  55433. * @param nodeMaterial defines the node material requesting the update
  55434. * @param defines defines the material defines to update
  55435. */
  55436. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55437. /**
  55438. * Add potential fallbacks if shader compilation fails
  55439. * @param mesh defines the mesh to be rendered
  55440. * @param fallbacks defines the current prioritized list of fallbacks
  55441. */
  55442. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  55443. /**
  55444. * Update defines for shader compilation
  55445. * @param mesh defines the mesh to be rendered
  55446. * @param nodeMaterial defines the node material requesting the update
  55447. * @param defines defines the material defines to update
  55448. * @param useInstances specifies that instances should be used
  55449. */
  55450. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55451. /**
  55452. * Lets the block try to connect some inputs automatically
  55453. * @param material defines the hosting NodeMaterial
  55454. */
  55455. autoConfigure(material: NodeMaterial): void;
  55456. /**
  55457. * Function called when a block is declared as repeatable content generator
  55458. * @param vertexShaderState defines the current compilation state for the vertex shader
  55459. * @param fragmentShaderState defines the current compilation state for the fragment shader
  55460. * @param mesh defines the mesh to be rendered
  55461. * @param defines defines the material defines to update
  55462. */
  55463. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  55464. /**
  55465. * Checks if the block is ready
  55466. * @param mesh defines the mesh to be rendered
  55467. * @param nodeMaterial defines the node material requesting the update
  55468. * @param defines defines the material defines to update
  55469. * @param useInstances specifies that instances should be used
  55470. * @returns true if the block is ready
  55471. */
  55472. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  55473. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  55474. private _processBuild;
  55475. /**
  55476. * Compile the current node and generate the shader code
  55477. * @param state defines the current compilation state (uniforms, samplers, current string)
  55478. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  55479. * @returns true if already built
  55480. */
  55481. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  55482. protected _inputRename(name: string): string;
  55483. protected _outputRename(name: string): string;
  55484. protected _dumpPropertiesCode(): string;
  55485. /** @hidden */
  55486. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  55487. /**
  55488. * Clone the current block to a new identical block
  55489. * @param scene defines the hosting scene
  55490. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  55491. * @returns a copy of the current block
  55492. */
  55493. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  55494. /**
  55495. * Serializes this block in a JSON representation
  55496. * @returns the serialized block object
  55497. */
  55498. serialize(): any;
  55499. /** @hidden */
  55500. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55501. }
  55502. }
  55503. declare module "babylonjs/Materials/Node/NodeMaterialBlockConnectionPointMode" {
  55504. /**
  55505. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  55506. */
  55507. export enum NodeMaterialBlockConnectionPointMode {
  55508. /** Value is an uniform */
  55509. Uniform = 0,
  55510. /** Value is a mesh attribute */
  55511. Attribute = 1,
  55512. /** Value is a varying between vertex and fragment shaders */
  55513. Varying = 2,
  55514. /** Mode is undefined */
  55515. Undefined = 3
  55516. }
  55517. }
  55518. declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
  55519. /**
  55520. * Enum defining the type of animations supported by InputBlock
  55521. */
  55522. export enum AnimatedInputBlockTypes {
  55523. /** No animation */
  55524. None = 0,
  55525. /** Time based animation. Will only work for floats */
  55526. Time = 1
  55527. }
  55528. }
  55529. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  55530. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55531. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55532. import { NodeMaterialSystemValues } from "babylonjs/Materials/Node/nodeMaterialSystemValues";
  55533. import { Nullable } from "babylonjs/types";
  55534. import { Effect } from "babylonjs/Materials/effect";
  55535. import { Matrix } from "babylonjs/Maths/math.vector";
  55536. import { Scene } from "babylonjs/scene";
  55537. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55538. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55539. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55540. import { AnimatedInputBlockTypes } from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  55541. /**
  55542. * Block used to expose an input value
  55543. */
  55544. export class InputBlock extends NodeMaterialBlock {
  55545. private _mode;
  55546. private _associatedVariableName;
  55547. private _storedValue;
  55548. private _valueCallback;
  55549. private _type;
  55550. private _animationType;
  55551. /** Gets or set a value used to limit the range of float values */
  55552. min: number;
  55553. /** Gets or set a value used to limit the range of float values */
  55554. max: number;
  55555. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  55556. matrixMode: number;
  55557. /** @hidden */
  55558. _systemValue: Nullable<NodeMaterialSystemValues>;
  55559. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  55560. visibleInInspector: boolean;
  55561. /**
  55562. * Gets or sets the connection point type (default is float)
  55563. */
  55564. readonly type: NodeMaterialBlockConnectionPointTypes;
  55565. /**
  55566. * Creates a new InputBlock
  55567. * @param name defines the block name
  55568. * @param target defines the target of that block (Vertex by default)
  55569. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  55570. */
  55571. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  55572. /**
  55573. * Gets the output component
  55574. */
  55575. readonly output: NodeMaterialConnectionPoint;
  55576. /**
  55577. * Set the source of this connection point to a vertex attribute
  55578. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  55579. * @returns the current connection point
  55580. */
  55581. setAsAttribute(attributeName?: string): InputBlock;
  55582. /**
  55583. * Set the source of this connection point to a system value
  55584. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  55585. * @returns the current connection point
  55586. */
  55587. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  55588. /**
  55589. * Gets or sets the value of that point.
  55590. * Please note that this value will be ignored if valueCallback is defined
  55591. */
  55592. value: any;
  55593. /**
  55594. * Gets or sets a callback used to get the value of that point.
  55595. * Please note that setting this value will force the connection point to ignore the value property
  55596. */
  55597. valueCallback: () => any;
  55598. /**
  55599. * Gets or sets the associated variable name in the shader
  55600. */
  55601. associatedVariableName: string;
  55602. /** Gets or sets the type of animation applied to the input */
  55603. animationType: AnimatedInputBlockTypes;
  55604. /**
  55605. * Gets a boolean indicating that this connection point not defined yet
  55606. */
  55607. readonly isUndefined: boolean;
  55608. /**
  55609. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  55610. * In this case the connection point name must be the name of the uniform to use.
  55611. * Can only be set on inputs
  55612. */
  55613. isUniform: boolean;
  55614. /**
  55615. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  55616. * In this case the connection point name must be the name of the attribute to use
  55617. * Can only be set on inputs
  55618. */
  55619. isAttribute: boolean;
  55620. /**
  55621. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  55622. * Can only be set on exit points
  55623. */
  55624. isVarying: boolean;
  55625. /**
  55626. * Gets a boolean indicating that the current connection point is a system value
  55627. */
  55628. readonly isSystemValue: boolean;
  55629. /**
  55630. * Gets or sets the current well known value or null if not defined as a system value
  55631. */
  55632. systemValue: Nullable<NodeMaterialSystemValues>;
  55633. /**
  55634. * Gets the current class name
  55635. * @returns the class name
  55636. */
  55637. getClassName(): string;
  55638. /**
  55639. * Animate the input if animationType !== None
  55640. * @param scene defines the rendering scene
  55641. */
  55642. animate(scene: Scene): void;
  55643. private _emitDefine;
  55644. initialize(state: NodeMaterialBuildState): void;
  55645. /**
  55646. * Set the input block to its default value (based on its type)
  55647. */
  55648. setDefaultValue(): void;
  55649. protected _dumpPropertiesCode(): string;
  55650. private _emit;
  55651. /** @hidden */
  55652. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  55653. /** @hidden */
  55654. _transmit(effect: Effect, scene: Scene): void;
  55655. protected _buildBlock(state: NodeMaterialBuildState): void;
  55656. serialize(): any;
  55657. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55658. }
  55659. }
  55660. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  55661. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55662. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55663. import { Nullable } from "babylonjs/types";
  55664. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55665. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55666. /**
  55667. * Defines a connection point for a block
  55668. */
  55669. export class NodeMaterialConnectionPoint {
  55670. /** @hidden */
  55671. _ownerBlock: NodeMaterialBlock;
  55672. /** @hidden */
  55673. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  55674. private _endpoints;
  55675. private _associatedVariableName;
  55676. /** @hidden */
  55677. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  55678. /** @hidden */
  55679. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  55680. private _type;
  55681. /** @hidden */
  55682. _enforceAssociatedVariableName: boolean;
  55683. /**
  55684. * Gets or sets the additional types supported byt this connection point
  55685. */
  55686. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  55687. /**
  55688. * Gets or sets the associated variable name in the shader
  55689. */
  55690. associatedVariableName: string;
  55691. /**
  55692. * Gets or sets the connection point type (default is float)
  55693. */
  55694. type: NodeMaterialBlockConnectionPointTypes;
  55695. /**
  55696. * Gets or sets the connection point name
  55697. */
  55698. name: string;
  55699. /**
  55700. * Gets or sets a boolean indicating that this connection point can be omitted
  55701. */
  55702. isOptional: boolean;
  55703. /**
  55704. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  55705. */
  55706. define: string;
  55707. /** Gets or sets the target of that connection point */
  55708. target: NodeMaterialBlockTargets;
  55709. /**
  55710. * Gets a boolean indicating that the current point is connected
  55711. */
  55712. readonly isConnected: boolean;
  55713. /**
  55714. * Gets a boolean indicating that the current point is connected to an input block
  55715. */
  55716. readonly isConnectedToInputBlock: boolean;
  55717. /**
  55718. * Gets a the connected input block (if any)
  55719. */
  55720. readonly connectInputBlock: Nullable<InputBlock>;
  55721. /** Get the other side of the connection (if any) */
  55722. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  55723. /** Get the block that owns this connection point */
  55724. readonly ownerBlock: NodeMaterialBlock;
  55725. /** Get the block connected on the other side of this connection (if any) */
  55726. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  55727. /** Get the block connected on the endpoints of this connection (if any) */
  55728. readonly connectedBlocks: Array<NodeMaterialBlock>;
  55729. /** Gets the list of connected endpoints */
  55730. readonly endpoints: NodeMaterialConnectionPoint[];
  55731. /** Gets a boolean indicating if that output point is connected to at least one input */
  55732. readonly hasEndpoints: boolean;
  55733. /**
  55734. * Creates a new connection point
  55735. * @param name defines the connection point name
  55736. * @param ownerBlock defines the block hosting this connection point
  55737. */
  55738. constructor(name: string, ownerBlock: NodeMaterialBlock);
  55739. /**
  55740. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  55741. * @returns the class name
  55742. */
  55743. getClassName(): string;
  55744. /**
  55745. * Gets an boolean indicating if the current point can be connected to another point
  55746. * @param connectionPoint defines the other connection point
  55747. * @returns true if the connection is possible
  55748. */
  55749. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  55750. /**
  55751. * Connect this point to another connection point
  55752. * @param connectionPoint defines the other connection point
  55753. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  55754. * @returns the current connection point
  55755. */
  55756. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  55757. /**
  55758. * Disconnect this point from one of his endpoint
  55759. * @param endpoint defines the other connection point
  55760. * @returns the current connection point
  55761. */
  55762. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  55763. /**
  55764. * Serializes this point in a JSON representation
  55765. * @returns the serialized point object
  55766. */
  55767. serialize(): any;
  55768. }
  55769. }
  55770. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  55771. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55772. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55773. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55774. import { Mesh } from "babylonjs/Meshes/mesh";
  55775. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  55776. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55777. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55778. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  55779. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  55780. /**
  55781. * Block used to add support for vertex skinning (bones)
  55782. */
  55783. export class BonesBlock extends NodeMaterialBlock {
  55784. /**
  55785. * Creates a new BonesBlock
  55786. * @param name defines the block name
  55787. */
  55788. constructor(name: string);
  55789. /**
  55790. * Initialize the block and prepare the context for build
  55791. * @param state defines the state that will be used for the build
  55792. */
  55793. initialize(state: NodeMaterialBuildState): void;
  55794. /**
  55795. * Gets the current class name
  55796. * @returns the class name
  55797. */
  55798. getClassName(): string;
  55799. /**
  55800. * Gets the matrix indices input component
  55801. */
  55802. readonly matricesIndices: NodeMaterialConnectionPoint;
  55803. /**
  55804. * Gets the matrix weights input component
  55805. */
  55806. readonly matricesWeights: NodeMaterialConnectionPoint;
  55807. /**
  55808. * Gets the extra matrix indices input component
  55809. */
  55810. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  55811. /**
  55812. * Gets the extra matrix weights input component
  55813. */
  55814. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  55815. /**
  55816. * Gets the world input component
  55817. */
  55818. readonly world: NodeMaterialConnectionPoint;
  55819. /**
  55820. * Gets the output component
  55821. */
  55822. readonly output: NodeMaterialConnectionPoint;
  55823. autoConfigure(material: NodeMaterial): void;
  55824. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  55825. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55826. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55827. protected _buildBlock(state: NodeMaterialBuildState): this;
  55828. }
  55829. }
  55830. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  55831. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55832. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55833. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55834. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55835. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55836. /**
  55837. * Block used to add support for instances
  55838. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  55839. */
  55840. export class InstancesBlock extends NodeMaterialBlock {
  55841. /**
  55842. * Creates a new InstancesBlock
  55843. * @param name defines the block name
  55844. */
  55845. constructor(name: string);
  55846. /**
  55847. * Gets the current class name
  55848. * @returns the class name
  55849. */
  55850. getClassName(): string;
  55851. /**
  55852. * Gets the first world row input component
  55853. */
  55854. readonly world0: NodeMaterialConnectionPoint;
  55855. /**
  55856. * Gets the second world row input component
  55857. */
  55858. readonly world1: NodeMaterialConnectionPoint;
  55859. /**
  55860. * Gets the third world row input component
  55861. */
  55862. readonly world2: NodeMaterialConnectionPoint;
  55863. /**
  55864. * Gets the forth world row input component
  55865. */
  55866. readonly world3: NodeMaterialConnectionPoint;
  55867. /**
  55868. * Gets the world input component
  55869. */
  55870. readonly world: NodeMaterialConnectionPoint;
  55871. /**
  55872. * Gets the output component
  55873. */
  55874. readonly output: NodeMaterialConnectionPoint;
  55875. autoConfigure(material: NodeMaterial): void;
  55876. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55877. protected _buildBlock(state: NodeMaterialBuildState): this;
  55878. }
  55879. }
  55880. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  55881. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55882. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55883. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55884. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55885. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55886. import { Effect } from "babylonjs/Materials/effect";
  55887. import { Mesh } from "babylonjs/Meshes/mesh";
  55888. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  55889. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  55890. /**
  55891. * Block used to add morph targets support to vertex shader
  55892. */
  55893. export class MorphTargetsBlock extends NodeMaterialBlock {
  55894. private _repeatableContentAnchor;
  55895. private _repeatebleContentGenerated;
  55896. /**
  55897. * Create a new MorphTargetsBlock
  55898. * @param name defines the block name
  55899. */
  55900. constructor(name: string);
  55901. /**
  55902. * Gets the current class name
  55903. * @returns the class name
  55904. */
  55905. getClassName(): string;
  55906. /**
  55907. * Gets the position input component
  55908. */
  55909. readonly position: NodeMaterialConnectionPoint;
  55910. /**
  55911. * Gets the normal input component
  55912. */
  55913. readonly normal: NodeMaterialConnectionPoint;
  55914. /**
  55915. * Gets the tangent input component
  55916. */
  55917. readonly tangent: NodeMaterialConnectionPoint;
  55918. /**
  55919. * Gets the tangent input component
  55920. */
  55921. readonly uv: NodeMaterialConnectionPoint;
  55922. /**
  55923. * Gets the position output component
  55924. */
  55925. readonly positionOutput: NodeMaterialConnectionPoint;
  55926. /**
  55927. * Gets the normal output component
  55928. */
  55929. readonly normalOutput: NodeMaterialConnectionPoint;
  55930. /**
  55931. * Gets the tangent output component
  55932. */
  55933. readonly tangentOutput: NodeMaterialConnectionPoint;
  55934. /**
  55935. * Gets the tangent output component
  55936. */
  55937. readonly uvOutput: NodeMaterialConnectionPoint;
  55938. initialize(state: NodeMaterialBuildState): void;
  55939. autoConfigure(material: NodeMaterial): void;
  55940. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55941. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55942. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  55943. protected _buildBlock(state: NodeMaterialBuildState): this;
  55944. }
  55945. }
  55946. declare module "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock" {
  55947. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55948. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55949. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55950. import { Nullable } from "babylonjs/types";
  55951. import { Scene } from "babylonjs/scene";
  55952. import { Effect } from "babylonjs/Materials/effect";
  55953. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  55954. import { Mesh } from "babylonjs/Meshes/mesh";
  55955. import { Light } from "babylonjs/Lights/light";
  55956. /**
  55957. * Block used to get data information from a light
  55958. */
  55959. export class LightInformationBlock extends NodeMaterialBlock {
  55960. private _lightDataDefineName;
  55961. private _lightColorDefineName;
  55962. /**
  55963. * Gets or sets the light associated with this block
  55964. */
  55965. light: Nullable<Light>;
  55966. /**
  55967. * Creates a new LightInformationBlock
  55968. * @param name defines the block name
  55969. */
  55970. constructor(name: string);
  55971. /**
  55972. * Gets the current class name
  55973. * @returns the class name
  55974. */
  55975. getClassName(): string;
  55976. /**
  55977. * Gets the world position input component
  55978. */
  55979. readonly worldPosition: NodeMaterialConnectionPoint;
  55980. /**
  55981. * Gets the direction output component
  55982. */
  55983. readonly direction: NodeMaterialConnectionPoint;
  55984. /**
  55985. * Gets the direction output component
  55986. */
  55987. readonly color: NodeMaterialConnectionPoint;
  55988. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55989. protected _buildBlock(state: NodeMaterialBuildState): this;
  55990. serialize(): any;
  55991. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55992. }
  55993. }
  55994. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  55995. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  55996. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  55997. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  55998. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  55999. export * from "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock";
  56000. }
  56001. declare module "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock" {
  56002. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56003. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56004. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56005. import { Scene } from "babylonjs/scene";
  56006. /**
  56007. * Block used to add an alpha test in the fragment shader
  56008. */
  56009. export class AlphaTestBlock extends NodeMaterialBlock {
  56010. /**
  56011. * Gets or sets the alpha value where alpha testing happens
  56012. */
  56013. alphaCutOff: number;
  56014. /**
  56015. * Create a new AlphaTestBlock
  56016. * @param name defines the block name
  56017. */
  56018. constructor(name: string);
  56019. /**
  56020. * Gets the current class name
  56021. * @returns the class name
  56022. */
  56023. getClassName(): string;
  56024. /**
  56025. * Gets the color input component
  56026. */
  56027. readonly color: NodeMaterialConnectionPoint;
  56028. /**
  56029. * Gets the alpha input component
  56030. */
  56031. readonly alpha: NodeMaterialConnectionPoint;
  56032. protected _buildBlock(state: NodeMaterialBuildState): this;
  56033. protected _dumpPropertiesCode(): string;
  56034. serialize(): any;
  56035. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56036. }
  56037. }
  56038. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  56039. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56040. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56041. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56042. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56043. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56044. import { Effect } from "babylonjs/Materials/effect";
  56045. import { Mesh } from "babylonjs/Meshes/mesh";
  56046. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  56047. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  56048. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  56049. /**
  56050. * Block used to add image processing support to fragment shader
  56051. */
  56052. export class ImageProcessingBlock extends NodeMaterialBlock {
  56053. /**
  56054. * Create a new ImageProcessingBlock
  56055. * @param name defines the block name
  56056. */
  56057. constructor(name: string);
  56058. /**
  56059. * Gets the current class name
  56060. * @returns the class name
  56061. */
  56062. getClassName(): string;
  56063. /**
  56064. * Gets the color input component
  56065. */
  56066. readonly color: NodeMaterialConnectionPoint;
  56067. /**
  56068. * Gets the output component
  56069. */
  56070. readonly output: NodeMaterialConnectionPoint;
  56071. /**
  56072. * Initialize the block and prepare the context for build
  56073. * @param state defines the state that will be used for the build
  56074. */
  56075. initialize(state: NodeMaterialBuildState): void;
  56076. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  56077. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56078. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56079. protected _buildBlock(state: NodeMaterialBuildState): this;
  56080. }
  56081. }
  56082. declare module "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock" {
  56083. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56084. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56085. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56086. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56087. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56088. import { Effect } from "babylonjs/Materials/effect";
  56089. import { Mesh } from "babylonjs/Meshes/mesh";
  56090. import { Scene } from "babylonjs/scene";
  56091. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  56092. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  56093. /**
  56094. * Block used to pertub normals based on a normal map
  56095. */
  56096. export class PerturbNormalBlock extends NodeMaterialBlock {
  56097. private _tangentSpaceParameterName;
  56098. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  56099. invertX: boolean;
  56100. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  56101. invertY: boolean;
  56102. /**
  56103. * Create a new PerturbNormalBlock
  56104. * @param name defines the block name
  56105. */
  56106. constructor(name: string);
  56107. /**
  56108. * Gets the current class name
  56109. * @returns the class name
  56110. */
  56111. getClassName(): string;
  56112. /**
  56113. * Gets the world position input component
  56114. */
  56115. readonly worldPosition: NodeMaterialConnectionPoint;
  56116. /**
  56117. * Gets the world normal input component
  56118. */
  56119. readonly worldNormal: NodeMaterialConnectionPoint;
  56120. /**
  56121. * Gets the uv input component
  56122. */
  56123. readonly uv: NodeMaterialConnectionPoint;
  56124. /**
  56125. * Gets the normal map color input component
  56126. */
  56127. readonly normalMapColor: NodeMaterialConnectionPoint;
  56128. /**
  56129. * Gets the strength input component
  56130. */
  56131. readonly strength: NodeMaterialConnectionPoint;
  56132. /**
  56133. * Gets the output component
  56134. */
  56135. readonly output: NodeMaterialConnectionPoint;
  56136. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56137. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56138. autoConfigure(material: NodeMaterial): void;
  56139. protected _buildBlock(state: NodeMaterialBuildState): this;
  56140. protected _dumpPropertiesCode(): string;
  56141. serialize(): any;
  56142. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56143. }
  56144. }
  56145. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  56146. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  56147. export * from "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock";
  56148. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  56149. export * from "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock";
  56150. }
  56151. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  56152. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56153. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56154. import { Mesh } from "babylonjs/Meshes/mesh";
  56155. import { Effect } from "babylonjs/Materials/effect";
  56156. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56157. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56158. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56159. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  56160. /**
  56161. * Block used to add support for scene fog
  56162. */
  56163. export class FogBlock extends NodeMaterialBlock {
  56164. private _fogDistanceName;
  56165. private _fogParameters;
  56166. /**
  56167. * Create a new FogBlock
  56168. * @param name defines the block name
  56169. */
  56170. constructor(name: string);
  56171. /**
  56172. * Gets the current class name
  56173. * @returns the class name
  56174. */
  56175. getClassName(): string;
  56176. /**
  56177. * Gets the world position input component
  56178. */
  56179. readonly worldPosition: NodeMaterialConnectionPoint;
  56180. /**
  56181. * Gets the view input component
  56182. */
  56183. readonly view: NodeMaterialConnectionPoint;
  56184. /**
  56185. * Gets the color input component
  56186. */
  56187. readonly input: NodeMaterialConnectionPoint;
  56188. /**
  56189. * Gets the fog color input component
  56190. */
  56191. readonly fogColor: NodeMaterialConnectionPoint;
  56192. /**
  56193. * Gets the output component
  56194. */
  56195. readonly output: NodeMaterialConnectionPoint;
  56196. autoConfigure(material: NodeMaterial): void;
  56197. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56198. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56199. protected _buildBlock(state: NodeMaterialBuildState): this;
  56200. }
  56201. }
  56202. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  56203. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56204. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56205. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56206. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56207. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56208. import { Effect } from "babylonjs/Materials/effect";
  56209. import { Mesh } from "babylonjs/Meshes/mesh";
  56210. import { Light } from "babylonjs/Lights/light";
  56211. import { Nullable } from "babylonjs/types";
  56212. import { Scene } from "babylonjs/scene";
  56213. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  56214. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  56215. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  56216. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  56217. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  56218. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  56219. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  56220. /**
  56221. * Block used to add light in the fragment shader
  56222. */
  56223. export class LightBlock extends NodeMaterialBlock {
  56224. private _lightId;
  56225. /**
  56226. * Gets or sets the light associated with this block
  56227. */
  56228. light: Nullable<Light>;
  56229. /**
  56230. * Create a new LightBlock
  56231. * @param name defines the block name
  56232. */
  56233. constructor(name: string);
  56234. /**
  56235. * Gets the current class name
  56236. * @returns the class name
  56237. */
  56238. getClassName(): string;
  56239. /**
  56240. * Gets the world position input component
  56241. */
  56242. readonly worldPosition: NodeMaterialConnectionPoint;
  56243. /**
  56244. * Gets the world normal input component
  56245. */
  56246. readonly worldNormal: NodeMaterialConnectionPoint;
  56247. /**
  56248. * Gets the camera (or eye) position component
  56249. */
  56250. readonly cameraPosition: NodeMaterialConnectionPoint;
  56251. /**
  56252. * Gets the diffuse output component
  56253. */
  56254. readonly diffuseOutput: NodeMaterialConnectionPoint;
  56255. /**
  56256. * Gets the specular output component
  56257. */
  56258. readonly specularOutput: NodeMaterialConnectionPoint;
  56259. autoConfigure(material: NodeMaterial): void;
  56260. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56261. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56262. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56263. private _injectVertexCode;
  56264. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56265. serialize(): any;
  56266. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56267. }
  56268. }
  56269. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  56270. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  56271. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  56272. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  56273. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  56274. }
  56275. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  56276. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56277. export * from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  56278. }
  56279. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  56280. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56281. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56282. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56283. /**
  56284. * Block used to multiply 2 values
  56285. */
  56286. export class MultiplyBlock extends NodeMaterialBlock {
  56287. /**
  56288. * Creates a new MultiplyBlock
  56289. * @param name defines the block name
  56290. */
  56291. constructor(name: string);
  56292. /**
  56293. * Gets the current class name
  56294. * @returns the class name
  56295. */
  56296. getClassName(): string;
  56297. /**
  56298. * Gets the left operand input component
  56299. */
  56300. readonly left: NodeMaterialConnectionPoint;
  56301. /**
  56302. * Gets the right operand input component
  56303. */
  56304. readonly right: NodeMaterialConnectionPoint;
  56305. /**
  56306. * Gets the output component
  56307. */
  56308. readonly output: NodeMaterialConnectionPoint;
  56309. protected _buildBlock(state: NodeMaterialBuildState): this;
  56310. }
  56311. }
  56312. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  56313. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56314. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56315. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56316. /**
  56317. * Block used to add 2 vectors
  56318. */
  56319. export class AddBlock extends NodeMaterialBlock {
  56320. /**
  56321. * Creates a new AddBlock
  56322. * @param name defines the block name
  56323. */
  56324. constructor(name: string);
  56325. /**
  56326. * Gets the current class name
  56327. * @returns the class name
  56328. */
  56329. getClassName(): string;
  56330. /**
  56331. * Gets the left operand input component
  56332. */
  56333. readonly left: NodeMaterialConnectionPoint;
  56334. /**
  56335. * Gets the right operand input component
  56336. */
  56337. readonly right: NodeMaterialConnectionPoint;
  56338. /**
  56339. * Gets the output component
  56340. */
  56341. readonly output: NodeMaterialConnectionPoint;
  56342. protected _buildBlock(state: NodeMaterialBuildState): this;
  56343. }
  56344. }
  56345. declare module "babylonjs/Materials/Node/Blocks/scaleBlock" {
  56346. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56347. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56348. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56349. /**
  56350. * Block used to scale a vector by a float
  56351. */
  56352. export class ScaleBlock extends NodeMaterialBlock {
  56353. /**
  56354. * Creates a new ScaleBlock
  56355. * @param name defines the block name
  56356. */
  56357. constructor(name: string);
  56358. /**
  56359. * Gets the current class name
  56360. * @returns the class name
  56361. */
  56362. getClassName(): string;
  56363. /**
  56364. * Gets the input component
  56365. */
  56366. readonly input: NodeMaterialConnectionPoint;
  56367. /**
  56368. * Gets the factor input component
  56369. */
  56370. readonly factor: NodeMaterialConnectionPoint;
  56371. /**
  56372. * Gets the output component
  56373. */
  56374. readonly output: NodeMaterialConnectionPoint;
  56375. protected _buildBlock(state: NodeMaterialBuildState): this;
  56376. }
  56377. }
  56378. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  56379. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56380. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56381. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56382. import { Scene } from "babylonjs/scene";
  56383. /**
  56384. * Block used to clamp a float
  56385. */
  56386. export class ClampBlock extends NodeMaterialBlock {
  56387. /** Gets or sets the minimum range */
  56388. minimum: number;
  56389. /** Gets or sets the maximum range */
  56390. maximum: number;
  56391. /**
  56392. * Creates a new ClampBlock
  56393. * @param name defines the block name
  56394. */
  56395. constructor(name: string);
  56396. /**
  56397. * Gets the current class name
  56398. * @returns the class name
  56399. */
  56400. getClassName(): string;
  56401. /**
  56402. * Gets the value input component
  56403. */
  56404. readonly value: NodeMaterialConnectionPoint;
  56405. /**
  56406. * Gets the output component
  56407. */
  56408. readonly output: NodeMaterialConnectionPoint;
  56409. protected _buildBlock(state: NodeMaterialBuildState): this;
  56410. protected _dumpPropertiesCode(): string;
  56411. serialize(): any;
  56412. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56413. }
  56414. }
  56415. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  56416. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56417. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56418. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56419. /**
  56420. * Block used to apply a cross product between 2 vectors
  56421. */
  56422. export class CrossBlock extends NodeMaterialBlock {
  56423. /**
  56424. * Creates a new CrossBlock
  56425. * @param name defines the block name
  56426. */
  56427. constructor(name: string);
  56428. /**
  56429. * Gets the current class name
  56430. * @returns the class name
  56431. */
  56432. getClassName(): string;
  56433. /**
  56434. * Gets the left operand input component
  56435. */
  56436. readonly left: NodeMaterialConnectionPoint;
  56437. /**
  56438. * Gets the right operand input component
  56439. */
  56440. readonly right: NodeMaterialConnectionPoint;
  56441. /**
  56442. * Gets the output component
  56443. */
  56444. readonly output: NodeMaterialConnectionPoint;
  56445. protected _buildBlock(state: NodeMaterialBuildState): this;
  56446. }
  56447. }
  56448. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  56449. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56450. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56451. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56452. /**
  56453. * Block used to apply a dot product between 2 vectors
  56454. */
  56455. export class DotBlock extends NodeMaterialBlock {
  56456. /**
  56457. * Creates a new DotBlock
  56458. * @param name defines the block name
  56459. */
  56460. constructor(name: string);
  56461. /**
  56462. * Gets the current class name
  56463. * @returns the class name
  56464. */
  56465. getClassName(): string;
  56466. /**
  56467. * Gets the left operand input component
  56468. */
  56469. readonly left: NodeMaterialConnectionPoint;
  56470. /**
  56471. * Gets the right operand input component
  56472. */
  56473. readonly right: NodeMaterialConnectionPoint;
  56474. /**
  56475. * Gets the output component
  56476. */
  56477. readonly output: NodeMaterialConnectionPoint;
  56478. protected _buildBlock(state: NodeMaterialBuildState): this;
  56479. }
  56480. }
  56481. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  56482. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56483. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56484. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56485. import { Vector2 } from "babylonjs/Maths/math.vector";
  56486. import { Scene } from "babylonjs/scene";
  56487. /**
  56488. * Block used to remap a float from a range to a new one
  56489. */
  56490. export class RemapBlock extends NodeMaterialBlock {
  56491. /**
  56492. * Gets or sets the source range
  56493. */
  56494. sourceRange: Vector2;
  56495. /**
  56496. * Gets or sets the target range
  56497. */
  56498. targetRange: Vector2;
  56499. /**
  56500. * Creates a new RemapBlock
  56501. * @param name defines the block name
  56502. */
  56503. constructor(name: string);
  56504. /**
  56505. * Gets the current class name
  56506. * @returns the class name
  56507. */
  56508. getClassName(): string;
  56509. /**
  56510. * Gets the input component
  56511. */
  56512. readonly input: NodeMaterialConnectionPoint;
  56513. /**
  56514. * Gets the source min input component
  56515. */
  56516. readonly sourceMin: NodeMaterialConnectionPoint;
  56517. /**
  56518. * Gets the source max input component
  56519. */
  56520. readonly sourceMax: NodeMaterialConnectionPoint;
  56521. /**
  56522. * Gets the target min input component
  56523. */
  56524. readonly targetMin: NodeMaterialConnectionPoint;
  56525. /**
  56526. * Gets the target max input component
  56527. */
  56528. readonly targetMax: NodeMaterialConnectionPoint;
  56529. /**
  56530. * Gets the output component
  56531. */
  56532. readonly output: NodeMaterialConnectionPoint;
  56533. protected _buildBlock(state: NodeMaterialBuildState): this;
  56534. protected _dumpPropertiesCode(): string;
  56535. serialize(): any;
  56536. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56537. }
  56538. }
  56539. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  56540. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56541. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56542. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56543. /**
  56544. * Block used to normalize a vector
  56545. */
  56546. export class NormalizeBlock extends NodeMaterialBlock {
  56547. /**
  56548. * Creates a new NormalizeBlock
  56549. * @param name defines the block name
  56550. */
  56551. constructor(name: string);
  56552. /**
  56553. * Gets the current class name
  56554. * @returns the class name
  56555. */
  56556. getClassName(): string;
  56557. /**
  56558. * Gets the input component
  56559. */
  56560. readonly input: NodeMaterialConnectionPoint;
  56561. /**
  56562. * Gets the output component
  56563. */
  56564. readonly output: NodeMaterialConnectionPoint;
  56565. protected _buildBlock(state: NodeMaterialBuildState): this;
  56566. }
  56567. }
  56568. declare module "babylonjs/Materials/Node/Blocks/trigonometryBlock" {
  56569. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56570. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56571. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56572. import { Scene } from "babylonjs/scene";
  56573. /**
  56574. * Operations supported by the Trigonometry block
  56575. */
  56576. export enum TrigonometryBlockOperations {
  56577. /** Cos */
  56578. Cos = 0,
  56579. /** Sin */
  56580. Sin = 1,
  56581. /** Abs */
  56582. Abs = 2,
  56583. /** Exp */
  56584. Exp = 3,
  56585. /** Exp2 */
  56586. Exp2 = 4,
  56587. /** Round */
  56588. Round = 5,
  56589. /** Floor */
  56590. Floor = 6,
  56591. /** Ceiling */
  56592. Ceiling = 7
  56593. }
  56594. /**
  56595. * Block used to apply trigonometry operation to floats
  56596. */
  56597. export class TrigonometryBlock extends NodeMaterialBlock {
  56598. /**
  56599. * Gets or sets the operation applied by the block
  56600. */
  56601. operation: TrigonometryBlockOperations;
  56602. /**
  56603. * Creates a new TrigonometryBlock
  56604. * @param name defines the block name
  56605. */
  56606. constructor(name: string);
  56607. /**
  56608. * Gets the current class name
  56609. * @returns the class name
  56610. */
  56611. getClassName(): string;
  56612. /**
  56613. * Gets the input component
  56614. */
  56615. readonly input: NodeMaterialConnectionPoint;
  56616. /**
  56617. * Gets the output component
  56618. */
  56619. readonly output: NodeMaterialConnectionPoint;
  56620. protected _buildBlock(state: NodeMaterialBuildState): this;
  56621. serialize(): any;
  56622. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56623. }
  56624. }
  56625. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  56626. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56627. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56628. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56629. /**
  56630. * Block used to create a Color3/4 out of individual inputs (one for each component)
  56631. */
  56632. export class ColorMergerBlock extends NodeMaterialBlock {
  56633. /**
  56634. * Create a new ColorMergerBlock
  56635. * @param name defines the block name
  56636. */
  56637. constructor(name: string);
  56638. /**
  56639. * Gets the current class name
  56640. * @returns the class name
  56641. */
  56642. getClassName(): string;
  56643. /**
  56644. * Gets the r component (input)
  56645. */
  56646. readonly r: NodeMaterialConnectionPoint;
  56647. /**
  56648. * Gets the g component (input)
  56649. */
  56650. readonly g: NodeMaterialConnectionPoint;
  56651. /**
  56652. * Gets the b component (input)
  56653. */
  56654. readonly b: NodeMaterialConnectionPoint;
  56655. /**
  56656. * Gets the a component (input)
  56657. */
  56658. readonly a: NodeMaterialConnectionPoint;
  56659. /**
  56660. * Gets the rgba component (output)
  56661. */
  56662. readonly rgba: NodeMaterialConnectionPoint;
  56663. /**
  56664. * Gets the rgb component (output)
  56665. */
  56666. readonly rgb: NodeMaterialConnectionPoint;
  56667. protected _buildBlock(state: NodeMaterialBuildState): this;
  56668. }
  56669. }
  56670. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  56671. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56672. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56673. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56674. /**
  56675. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  56676. */
  56677. export class VectorMergerBlock extends NodeMaterialBlock {
  56678. /**
  56679. * Create a new VectorMergerBlock
  56680. * @param name defines the block name
  56681. */
  56682. constructor(name: string);
  56683. /**
  56684. * Gets the current class name
  56685. * @returns the class name
  56686. */
  56687. getClassName(): string;
  56688. /**
  56689. * Gets the x component (input)
  56690. */
  56691. readonly x: NodeMaterialConnectionPoint;
  56692. /**
  56693. * Gets the y component (input)
  56694. */
  56695. readonly y: NodeMaterialConnectionPoint;
  56696. /**
  56697. * Gets the z component (input)
  56698. */
  56699. readonly z: NodeMaterialConnectionPoint;
  56700. /**
  56701. * Gets the w component (input)
  56702. */
  56703. readonly w: NodeMaterialConnectionPoint;
  56704. /**
  56705. * Gets the xyzw component (output)
  56706. */
  56707. readonly xyzw: NodeMaterialConnectionPoint;
  56708. /**
  56709. * Gets the xyz component (output)
  56710. */
  56711. readonly xyz: NodeMaterialConnectionPoint;
  56712. /**
  56713. * Gets the xy component (output)
  56714. */
  56715. readonly xy: NodeMaterialConnectionPoint;
  56716. protected _buildBlock(state: NodeMaterialBuildState): this;
  56717. }
  56718. }
  56719. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  56720. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56721. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56722. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56723. /**
  56724. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  56725. */
  56726. export class ColorSplitterBlock extends NodeMaterialBlock {
  56727. /**
  56728. * Create a new ColorSplitterBlock
  56729. * @param name defines the block name
  56730. */
  56731. constructor(name: string);
  56732. /**
  56733. * Gets the current class name
  56734. * @returns the class name
  56735. */
  56736. getClassName(): string;
  56737. /**
  56738. * Gets the rgba component (input)
  56739. */
  56740. readonly rgba: NodeMaterialConnectionPoint;
  56741. /**
  56742. * Gets the rgb component (input)
  56743. */
  56744. readonly rgbIn: NodeMaterialConnectionPoint;
  56745. /**
  56746. * Gets the rgb component (output)
  56747. */
  56748. readonly rgbOut: NodeMaterialConnectionPoint;
  56749. /**
  56750. * Gets the r component (output)
  56751. */
  56752. readonly r: NodeMaterialConnectionPoint;
  56753. /**
  56754. * Gets the g component (output)
  56755. */
  56756. readonly g: NodeMaterialConnectionPoint;
  56757. /**
  56758. * Gets the b component (output)
  56759. */
  56760. readonly b: NodeMaterialConnectionPoint;
  56761. /**
  56762. * Gets the a component (output)
  56763. */
  56764. readonly a: NodeMaterialConnectionPoint;
  56765. protected _inputRename(name: string): string;
  56766. protected _outputRename(name: string): string;
  56767. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56768. }
  56769. }
  56770. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  56771. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56772. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56773. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56774. /**
  56775. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  56776. */
  56777. export class VectorSplitterBlock extends NodeMaterialBlock {
  56778. /**
  56779. * Create a new VectorSplitterBlock
  56780. * @param name defines the block name
  56781. */
  56782. constructor(name: string);
  56783. /**
  56784. * Gets the current class name
  56785. * @returns the class name
  56786. */
  56787. getClassName(): string;
  56788. /**
  56789. * Gets the xyzw component (input)
  56790. */
  56791. readonly xyzw: NodeMaterialConnectionPoint;
  56792. /**
  56793. * Gets the xyz component (input)
  56794. */
  56795. readonly xyzIn: NodeMaterialConnectionPoint;
  56796. /**
  56797. * Gets the xy component (input)
  56798. */
  56799. readonly xyIn: NodeMaterialConnectionPoint;
  56800. /**
  56801. * Gets the xyz component (output)
  56802. */
  56803. readonly xyzOut: NodeMaterialConnectionPoint;
  56804. /**
  56805. * Gets the xy component (output)
  56806. */
  56807. readonly xyOut: NodeMaterialConnectionPoint;
  56808. /**
  56809. * Gets the x component (output)
  56810. */
  56811. readonly x: NodeMaterialConnectionPoint;
  56812. /**
  56813. * Gets the y component (output)
  56814. */
  56815. readonly y: NodeMaterialConnectionPoint;
  56816. /**
  56817. * Gets the z component (output)
  56818. */
  56819. readonly z: NodeMaterialConnectionPoint;
  56820. /**
  56821. * Gets the w component (output)
  56822. */
  56823. readonly w: NodeMaterialConnectionPoint;
  56824. protected _inputRename(name: string): string;
  56825. protected _outputRename(name: string): string;
  56826. protected _buildBlock(state: NodeMaterialBuildState): this;
  56827. }
  56828. }
  56829. declare module "babylonjs/Materials/Node/Blocks/lerpBlock" {
  56830. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56831. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56832. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56833. /**
  56834. * Block used to lerp 2 values
  56835. */
  56836. export class LerpBlock extends NodeMaterialBlock {
  56837. /**
  56838. * Creates a new LerpBlock
  56839. * @param name defines the block name
  56840. */
  56841. constructor(name: string);
  56842. /**
  56843. * Gets the current class name
  56844. * @returns the class name
  56845. */
  56846. getClassName(): string;
  56847. /**
  56848. * Gets the left operand input component
  56849. */
  56850. readonly left: NodeMaterialConnectionPoint;
  56851. /**
  56852. * Gets the right operand input component
  56853. */
  56854. readonly right: NodeMaterialConnectionPoint;
  56855. /**
  56856. * Gets the gradient operand input component
  56857. */
  56858. readonly gradient: NodeMaterialConnectionPoint;
  56859. /**
  56860. * Gets the output component
  56861. */
  56862. readonly output: NodeMaterialConnectionPoint;
  56863. protected _buildBlock(state: NodeMaterialBuildState): this;
  56864. }
  56865. }
  56866. declare module "babylonjs/Materials/Node/Blocks/divideBlock" {
  56867. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56868. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56869. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56870. /**
  56871. * Block used to divide 2 vectors
  56872. */
  56873. export class DivideBlock extends NodeMaterialBlock {
  56874. /**
  56875. * Creates a new DivideBlock
  56876. * @param name defines the block name
  56877. */
  56878. constructor(name: string);
  56879. /**
  56880. * Gets the current class name
  56881. * @returns the class name
  56882. */
  56883. getClassName(): string;
  56884. /**
  56885. * Gets the left operand input component
  56886. */
  56887. readonly left: NodeMaterialConnectionPoint;
  56888. /**
  56889. * Gets the right operand input component
  56890. */
  56891. readonly right: NodeMaterialConnectionPoint;
  56892. /**
  56893. * Gets the output component
  56894. */
  56895. readonly output: NodeMaterialConnectionPoint;
  56896. protected _buildBlock(state: NodeMaterialBuildState): this;
  56897. }
  56898. }
  56899. declare module "babylonjs/Materials/Node/Blocks/subtractBlock" {
  56900. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56901. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56902. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56903. /**
  56904. * Block used to subtract 2 vectors
  56905. */
  56906. export class SubtractBlock extends NodeMaterialBlock {
  56907. /**
  56908. * Creates a new SubtractBlock
  56909. * @param name defines the block name
  56910. */
  56911. constructor(name: string);
  56912. /**
  56913. * Gets the current class name
  56914. * @returns the class name
  56915. */
  56916. getClassName(): string;
  56917. /**
  56918. * Gets the left operand input component
  56919. */
  56920. readonly left: NodeMaterialConnectionPoint;
  56921. /**
  56922. * Gets the right operand input component
  56923. */
  56924. readonly right: NodeMaterialConnectionPoint;
  56925. /**
  56926. * Gets the output component
  56927. */
  56928. readonly output: NodeMaterialConnectionPoint;
  56929. protected _buildBlock(state: NodeMaterialBuildState): this;
  56930. }
  56931. }
  56932. declare module "babylonjs/Materials/Node/Blocks/stepBlock" {
  56933. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56934. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56935. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56936. /**
  56937. * Block used to step a value
  56938. */
  56939. export class StepBlock extends NodeMaterialBlock {
  56940. /**
  56941. * Creates a new AddBlock
  56942. * @param name defines the block name
  56943. */
  56944. constructor(name: string);
  56945. /**
  56946. * Gets the current class name
  56947. * @returns the class name
  56948. */
  56949. getClassName(): string;
  56950. /**
  56951. * Gets the value operand input component
  56952. */
  56953. readonly value: NodeMaterialConnectionPoint;
  56954. /**
  56955. * Gets the edge operand input component
  56956. */
  56957. readonly edge: NodeMaterialConnectionPoint;
  56958. /**
  56959. * Gets the output component
  56960. */
  56961. readonly output: NodeMaterialConnectionPoint;
  56962. protected _buildBlock(state: NodeMaterialBuildState): this;
  56963. }
  56964. }
  56965. declare module "babylonjs/Materials/Node/Blocks/oneMinusBlock" {
  56966. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56967. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56968. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56969. /**
  56970. * Block used to get the opposite (1 - x) of a value
  56971. */
  56972. export class OneMinusBlock extends NodeMaterialBlock {
  56973. /**
  56974. * Creates a new OneMinusBlock
  56975. * @param name defines the block name
  56976. */
  56977. constructor(name: string);
  56978. /**
  56979. * Gets the current class name
  56980. * @returns the class name
  56981. */
  56982. getClassName(): string;
  56983. /**
  56984. * Gets the input component
  56985. */
  56986. readonly input: NodeMaterialConnectionPoint;
  56987. /**
  56988. * Gets the output component
  56989. */
  56990. readonly output: NodeMaterialConnectionPoint;
  56991. protected _buildBlock(state: NodeMaterialBuildState): this;
  56992. }
  56993. }
  56994. declare module "babylonjs/Materials/Node/Blocks/viewDirectionBlock" {
  56995. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56996. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56997. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56998. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  56999. /**
  57000. * Block used to get the view direction
  57001. */
  57002. export class ViewDirectionBlock extends NodeMaterialBlock {
  57003. /**
  57004. * Creates a new ViewDirectionBlock
  57005. * @param name defines the block name
  57006. */
  57007. constructor(name: string);
  57008. /**
  57009. * Gets the current class name
  57010. * @returns the class name
  57011. */
  57012. getClassName(): string;
  57013. /**
  57014. * Gets the world position component
  57015. */
  57016. readonly worldPosition: NodeMaterialConnectionPoint;
  57017. /**
  57018. * Gets the camera position component
  57019. */
  57020. readonly cameraPosition: NodeMaterialConnectionPoint;
  57021. /**
  57022. * Gets the output component
  57023. */
  57024. readonly output: NodeMaterialConnectionPoint;
  57025. autoConfigure(material: NodeMaterial): void;
  57026. protected _buildBlock(state: NodeMaterialBuildState): this;
  57027. }
  57028. }
  57029. declare module "babylonjs/Materials/Node/Blocks/fresnelBlock" {
  57030. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57031. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57032. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57033. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  57034. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  57035. /**
  57036. * Block used to compute fresnel value
  57037. */
  57038. export class FresnelBlock extends NodeMaterialBlock {
  57039. /**
  57040. * Create a new FresnelBlock
  57041. * @param name defines the block name
  57042. */
  57043. constructor(name: string);
  57044. /**
  57045. * Gets the current class name
  57046. * @returns the class name
  57047. */
  57048. getClassName(): string;
  57049. /**
  57050. * Gets the world normal input component
  57051. */
  57052. readonly worldNormal: NodeMaterialConnectionPoint;
  57053. /**
  57054. * Gets the view direction input component
  57055. */
  57056. readonly viewDirection: NodeMaterialConnectionPoint;
  57057. /**
  57058. * Gets the bias input component
  57059. */
  57060. readonly bias: NodeMaterialConnectionPoint;
  57061. /**
  57062. * Gets the camera (or eye) position component
  57063. */
  57064. readonly power: NodeMaterialConnectionPoint;
  57065. /**
  57066. * Gets the fresnel output component
  57067. */
  57068. readonly fresnel: NodeMaterialConnectionPoint;
  57069. autoConfigure(material: NodeMaterial): void;
  57070. protected _buildBlock(state: NodeMaterialBuildState): this;
  57071. }
  57072. }
  57073. declare module "babylonjs/Materials/Node/Blocks/maxBlock" {
  57074. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57075. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57076. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57077. /**
  57078. * Block used to get the max of 2 values
  57079. */
  57080. export class MaxBlock extends NodeMaterialBlock {
  57081. /**
  57082. * Creates a new MaxBlock
  57083. * @param name defines the block name
  57084. */
  57085. constructor(name: string);
  57086. /**
  57087. * Gets the current class name
  57088. * @returns the class name
  57089. */
  57090. getClassName(): string;
  57091. /**
  57092. * Gets the left operand input component
  57093. */
  57094. readonly left: NodeMaterialConnectionPoint;
  57095. /**
  57096. * Gets the right operand input component
  57097. */
  57098. readonly right: NodeMaterialConnectionPoint;
  57099. /**
  57100. * Gets the output component
  57101. */
  57102. readonly output: NodeMaterialConnectionPoint;
  57103. protected _buildBlock(state: NodeMaterialBuildState): this;
  57104. }
  57105. }
  57106. declare module "babylonjs/Materials/Node/Blocks/minBlock" {
  57107. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57108. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57109. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57110. /**
  57111. * Block used to get the min of 2 values
  57112. */
  57113. export class MinBlock extends NodeMaterialBlock {
  57114. /**
  57115. * Creates a new MinBlock
  57116. * @param name defines the block name
  57117. */
  57118. constructor(name: string);
  57119. /**
  57120. * Gets the current class name
  57121. * @returns the class name
  57122. */
  57123. getClassName(): string;
  57124. /**
  57125. * Gets the left operand input component
  57126. */
  57127. readonly left: NodeMaterialConnectionPoint;
  57128. /**
  57129. * Gets the right operand input component
  57130. */
  57131. readonly right: NodeMaterialConnectionPoint;
  57132. /**
  57133. * Gets the output component
  57134. */
  57135. readonly output: NodeMaterialConnectionPoint;
  57136. protected _buildBlock(state: NodeMaterialBuildState): this;
  57137. }
  57138. }
  57139. declare module "babylonjs/Materials/Node/Blocks/distanceBlock" {
  57140. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57141. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57142. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57143. /**
  57144. * Block used to get the distance between 2 values
  57145. */
  57146. export class DistanceBlock extends NodeMaterialBlock {
  57147. /**
  57148. * Creates a new DistanceBlock
  57149. * @param name defines the block name
  57150. */
  57151. constructor(name: string);
  57152. /**
  57153. * Gets the current class name
  57154. * @returns the class name
  57155. */
  57156. getClassName(): string;
  57157. /**
  57158. * Gets the left operand input component
  57159. */
  57160. readonly left: NodeMaterialConnectionPoint;
  57161. /**
  57162. * Gets the right operand input component
  57163. */
  57164. readonly right: NodeMaterialConnectionPoint;
  57165. /**
  57166. * Gets the output component
  57167. */
  57168. readonly output: NodeMaterialConnectionPoint;
  57169. protected _buildBlock(state: NodeMaterialBuildState): this;
  57170. }
  57171. }
  57172. declare module "babylonjs/Materials/Node/Blocks/lengthBlock" {
  57173. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57174. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57175. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57176. /**
  57177. * Block used to get the length of a vector
  57178. */
  57179. export class LengthBlock extends NodeMaterialBlock {
  57180. /**
  57181. * Creates a new LengthBlock
  57182. * @param name defines the block name
  57183. */
  57184. constructor(name: string);
  57185. /**
  57186. * Gets the current class name
  57187. * @returns the class name
  57188. */
  57189. getClassName(): string;
  57190. /**
  57191. * Gets the value input component
  57192. */
  57193. readonly value: NodeMaterialConnectionPoint;
  57194. /**
  57195. * Gets the output component
  57196. */
  57197. readonly output: NodeMaterialConnectionPoint;
  57198. protected _buildBlock(state: NodeMaterialBuildState): this;
  57199. }
  57200. }
  57201. declare module "babylonjs/Materials/Node/Blocks/negateBlock" {
  57202. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57203. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57204. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57205. /**
  57206. * Block used to get negative version of a value (i.e. x * -1)
  57207. */
  57208. export class NegateBlock extends NodeMaterialBlock {
  57209. /**
  57210. * Creates a new NegateBlock
  57211. * @param name defines the block name
  57212. */
  57213. constructor(name: string);
  57214. /**
  57215. * Gets the current class name
  57216. * @returns the class name
  57217. */
  57218. getClassName(): string;
  57219. /**
  57220. * Gets the value input component
  57221. */
  57222. readonly value: NodeMaterialConnectionPoint;
  57223. /**
  57224. * Gets the output component
  57225. */
  57226. readonly output: NodeMaterialConnectionPoint;
  57227. protected _buildBlock(state: NodeMaterialBuildState): this;
  57228. }
  57229. }
  57230. declare module "babylonjs/Materials/Node/Blocks/index" {
  57231. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  57232. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  57233. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  57234. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  57235. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  57236. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  57237. export * from "babylonjs/Materials/Node/Blocks/scaleBlock";
  57238. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  57239. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  57240. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  57241. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  57242. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  57243. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  57244. export * from "babylonjs/Materials/Node/Blocks/trigonometryBlock";
  57245. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  57246. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  57247. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  57248. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  57249. export * from "babylonjs/Materials/Node/Blocks/lerpBlock";
  57250. export * from "babylonjs/Materials/Node/Blocks/divideBlock";
  57251. export * from "babylonjs/Materials/Node/Blocks/subtractBlock";
  57252. export * from "babylonjs/Materials/Node/Blocks/stepBlock";
  57253. export * from "babylonjs/Materials/Node/Blocks/oneMinusBlock";
  57254. export * from "babylonjs/Materials/Node/Blocks/viewDirectionBlock";
  57255. export * from "babylonjs/Materials/Node/Blocks/fresnelBlock";
  57256. export * from "babylonjs/Materials/Node/Blocks/maxBlock";
  57257. export * from "babylonjs/Materials/Node/Blocks/minBlock";
  57258. export * from "babylonjs/Materials/Node/Blocks/distanceBlock";
  57259. export * from "babylonjs/Materials/Node/Blocks/lengthBlock";
  57260. export * from "babylonjs/Materials/Node/Blocks/negateBlock";
  57261. }
  57262. declare module "babylonjs/Materials/Node/Optimizers/index" {
  57263. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  57264. }
  57265. declare module "babylonjs/Materials/Node/index" {
  57266. export * from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  57267. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  57268. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57269. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  57270. export * from "babylonjs/Materials/Node/nodeMaterial";
  57271. export * from "babylonjs/Materials/Node/nodeMaterialSystemValues";
  57272. export * from "babylonjs/Materials/Node/Blocks/index";
  57273. export * from "babylonjs/Materials/Node/Optimizers/index";
  57274. }
  57275. declare module "babylonjs/Materials/effectRenderer" {
  57276. import { Nullable } from "babylonjs/types";
  57277. import { Texture } from "babylonjs/Materials/Textures/texture";
  57278. import { Engine } from "babylonjs/Engines/engine";
  57279. import { Viewport } from "babylonjs/Maths/math.viewport";
  57280. import { Observable } from "babylonjs/Misc/observable";
  57281. import { Effect } from "babylonjs/Materials/effect";
  57282. import "babylonjs/Shaders/postprocess.vertex";
  57283. /**
  57284. * Effect Render Options
  57285. */
  57286. export interface IEffectRendererOptions {
  57287. /**
  57288. * Defines the vertices positions.
  57289. */
  57290. positions?: number[];
  57291. /**
  57292. * Defines the indices.
  57293. */
  57294. indices?: number[];
  57295. }
  57296. /**
  57297. * Helper class to render one or more effects
  57298. */
  57299. export class EffectRenderer {
  57300. private engine;
  57301. private static _DefaultOptions;
  57302. private _vertexBuffers;
  57303. private _indexBuffer;
  57304. private _ringBufferIndex;
  57305. private _ringScreenBuffer;
  57306. private _fullscreenViewport;
  57307. private _getNextFrameBuffer;
  57308. /**
  57309. * Creates an effect renderer
  57310. * @param engine the engine to use for rendering
  57311. * @param options defines the options of the effect renderer
  57312. */
  57313. constructor(engine: Engine, options?: IEffectRendererOptions);
  57314. /**
  57315. * Sets the current viewport in normalized coordinates 0-1
  57316. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  57317. */
  57318. setViewport(viewport?: Viewport): void;
  57319. /**
  57320. * Binds the embedded attributes buffer to the effect.
  57321. * @param effect Defines the effect to bind the attributes for
  57322. */
  57323. bindBuffers(effect: Effect): void;
  57324. /**
  57325. * Sets the current effect wrapper to use during draw.
  57326. * The effect needs to be ready before calling this api.
  57327. * This also sets the default full screen position attribute.
  57328. * @param effectWrapper Defines the effect to draw with
  57329. */
  57330. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  57331. /**
  57332. * Draws a full screen quad.
  57333. */
  57334. draw(): void;
  57335. /**
  57336. * renders one or more effects to a specified texture
  57337. * @param effectWrappers list of effects to renderer
  57338. * @param outputTexture texture to draw to, if null it will render to the screen
  57339. */
  57340. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  57341. /**
  57342. * Disposes of the effect renderer
  57343. */
  57344. dispose(): void;
  57345. }
  57346. /**
  57347. * Options to create an EffectWrapper
  57348. */
  57349. interface EffectWrapperCreationOptions {
  57350. /**
  57351. * Engine to use to create the effect
  57352. */
  57353. engine: Engine;
  57354. /**
  57355. * Fragment shader for the effect
  57356. */
  57357. fragmentShader: string;
  57358. /**
  57359. * Vertex shader for the effect
  57360. */
  57361. vertexShader?: string;
  57362. /**
  57363. * Attributes to use in the shader
  57364. */
  57365. attributeNames?: Array<string>;
  57366. /**
  57367. * Uniforms to use in the shader
  57368. */
  57369. uniformNames?: Array<string>;
  57370. /**
  57371. * Texture sampler names to use in the shader
  57372. */
  57373. samplerNames?: Array<string>;
  57374. /**
  57375. * The friendly name of the effect displayed in Spector.
  57376. */
  57377. name?: string;
  57378. }
  57379. /**
  57380. * Wraps an effect to be used for rendering
  57381. */
  57382. export class EffectWrapper {
  57383. /**
  57384. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  57385. */
  57386. onApplyObservable: Observable<{}>;
  57387. /**
  57388. * The underlying effect
  57389. */
  57390. effect: Effect;
  57391. /**
  57392. * Creates an effect to be renderer
  57393. * @param creationOptions options to create the effect
  57394. */
  57395. constructor(creationOptions: EffectWrapperCreationOptions);
  57396. /**
  57397. * Disposes of the effect wrapper
  57398. */
  57399. dispose(): void;
  57400. }
  57401. }
  57402. declare module "babylonjs/Materials/index" {
  57403. export * from "babylonjs/Materials/Background/index";
  57404. export * from "babylonjs/Materials/colorCurves";
  57405. export * from "babylonjs/Materials/effect";
  57406. export * from "babylonjs/Materials/fresnelParameters";
  57407. export * from "babylonjs/Materials/imageProcessingConfiguration";
  57408. export * from "babylonjs/Materials/material";
  57409. export * from "babylonjs/Materials/materialDefines";
  57410. export * from "babylonjs/Materials/materialHelper";
  57411. export * from "babylonjs/Materials/multiMaterial";
  57412. export * from "babylonjs/Materials/PBR/index";
  57413. export * from "babylonjs/Materials/pushMaterial";
  57414. export * from "babylonjs/Materials/shaderMaterial";
  57415. export * from "babylonjs/Materials/standardMaterial";
  57416. export * from "babylonjs/Materials/Textures/index";
  57417. export * from "babylonjs/Materials/uniformBuffer";
  57418. export * from "babylonjs/Materials/materialFlags";
  57419. export * from "babylonjs/Materials/Node/index";
  57420. export * from "babylonjs/Materials/effectRenderer";
  57421. }
  57422. declare module "babylonjs/Maths/index" {
  57423. export * from "babylonjs/Maths/math.scalar";
  57424. export * from "babylonjs/Maths/math";
  57425. export * from "babylonjs/Maths/sphericalPolynomial";
  57426. }
  57427. declare module "babylonjs/Misc/workerPool" {
  57428. import { IDisposable } from "babylonjs/scene";
  57429. /**
  57430. * Helper class to push actions to a pool of workers.
  57431. */
  57432. export class WorkerPool implements IDisposable {
  57433. private _workerInfos;
  57434. private _pendingActions;
  57435. /**
  57436. * Constructor
  57437. * @param workers Array of workers to use for actions
  57438. */
  57439. constructor(workers: Array<Worker>);
  57440. /**
  57441. * Terminates all workers and clears any pending actions.
  57442. */
  57443. dispose(): void;
  57444. /**
  57445. * Pushes an action to the worker pool. If all the workers are active, the action will be
  57446. * pended until a worker has completed its action.
  57447. * @param action The action to perform. Call onComplete when the action is complete.
  57448. */
  57449. push(action: (worker: Worker, onComplete: () => void) => void): void;
  57450. private _execute;
  57451. }
  57452. }
  57453. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  57454. import { IDisposable } from "babylonjs/scene";
  57455. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  57456. /**
  57457. * Configuration for Draco compression
  57458. */
  57459. export interface IDracoCompressionConfiguration {
  57460. /**
  57461. * Configuration for the decoder.
  57462. */
  57463. decoder: {
  57464. /**
  57465. * The url to the WebAssembly module.
  57466. */
  57467. wasmUrl?: string;
  57468. /**
  57469. * The url to the WebAssembly binary.
  57470. */
  57471. wasmBinaryUrl?: string;
  57472. /**
  57473. * The url to the fallback JavaScript module.
  57474. */
  57475. fallbackUrl?: string;
  57476. };
  57477. }
  57478. /**
  57479. * Draco compression (https://google.github.io/draco/)
  57480. *
  57481. * This class wraps the Draco module.
  57482. *
  57483. * **Encoder**
  57484. *
  57485. * The encoder is not currently implemented.
  57486. *
  57487. * **Decoder**
  57488. *
  57489. * 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.
  57490. *
  57491. * To update the configuration, use the following code:
  57492. * ```javascript
  57493. * DracoCompression.Configuration = {
  57494. * decoder: {
  57495. * wasmUrl: "<url to the WebAssembly library>",
  57496. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  57497. * fallbackUrl: "<url to the fallback JavaScript library>",
  57498. * }
  57499. * };
  57500. * ```
  57501. *
  57502. * 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.
  57503. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  57504. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  57505. *
  57506. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  57507. * ```javascript
  57508. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  57509. * ```
  57510. *
  57511. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  57512. */
  57513. export class DracoCompression implements IDisposable {
  57514. private _workerPoolPromise?;
  57515. private _decoderModulePromise?;
  57516. /**
  57517. * The configuration. Defaults to the following urls:
  57518. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  57519. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  57520. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  57521. */
  57522. static Configuration: IDracoCompressionConfiguration;
  57523. /**
  57524. * Returns true if the decoder configuration is available.
  57525. */
  57526. static readonly DecoderAvailable: boolean;
  57527. /**
  57528. * Default number of workers to create when creating the draco compression object.
  57529. */
  57530. static DefaultNumWorkers: number;
  57531. private static GetDefaultNumWorkers;
  57532. private static _Default;
  57533. /**
  57534. * Default instance for the draco compression object.
  57535. */
  57536. static readonly Default: DracoCompression;
  57537. /**
  57538. * Constructor
  57539. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  57540. */
  57541. constructor(numWorkers?: number);
  57542. /**
  57543. * Stop all async operations and release resources.
  57544. */
  57545. dispose(): void;
  57546. /**
  57547. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  57548. * @returns a promise that resolves when ready
  57549. */
  57550. whenReadyAsync(): Promise<void>;
  57551. /**
  57552. * Decode Draco compressed mesh data to vertex data.
  57553. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  57554. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  57555. * @returns A promise that resolves with the decoded vertex data
  57556. */
  57557. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  57558. [kind: string]: number;
  57559. }): Promise<VertexData>;
  57560. }
  57561. }
  57562. declare module "babylonjs/Meshes/Compression/index" {
  57563. export * from "babylonjs/Meshes/Compression/dracoCompression";
  57564. }
  57565. declare module "babylonjs/Meshes/csg" {
  57566. import { Nullable } from "babylonjs/types";
  57567. import { Scene } from "babylonjs/scene";
  57568. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  57569. import { Mesh } from "babylonjs/Meshes/mesh";
  57570. import { Material } from "babylonjs/Materials/material";
  57571. /**
  57572. * Class for building Constructive Solid Geometry
  57573. */
  57574. export class CSG {
  57575. private polygons;
  57576. /**
  57577. * The world matrix
  57578. */
  57579. matrix: Matrix;
  57580. /**
  57581. * Stores the position
  57582. */
  57583. position: Vector3;
  57584. /**
  57585. * Stores the rotation
  57586. */
  57587. rotation: Vector3;
  57588. /**
  57589. * Stores the rotation quaternion
  57590. */
  57591. rotationQuaternion: Nullable<Quaternion>;
  57592. /**
  57593. * Stores the scaling vector
  57594. */
  57595. scaling: Vector3;
  57596. /**
  57597. * Convert the Mesh to CSG
  57598. * @param mesh The Mesh to convert to CSG
  57599. * @returns A new CSG from the Mesh
  57600. */
  57601. static FromMesh(mesh: Mesh): CSG;
  57602. /**
  57603. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  57604. * @param polygons Polygons used to construct a CSG solid
  57605. */
  57606. private static FromPolygons;
  57607. /**
  57608. * Clones, or makes a deep copy, of the CSG
  57609. * @returns A new CSG
  57610. */
  57611. clone(): CSG;
  57612. /**
  57613. * Unions this CSG with another CSG
  57614. * @param csg The CSG to union against this CSG
  57615. * @returns The unioned CSG
  57616. */
  57617. union(csg: CSG): CSG;
  57618. /**
  57619. * Unions this CSG with another CSG in place
  57620. * @param csg The CSG to union against this CSG
  57621. */
  57622. unionInPlace(csg: CSG): void;
  57623. /**
  57624. * Subtracts this CSG with another CSG
  57625. * @param csg The CSG to subtract against this CSG
  57626. * @returns A new CSG
  57627. */
  57628. subtract(csg: CSG): CSG;
  57629. /**
  57630. * Subtracts this CSG with another CSG in place
  57631. * @param csg The CSG to subtact against this CSG
  57632. */
  57633. subtractInPlace(csg: CSG): void;
  57634. /**
  57635. * Intersect this CSG with another CSG
  57636. * @param csg The CSG to intersect against this CSG
  57637. * @returns A new CSG
  57638. */
  57639. intersect(csg: CSG): CSG;
  57640. /**
  57641. * Intersects this CSG with another CSG in place
  57642. * @param csg The CSG to intersect against this CSG
  57643. */
  57644. intersectInPlace(csg: CSG): void;
  57645. /**
  57646. * Return a new CSG solid with solid and empty space switched. This solid is
  57647. * not modified.
  57648. * @returns A new CSG solid with solid and empty space switched
  57649. */
  57650. inverse(): CSG;
  57651. /**
  57652. * Inverses the CSG in place
  57653. */
  57654. inverseInPlace(): void;
  57655. /**
  57656. * This is used to keep meshes transformations so they can be restored
  57657. * when we build back a Babylon Mesh
  57658. * NB : All CSG operations are performed in world coordinates
  57659. * @param csg The CSG to copy the transform attributes from
  57660. * @returns This CSG
  57661. */
  57662. copyTransformAttributes(csg: CSG): CSG;
  57663. /**
  57664. * Build Raw mesh from CSG
  57665. * Coordinates here are in world space
  57666. * @param name The name of the mesh geometry
  57667. * @param scene The Scene
  57668. * @param keepSubMeshes Specifies if the submeshes should be kept
  57669. * @returns A new Mesh
  57670. */
  57671. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  57672. /**
  57673. * Build Mesh from CSG taking material and transforms into account
  57674. * @param name The name of the Mesh
  57675. * @param material The material of the Mesh
  57676. * @param scene The Scene
  57677. * @param keepSubMeshes Specifies if submeshes should be kept
  57678. * @returns The new Mesh
  57679. */
  57680. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  57681. }
  57682. }
  57683. declare module "babylonjs/Meshes/trailMesh" {
  57684. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57685. import { Mesh } from "babylonjs/Meshes/mesh";
  57686. import { Scene } from "babylonjs/scene";
  57687. /**
  57688. * Class used to create a trail following a mesh
  57689. */
  57690. export class TrailMesh extends Mesh {
  57691. private _generator;
  57692. private _autoStart;
  57693. private _running;
  57694. private _diameter;
  57695. private _length;
  57696. private _sectionPolygonPointsCount;
  57697. private _sectionVectors;
  57698. private _sectionNormalVectors;
  57699. private _beforeRenderObserver;
  57700. /**
  57701. * @constructor
  57702. * @param name The value used by scene.getMeshByName() to do a lookup.
  57703. * @param generator The mesh to generate a trail.
  57704. * @param scene The scene to add this mesh to.
  57705. * @param diameter Diameter of trailing mesh. Default is 1.
  57706. * @param length Length of trailing mesh. Default is 60.
  57707. * @param autoStart Automatically start trailing mesh. Default true.
  57708. */
  57709. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  57710. /**
  57711. * "TrailMesh"
  57712. * @returns "TrailMesh"
  57713. */
  57714. getClassName(): string;
  57715. private _createMesh;
  57716. /**
  57717. * Start trailing mesh.
  57718. */
  57719. start(): void;
  57720. /**
  57721. * Stop trailing mesh.
  57722. */
  57723. stop(): void;
  57724. /**
  57725. * Update trailing mesh geometry.
  57726. */
  57727. update(): void;
  57728. /**
  57729. * Returns a new TrailMesh object.
  57730. * @param name is a string, the name given to the new mesh
  57731. * @param newGenerator use new generator object for cloned trail mesh
  57732. * @returns a new mesh
  57733. */
  57734. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  57735. /**
  57736. * Serializes this trail mesh
  57737. * @param serializationObject object to write serialization to
  57738. */
  57739. serialize(serializationObject: any): void;
  57740. /**
  57741. * Parses a serialized trail mesh
  57742. * @param parsedMesh the serialized mesh
  57743. * @param scene the scene to create the trail mesh in
  57744. * @returns the created trail mesh
  57745. */
  57746. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  57747. }
  57748. }
  57749. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  57750. import { Nullable } from "babylonjs/types";
  57751. import { Scene } from "babylonjs/scene";
  57752. import { Vector4 } from "babylonjs/Maths/math.vector";
  57753. import { Color4 } from "babylonjs/Maths/math.color";
  57754. import { Mesh } from "babylonjs/Meshes/mesh";
  57755. /**
  57756. * Class containing static functions to help procedurally build meshes
  57757. */
  57758. export class TiledBoxBuilder {
  57759. /**
  57760. * Creates a box mesh
  57761. * 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)
  57762. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57763. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57764. * * If you create a double-sided mesh, you can choose what parts of 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
  57765. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57766. * @param name defines the name of the mesh
  57767. * @param options defines the options used to create the mesh
  57768. * @param scene defines the hosting scene
  57769. * @returns the box mesh
  57770. */
  57771. static CreateTiledBox(name: string, options: {
  57772. pattern?: number;
  57773. width?: number;
  57774. height?: number;
  57775. depth?: number;
  57776. tileSize?: number;
  57777. tileWidth?: number;
  57778. tileHeight?: number;
  57779. alignHorizontal?: number;
  57780. alignVertical?: number;
  57781. faceUV?: Vector4[];
  57782. faceColors?: Color4[];
  57783. sideOrientation?: number;
  57784. updatable?: boolean;
  57785. }, scene?: Nullable<Scene>): Mesh;
  57786. }
  57787. }
  57788. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  57789. import { Vector4 } from "babylonjs/Maths/math.vector";
  57790. import { Mesh } from "babylonjs/Meshes/mesh";
  57791. /**
  57792. * Class containing static functions to help procedurally build meshes
  57793. */
  57794. export class TorusKnotBuilder {
  57795. /**
  57796. * Creates a torus knot mesh
  57797. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  57798. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  57799. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  57800. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  57801. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57802. * * If you create a double-sided mesh, you can choose what parts of 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
  57803. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57804. * @param name defines the name of the mesh
  57805. * @param options defines the options used to create the mesh
  57806. * @param scene defines the hosting scene
  57807. * @returns the torus knot mesh
  57808. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  57809. */
  57810. static CreateTorusKnot(name: string, options: {
  57811. radius?: number;
  57812. tube?: number;
  57813. radialSegments?: number;
  57814. tubularSegments?: number;
  57815. p?: number;
  57816. q?: number;
  57817. updatable?: boolean;
  57818. sideOrientation?: number;
  57819. frontUVs?: Vector4;
  57820. backUVs?: Vector4;
  57821. }, scene: any): Mesh;
  57822. }
  57823. }
  57824. declare module "babylonjs/Meshes/polygonMesh" {
  57825. import { Scene } from "babylonjs/scene";
  57826. import { Vector2 } from "babylonjs/Maths/math.vector";
  57827. import { Mesh } from "babylonjs/Meshes/mesh";
  57828. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  57829. import { Path2 } from "babylonjs/Maths/math.path";
  57830. /**
  57831. * Polygon
  57832. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  57833. */
  57834. export class Polygon {
  57835. /**
  57836. * Creates a rectangle
  57837. * @param xmin bottom X coord
  57838. * @param ymin bottom Y coord
  57839. * @param xmax top X coord
  57840. * @param ymax top Y coord
  57841. * @returns points that make the resulting rectation
  57842. */
  57843. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  57844. /**
  57845. * Creates a circle
  57846. * @param radius radius of circle
  57847. * @param cx scale in x
  57848. * @param cy scale in y
  57849. * @param numberOfSides number of sides that make up the circle
  57850. * @returns points that make the resulting circle
  57851. */
  57852. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  57853. /**
  57854. * Creates a polygon from input string
  57855. * @param input Input polygon data
  57856. * @returns the parsed points
  57857. */
  57858. static Parse(input: string): Vector2[];
  57859. /**
  57860. * Starts building a polygon from x and y coordinates
  57861. * @param x x coordinate
  57862. * @param y y coordinate
  57863. * @returns the started path2
  57864. */
  57865. static StartingAt(x: number, y: number): Path2;
  57866. }
  57867. /**
  57868. * Builds a polygon
  57869. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  57870. */
  57871. export class PolygonMeshBuilder {
  57872. private _points;
  57873. private _outlinepoints;
  57874. private _holes;
  57875. private _name;
  57876. private _scene;
  57877. private _epoints;
  57878. private _eholes;
  57879. private _addToepoint;
  57880. /**
  57881. * Babylon reference to the earcut plugin.
  57882. */
  57883. bjsEarcut: any;
  57884. /**
  57885. * Creates a PolygonMeshBuilder
  57886. * @param name name of the builder
  57887. * @param contours Path of the polygon
  57888. * @param scene scene to add to when creating the mesh
  57889. * @param earcutInjection can be used to inject your own earcut reference
  57890. */
  57891. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  57892. /**
  57893. * Adds a whole within the polygon
  57894. * @param hole Array of points defining the hole
  57895. * @returns this
  57896. */
  57897. addHole(hole: Vector2[]): PolygonMeshBuilder;
  57898. /**
  57899. * Creates the polygon
  57900. * @param updatable If the mesh should be updatable
  57901. * @param depth The depth of the mesh created
  57902. * @returns the created mesh
  57903. */
  57904. build(updatable?: boolean, depth?: number): Mesh;
  57905. /**
  57906. * Creates the polygon
  57907. * @param depth The depth of the mesh created
  57908. * @returns the created VertexData
  57909. */
  57910. buildVertexData(depth?: number): VertexData;
  57911. /**
  57912. * Adds a side to the polygon
  57913. * @param positions points that make the polygon
  57914. * @param normals normals of the polygon
  57915. * @param uvs uvs of the polygon
  57916. * @param indices indices of the polygon
  57917. * @param bounds bounds of the polygon
  57918. * @param points points of the polygon
  57919. * @param depth depth of the polygon
  57920. * @param flip flip of the polygon
  57921. */
  57922. private addSide;
  57923. }
  57924. }
  57925. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  57926. import { Scene } from "babylonjs/scene";
  57927. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57928. import { Color4 } from "babylonjs/Maths/math.color";
  57929. import { Mesh } from "babylonjs/Meshes/mesh";
  57930. import { Nullable } from "babylonjs/types";
  57931. /**
  57932. * Class containing static functions to help procedurally build meshes
  57933. */
  57934. export class PolygonBuilder {
  57935. /**
  57936. * Creates a polygon mesh
  57937. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  57938. * * 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
  57939. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  57940. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57941. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  57942. * * Remember you can only change the shape positions, not their number when updating a polygon
  57943. * @param name defines the name of the mesh
  57944. * @param options defines the options used to create the mesh
  57945. * @param scene defines the hosting scene
  57946. * @param earcutInjection can be used to inject your own earcut reference
  57947. * @returns the polygon mesh
  57948. */
  57949. static CreatePolygon(name: string, options: {
  57950. shape: Vector3[];
  57951. holes?: Vector3[][];
  57952. depth?: number;
  57953. faceUV?: Vector4[];
  57954. faceColors?: Color4[];
  57955. updatable?: boolean;
  57956. sideOrientation?: number;
  57957. frontUVs?: Vector4;
  57958. backUVs?: Vector4;
  57959. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57960. /**
  57961. * Creates an extruded polygon mesh, with depth in the Y direction.
  57962. * * 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)
  57963. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57964. * @param name defines the name of the mesh
  57965. * @param options defines the options used to create the mesh
  57966. * @param scene defines the hosting scene
  57967. * @param earcutInjection can be used to inject your own earcut reference
  57968. * @returns the polygon mesh
  57969. */
  57970. static ExtrudePolygon(name: string, options: {
  57971. shape: Vector3[];
  57972. holes?: Vector3[][];
  57973. depth?: number;
  57974. faceUV?: Vector4[];
  57975. faceColors?: Color4[];
  57976. updatable?: boolean;
  57977. sideOrientation?: number;
  57978. frontUVs?: Vector4;
  57979. backUVs?: Vector4;
  57980. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57981. }
  57982. }
  57983. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  57984. import { Scene } from "babylonjs/scene";
  57985. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57986. import { Mesh } from "babylonjs/Meshes/mesh";
  57987. import { Nullable } from "babylonjs/types";
  57988. /**
  57989. * Class containing static functions to help procedurally build meshes
  57990. */
  57991. export class LatheBuilder {
  57992. /**
  57993. * Creates lathe mesh.
  57994. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  57995. * * 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
  57996. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  57997. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  57998. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  57999. * * 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
  58000. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  58001. * * 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
  58002. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58003. * * If you create a double-sided mesh, you can choose what parts of 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
  58004. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58005. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58006. * @param name defines the name of the mesh
  58007. * @param options defines the options used to create the mesh
  58008. * @param scene defines the hosting scene
  58009. * @returns the lathe mesh
  58010. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  58011. */
  58012. static CreateLathe(name: string, options: {
  58013. shape: Vector3[];
  58014. radius?: number;
  58015. tessellation?: number;
  58016. clip?: number;
  58017. arc?: number;
  58018. closed?: boolean;
  58019. updatable?: boolean;
  58020. sideOrientation?: number;
  58021. frontUVs?: Vector4;
  58022. backUVs?: Vector4;
  58023. cap?: number;
  58024. invertUV?: boolean;
  58025. }, scene?: Nullable<Scene>): Mesh;
  58026. }
  58027. }
  58028. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  58029. import { Nullable } from "babylonjs/types";
  58030. import { Scene } from "babylonjs/scene";
  58031. import { Vector4 } from "babylonjs/Maths/math.vector";
  58032. import { Mesh } from "babylonjs/Meshes/mesh";
  58033. /**
  58034. * Class containing static functions to help procedurally build meshes
  58035. */
  58036. export class TiledPlaneBuilder {
  58037. /**
  58038. * Creates a tiled plane mesh
  58039. * * The parameter `pattern` will, depending on value, do nothing or
  58040. * * * flip (reflect about central vertical) alternate tiles across and up
  58041. * * * flip every tile on alternate rows
  58042. * * * rotate (180 degs) alternate tiles across and up
  58043. * * * rotate every tile on alternate rows
  58044. * * * flip and rotate alternate tiles across and up
  58045. * * * flip and rotate every tile on alternate rows
  58046. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  58047. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  58048. * * If you create a double-sided mesh, you can choose what parts of 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
  58049. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  58050. * * 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)
  58051. * * 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)
  58052. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  58053. * @param name defines the name of the mesh
  58054. * @param options defines the options used to create the mesh
  58055. * @param scene defines the hosting scene
  58056. * @returns the box mesh
  58057. */
  58058. static CreateTiledPlane(name: string, options: {
  58059. pattern?: number;
  58060. tileSize?: number;
  58061. tileWidth?: number;
  58062. tileHeight?: number;
  58063. size?: number;
  58064. width?: number;
  58065. height?: number;
  58066. alignHorizontal?: number;
  58067. alignVertical?: number;
  58068. sideOrientation?: number;
  58069. frontUVs?: Vector4;
  58070. backUVs?: Vector4;
  58071. updatable?: boolean;
  58072. }, scene?: Nullable<Scene>): Mesh;
  58073. }
  58074. }
  58075. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  58076. import { Nullable } from "babylonjs/types";
  58077. import { Scene } from "babylonjs/scene";
  58078. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  58079. import { Mesh } from "babylonjs/Meshes/mesh";
  58080. /**
  58081. * Class containing static functions to help procedurally build meshes
  58082. */
  58083. export class TubeBuilder {
  58084. /**
  58085. * Creates a tube mesh.
  58086. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  58087. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  58088. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  58089. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  58090. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  58091. * * 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)
  58092. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  58093. * * 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
  58094. * * 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
  58095. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58096. * * If you create a double-sided mesh, you can choose what parts of 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
  58097. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58098. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58099. * @param name defines the name of the mesh
  58100. * @param options defines the options used to create the mesh
  58101. * @param scene defines the hosting scene
  58102. * @returns the tube mesh
  58103. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58104. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  58105. */
  58106. static CreateTube(name: string, options: {
  58107. path: Vector3[];
  58108. radius?: number;
  58109. tessellation?: number;
  58110. radiusFunction?: {
  58111. (i: number, distance: number): number;
  58112. };
  58113. cap?: number;
  58114. arc?: number;
  58115. updatable?: boolean;
  58116. sideOrientation?: number;
  58117. frontUVs?: Vector4;
  58118. backUVs?: Vector4;
  58119. instance?: Mesh;
  58120. invertUV?: boolean;
  58121. }, scene?: Nullable<Scene>): Mesh;
  58122. }
  58123. }
  58124. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  58125. import { Scene } from "babylonjs/scene";
  58126. import { Vector4 } from "babylonjs/Maths/math.vector";
  58127. import { Mesh } from "babylonjs/Meshes/mesh";
  58128. import { Nullable } from "babylonjs/types";
  58129. /**
  58130. * Class containing static functions to help procedurally build meshes
  58131. */
  58132. export class IcoSphereBuilder {
  58133. /**
  58134. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  58135. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  58136. * * 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`)
  58137. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  58138. * * 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
  58139. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58140. * * If you create a double-sided mesh, you can choose what parts of 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
  58141. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58142. * @param name defines the name of the mesh
  58143. * @param options defines the options used to create the mesh
  58144. * @param scene defines the hosting scene
  58145. * @returns the icosahedron mesh
  58146. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  58147. */
  58148. static CreateIcoSphere(name: string, options: {
  58149. radius?: number;
  58150. radiusX?: number;
  58151. radiusY?: number;
  58152. radiusZ?: number;
  58153. flat?: boolean;
  58154. subdivisions?: number;
  58155. sideOrientation?: number;
  58156. frontUVs?: Vector4;
  58157. backUVs?: Vector4;
  58158. updatable?: boolean;
  58159. }, scene?: Nullable<Scene>): Mesh;
  58160. }
  58161. }
  58162. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  58163. import { Vector3 } from "babylonjs/Maths/math.vector";
  58164. import { Mesh } from "babylonjs/Meshes/mesh";
  58165. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58166. /**
  58167. * Class containing static functions to help procedurally build meshes
  58168. */
  58169. export class DecalBuilder {
  58170. /**
  58171. * Creates a decal mesh.
  58172. * 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
  58173. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  58174. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  58175. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  58176. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  58177. * @param name defines the name of the mesh
  58178. * @param sourceMesh defines the mesh where the decal must be applied
  58179. * @param options defines the options used to create the mesh
  58180. * @param scene defines the hosting scene
  58181. * @returns the decal mesh
  58182. * @see https://doc.babylonjs.com/how_to/decals
  58183. */
  58184. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  58185. position?: Vector3;
  58186. normal?: Vector3;
  58187. size?: Vector3;
  58188. angle?: number;
  58189. }): Mesh;
  58190. }
  58191. }
  58192. declare module "babylonjs/Meshes/meshBuilder" {
  58193. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  58194. import { Nullable } from "babylonjs/types";
  58195. import { Scene } from "babylonjs/scene";
  58196. import { Mesh } from "babylonjs/Meshes/mesh";
  58197. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  58198. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  58199. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58200. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  58201. import { Plane } from "babylonjs/Maths/math.plane";
  58202. /**
  58203. * Class containing static functions to help procedurally build meshes
  58204. */
  58205. export class MeshBuilder {
  58206. /**
  58207. * Creates a box mesh
  58208. * * The parameter `size` sets the size (float) of each box side (default 1)
  58209. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  58210. * * 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)
  58211. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  58212. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58213. * * If you create a double-sided mesh, you can choose what parts of 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
  58214. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58215. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  58216. * @param name defines the name of the mesh
  58217. * @param options defines the options used to create the mesh
  58218. * @param scene defines the hosting scene
  58219. * @returns the box mesh
  58220. */
  58221. static CreateBox(name: string, options: {
  58222. size?: number;
  58223. width?: number;
  58224. height?: number;
  58225. depth?: number;
  58226. faceUV?: Vector4[];
  58227. faceColors?: Color4[];
  58228. sideOrientation?: number;
  58229. frontUVs?: Vector4;
  58230. backUVs?: Vector4;
  58231. updatable?: boolean;
  58232. }, scene?: Nullable<Scene>): Mesh;
  58233. /**
  58234. * Creates a tiled box mesh
  58235. * * faceTiles sets the pattern, tile size and number of tiles for a face
  58236. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58237. * @param name defines the name of the mesh
  58238. * @param options defines the options used to create the mesh
  58239. * @param scene defines the hosting scene
  58240. * @returns the tiled box mesh
  58241. */
  58242. static CreateTiledBox(name: string, options: {
  58243. pattern?: number;
  58244. size?: number;
  58245. width?: number;
  58246. height?: number;
  58247. depth: number;
  58248. tileSize?: number;
  58249. tileWidth?: number;
  58250. tileHeight?: number;
  58251. faceUV?: Vector4[];
  58252. faceColors?: Color4[];
  58253. alignHorizontal?: number;
  58254. alignVertical?: number;
  58255. sideOrientation?: number;
  58256. updatable?: boolean;
  58257. }, scene?: Nullable<Scene>): Mesh;
  58258. /**
  58259. * Creates a sphere mesh
  58260. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  58261. * * 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`)
  58262. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  58263. * * 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
  58264. * * 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)
  58265. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58266. * * If you create a double-sided mesh, you can choose what parts of 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
  58267. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58268. * @param name defines the name of the mesh
  58269. * @param options defines the options used to create the mesh
  58270. * @param scene defines the hosting scene
  58271. * @returns the sphere mesh
  58272. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  58273. */
  58274. static CreateSphere(name: string, options: {
  58275. segments?: number;
  58276. diameter?: number;
  58277. diameterX?: number;
  58278. diameterY?: number;
  58279. diameterZ?: number;
  58280. arc?: number;
  58281. slice?: number;
  58282. sideOrientation?: number;
  58283. frontUVs?: Vector4;
  58284. backUVs?: Vector4;
  58285. updatable?: boolean;
  58286. }, scene?: Nullable<Scene>): Mesh;
  58287. /**
  58288. * Creates a plane polygonal mesh. By default, this is a disc
  58289. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  58290. * * 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
  58291. * * 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
  58292. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58293. * * If you create a double-sided mesh, you can choose what parts of 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
  58294. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58295. * @param name defines the name of the mesh
  58296. * @param options defines the options used to create the mesh
  58297. * @param scene defines the hosting scene
  58298. * @returns the plane polygonal mesh
  58299. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  58300. */
  58301. static CreateDisc(name: string, options: {
  58302. radius?: number;
  58303. tessellation?: number;
  58304. arc?: number;
  58305. updatable?: boolean;
  58306. sideOrientation?: number;
  58307. frontUVs?: Vector4;
  58308. backUVs?: Vector4;
  58309. }, scene?: Nullable<Scene>): Mesh;
  58310. /**
  58311. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  58312. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  58313. * * 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`)
  58314. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  58315. * * 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
  58316. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58317. * * If you create a double-sided mesh, you can choose what parts of 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
  58318. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58319. * @param name defines the name of the mesh
  58320. * @param options defines the options used to create the mesh
  58321. * @param scene defines the hosting scene
  58322. * @returns the icosahedron mesh
  58323. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  58324. */
  58325. static CreateIcoSphere(name: string, options: {
  58326. radius?: number;
  58327. radiusX?: number;
  58328. radiusY?: number;
  58329. radiusZ?: number;
  58330. flat?: boolean;
  58331. subdivisions?: number;
  58332. sideOrientation?: number;
  58333. frontUVs?: Vector4;
  58334. backUVs?: Vector4;
  58335. updatable?: boolean;
  58336. }, scene?: Nullable<Scene>): Mesh;
  58337. /**
  58338. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  58339. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  58340. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  58341. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  58342. * * 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
  58343. * * 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
  58344. * * 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
  58345. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58346. * * If you create a double-sided mesh, you can choose what parts of 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
  58347. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58348. * * 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
  58349. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  58350. * * 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
  58351. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  58352. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58353. * @param name defines the name of the mesh
  58354. * @param options defines the options used to create the mesh
  58355. * @param scene defines the hosting scene
  58356. * @returns the ribbon mesh
  58357. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  58358. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58359. */
  58360. static CreateRibbon(name: string, options: {
  58361. pathArray: Vector3[][];
  58362. closeArray?: boolean;
  58363. closePath?: boolean;
  58364. offset?: number;
  58365. updatable?: boolean;
  58366. sideOrientation?: number;
  58367. frontUVs?: Vector4;
  58368. backUVs?: Vector4;
  58369. instance?: Mesh;
  58370. invertUV?: boolean;
  58371. uvs?: Vector2[];
  58372. colors?: Color4[];
  58373. }, scene?: Nullable<Scene>): Mesh;
  58374. /**
  58375. * Creates a cylinder or a cone mesh
  58376. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  58377. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  58378. * * 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.
  58379. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  58380. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  58381. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  58382. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  58383. * * 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).
  58384. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  58385. * * 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).
  58386. * * 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
  58387. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  58388. * * 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
  58389. * * 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.
  58390. * * If `enclose` is false, a ring surface is one element.
  58391. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  58392. * * 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
  58393. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58394. * * If you create a double-sided mesh, you can choose what parts of 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
  58395. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58396. * @param name defines the name of the mesh
  58397. * @param options defines the options used to create the mesh
  58398. * @param scene defines the hosting scene
  58399. * @returns the cylinder mesh
  58400. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  58401. */
  58402. static CreateCylinder(name: string, options: {
  58403. height?: number;
  58404. diameterTop?: number;
  58405. diameterBottom?: number;
  58406. diameter?: number;
  58407. tessellation?: number;
  58408. subdivisions?: number;
  58409. arc?: number;
  58410. faceColors?: Color4[];
  58411. faceUV?: Vector4[];
  58412. updatable?: boolean;
  58413. hasRings?: boolean;
  58414. enclose?: boolean;
  58415. cap?: number;
  58416. sideOrientation?: number;
  58417. frontUVs?: Vector4;
  58418. backUVs?: Vector4;
  58419. }, scene?: Nullable<Scene>): Mesh;
  58420. /**
  58421. * Creates a torus mesh
  58422. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  58423. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  58424. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  58425. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58426. * * If you create a double-sided mesh, you can choose what parts of 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
  58427. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58428. * @param name defines the name of the mesh
  58429. * @param options defines the options used to create the mesh
  58430. * @param scene defines the hosting scene
  58431. * @returns the torus mesh
  58432. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  58433. */
  58434. static CreateTorus(name: string, options: {
  58435. diameter?: number;
  58436. thickness?: number;
  58437. tessellation?: number;
  58438. updatable?: boolean;
  58439. sideOrientation?: number;
  58440. frontUVs?: Vector4;
  58441. backUVs?: Vector4;
  58442. }, scene?: Nullable<Scene>): Mesh;
  58443. /**
  58444. * Creates a torus knot mesh
  58445. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  58446. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  58447. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  58448. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  58449. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58450. * * If you create a double-sided mesh, you can choose what parts of 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
  58451. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58452. * @param name defines the name of the mesh
  58453. * @param options defines the options used to create the mesh
  58454. * @param scene defines the hosting scene
  58455. * @returns the torus knot mesh
  58456. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  58457. */
  58458. static CreateTorusKnot(name: string, options: {
  58459. radius?: number;
  58460. tube?: number;
  58461. radialSegments?: number;
  58462. tubularSegments?: number;
  58463. p?: number;
  58464. q?: number;
  58465. updatable?: boolean;
  58466. sideOrientation?: number;
  58467. frontUVs?: Vector4;
  58468. backUVs?: Vector4;
  58469. }, scene?: Nullable<Scene>): Mesh;
  58470. /**
  58471. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  58472. * * 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
  58473. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  58474. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  58475. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  58476. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  58477. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  58478. * * 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
  58479. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  58480. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58481. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  58482. * @param name defines the name of the new line system
  58483. * @param options defines the options used to create the line system
  58484. * @param scene defines the hosting scene
  58485. * @returns a new line system mesh
  58486. */
  58487. static CreateLineSystem(name: string, options: {
  58488. lines: Vector3[][];
  58489. updatable?: boolean;
  58490. instance?: Nullable<LinesMesh>;
  58491. colors?: Nullable<Color4[][]>;
  58492. useVertexAlpha?: boolean;
  58493. }, scene: Nullable<Scene>): LinesMesh;
  58494. /**
  58495. * Creates a line mesh
  58496. * 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
  58497. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  58498. * * The parameter `points` is an array successive Vector3
  58499. * * 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
  58500. * * The optional parameter `colors` is an array of successive Color4, one per line point
  58501. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  58502. * * When updating an instance, remember that only point positions can change, not the number of points
  58503. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58504. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  58505. * @param name defines the name of the new line system
  58506. * @param options defines the options used to create the line system
  58507. * @param scene defines the hosting scene
  58508. * @returns a new line mesh
  58509. */
  58510. static CreateLines(name: string, options: {
  58511. points: Vector3[];
  58512. updatable?: boolean;
  58513. instance?: Nullable<LinesMesh>;
  58514. colors?: Color4[];
  58515. useVertexAlpha?: boolean;
  58516. }, scene?: Nullable<Scene>): LinesMesh;
  58517. /**
  58518. * Creates a dashed line mesh
  58519. * * 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
  58520. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  58521. * * The parameter `points` is an array successive Vector3
  58522. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  58523. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  58524. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  58525. * * 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
  58526. * * When updating an instance, remember that only point positions can change, not the number of points
  58527. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58528. * @param name defines the name of the mesh
  58529. * @param options defines the options used to create the mesh
  58530. * @param scene defines the hosting scene
  58531. * @returns the dashed line mesh
  58532. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  58533. */
  58534. static CreateDashedLines(name: string, options: {
  58535. points: Vector3[];
  58536. dashSize?: number;
  58537. gapSize?: number;
  58538. dashNb?: number;
  58539. updatable?: boolean;
  58540. instance?: LinesMesh;
  58541. }, scene?: Nullable<Scene>): LinesMesh;
  58542. /**
  58543. * 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.
  58544. * * 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.
  58545. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  58546. * * 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.
  58547. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  58548. * * 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
  58549. * * 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
  58550. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  58551. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58552. * * If you create a double-sided mesh, you can choose what parts of 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
  58553. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  58554. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58555. * @param name defines the name of the mesh
  58556. * @param options defines the options used to create the mesh
  58557. * @param scene defines the hosting scene
  58558. * @returns the extruded shape mesh
  58559. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58560. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  58561. */
  58562. static ExtrudeShape(name: string, options: {
  58563. shape: Vector3[];
  58564. path: Vector3[];
  58565. scale?: number;
  58566. rotation?: number;
  58567. cap?: number;
  58568. updatable?: boolean;
  58569. sideOrientation?: number;
  58570. frontUVs?: Vector4;
  58571. backUVs?: Vector4;
  58572. instance?: Mesh;
  58573. invertUV?: boolean;
  58574. }, scene?: Nullable<Scene>): Mesh;
  58575. /**
  58576. * Creates an custom extruded shape mesh.
  58577. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  58578. * * 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.
  58579. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  58580. * * 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
  58581. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  58582. * * 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
  58583. * * It must returns a float value that will be the scale value applied to the shape on each path point
  58584. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  58585. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  58586. * * 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
  58587. * * 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
  58588. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  58589. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58590. * * If you create a double-sided mesh, you can choose what parts of 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
  58591. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58592. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58593. * @param name defines the name of the mesh
  58594. * @param options defines the options used to create the mesh
  58595. * @param scene defines the hosting scene
  58596. * @returns the custom extruded shape mesh
  58597. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  58598. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58599. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  58600. */
  58601. static ExtrudeShapeCustom(name: string, options: {
  58602. shape: Vector3[];
  58603. path: Vector3[];
  58604. scaleFunction?: any;
  58605. rotationFunction?: any;
  58606. ribbonCloseArray?: boolean;
  58607. ribbonClosePath?: boolean;
  58608. cap?: number;
  58609. updatable?: boolean;
  58610. sideOrientation?: number;
  58611. frontUVs?: Vector4;
  58612. backUVs?: Vector4;
  58613. instance?: Mesh;
  58614. invertUV?: boolean;
  58615. }, scene?: Nullable<Scene>): Mesh;
  58616. /**
  58617. * Creates lathe mesh.
  58618. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  58619. * * 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
  58620. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  58621. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  58622. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  58623. * * 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
  58624. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  58625. * * 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
  58626. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58627. * * If you create a double-sided mesh, you can choose what parts of 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
  58628. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58629. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58630. * @param name defines the name of the mesh
  58631. * @param options defines the options used to create the mesh
  58632. * @param scene defines the hosting scene
  58633. * @returns the lathe mesh
  58634. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  58635. */
  58636. static CreateLathe(name: string, options: {
  58637. shape: Vector3[];
  58638. radius?: number;
  58639. tessellation?: number;
  58640. clip?: number;
  58641. arc?: number;
  58642. closed?: boolean;
  58643. updatable?: boolean;
  58644. sideOrientation?: number;
  58645. frontUVs?: Vector4;
  58646. backUVs?: Vector4;
  58647. cap?: number;
  58648. invertUV?: boolean;
  58649. }, scene?: Nullable<Scene>): Mesh;
  58650. /**
  58651. * Creates a tiled plane mesh
  58652. * * You can set a limited pattern arrangement with the tiles
  58653. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58654. * * If you create a double-sided mesh, you can choose what parts of 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
  58655. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58656. * @param name defines the name of the mesh
  58657. * @param options defines the options used to create the mesh
  58658. * @param scene defines the hosting scene
  58659. * @returns the plane mesh
  58660. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  58661. */
  58662. static CreateTiledPlane(name: string, options: {
  58663. pattern?: number;
  58664. tileSize?: number;
  58665. tileWidth?: number;
  58666. tileHeight?: number;
  58667. size?: number;
  58668. width?: number;
  58669. height?: number;
  58670. alignHorizontal?: number;
  58671. alignVertical?: number;
  58672. sideOrientation?: number;
  58673. frontUVs?: Vector4;
  58674. backUVs?: Vector4;
  58675. updatable?: boolean;
  58676. }, scene?: Nullable<Scene>): Mesh;
  58677. /**
  58678. * Creates a plane mesh
  58679. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  58680. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  58681. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  58682. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58683. * * If you create a double-sided mesh, you can choose what parts of 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
  58684. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58685. * @param name defines the name of the mesh
  58686. * @param options defines the options used to create the mesh
  58687. * @param scene defines the hosting scene
  58688. * @returns the plane mesh
  58689. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  58690. */
  58691. static CreatePlane(name: string, options: {
  58692. size?: number;
  58693. width?: number;
  58694. height?: number;
  58695. sideOrientation?: number;
  58696. frontUVs?: Vector4;
  58697. backUVs?: Vector4;
  58698. updatable?: boolean;
  58699. sourcePlane?: Plane;
  58700. }, scene?: Nullable<Scene>): Mesh;
  58701. /**
  58702. * Creates a ground mesh
  58703. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  58704. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  58705. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58706. * @param name defines the name of the mesh
  58707. * @param options defines the options used to create the mesh
  58708. * @param scene defines the hosting scene
  58709. * @returns the ground mesh
  58710. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  58711. */
  58712. static CreateGround(name: string, options: {
  58713. width?: number;
  58714. height?: number;
  58715. subdivisions?: number;
  58716. subdivisionsX?: number;
  58717. subdivisionsY?: number;
  58718. updatable?: boolean;
  58719. }, scene?: Nullable<Scene>): Mesh;
  58720. /**
  58721. * Creates a tiled ground mesh
  58722. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  58723. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  58724. * * 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
  58725. * * 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
  58726. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58727. * @param name defines the name of the mesh
  58728. * @param options defines the options used to create the mesh
  58729. * @param scene defines the hosting scene
  58730. * @returns the tiled ground mesh
  58731. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  58732. */
  58733. static CreateTiledGround(name: string, options: {
  58734. xmin: number;
  58735. zmin: number;
  58736. xmax: number;
  58737. zmax: number;
  58738. subdivisions?: {
  58739. w: number;
  58740. h: number;
  58741. };
  58742. precision?: {
  58743. w: number;
  58744. h: number;
  58745. };
  58746. updatable?: boolean;
  58747. }, scene?: Nullable<Scene>): Mesh;
  58748. /**
  58749. * Creates a ground mesh from a height map
  58750. * * The parameter `url` sets the URL of the height map image resource.
  58751. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  58752. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  58753. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  58754. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  58755. * * 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.
  58756. * * 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).
  58757. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  58758. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58759. * @param name defines the name of the mesh
  58760. * @param url defines the url to the height map
  58761. * @param options defines the options used to create the mesh
  58762. * @param scene defines the hosting scene
  58763. * @returns the ground mesh
  58764. * @see https://doc.babylonjs.com/babylon101/height_map
  58765. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  58766. */
  58767. static CreateGroundFromHeightMap(name: string, url: string, options: {
  58768. width?: number;
  58769. height?: number;
  58770. subdivisions?: number;
  58771. minHeight?: number;
  58772. maxHeight?: number;
  58773. colorFilter?: Color3;
  58774. alphaFilter?: number;
  58775. updatable?: boolean;
  58776. onReady?: (mesh: GroundMesh) => void;
  58777. }, scene?: Nullable<Scene>): GroundMesh;
  58778. /**
  58779. * Creates a polygon mesh
  58780. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  58781. * * 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
  58782. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  58783. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58784. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  58785. * * Remember you can only change the shape positions, not their number when updating a polygon
  58786. * @param name defines the name of the mesh
  58787. * @param options defines the options used to create the mesh
  58788. * @param scene defines the hosting scene
  58789. * @param earcutInjection can be used to inject your own earcut reference
  58790. * @returns the polygon mesh
  58791. */
  58792. static CreatePolygon(name: string, options: {
  58793. shape: Vector3[];
  58794. holes?: Vector3[][];
  58795. depth?: number;
  58796. faceUV?: Vector4[];
  58797. faceColors?: Color4[];
  58798. updatable?: boolean;
  58799. sideOrientation?: number;
  58800. frontUVs?: Vector4;
  58801. backUVs?: Vector4;
  58802. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  58803. /**
  58804. * Creates an extruded polygon mesh, with depth in the Y direction.
  58805. * * 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)
  58806. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  58807. * @param name defines the name of the mesh
  58808. * @param options defines the options used to create the mesh
  58809. * @param scene defines the hosting scene
  58810. * @param earcutInjection can be used to inject your own earcut reference
  58811. * @returns the polygon mesh
  58812. */
  58813. static ExtrudePolygon(name: string, options: {
  58814. shape: Vector3[];
  58815. holes?: Vector3[][];
  58816. depth?: number;
  58817. faceUV?: Vector4[];
  58818. faceColors?: Color4[];
  58819. updatable?: boolean;
  58820. sideOrientation?: number;
  58821. frontUVs?: Vector4;
  58822. backUVs?: Vector4;
  58823. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  58824. /**
  58825. * Creates a tube mesh.
  58826. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  58827. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  58828. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  58829. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  58830. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  58831. * * 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)
  58832. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  58833. * * 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
  58834. * * 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
  58835. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58836. * * If you create a double-sided mesh, you can choose what parts of 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
  58837. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58838. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58839. * @param name defines the name of the mesh
  58840. * @param options defines the options used to create the mesh
  58841. * @param scene defines the hosting scene
  58842. * @returns the tube mesh
  58843. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58844. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  58845. */
  58846. static CreateTube(name: string, options: {
  58847. path: Vector3[];
  58848. radius?: number;
  58849. tessellation?: number;
  58850. radiusFunction?: {
  58851. (i: number, distance: number): number;
  58852. };
  58853. cap?: number;
  58854. arc?: number;
  58855. updatable?: boolean;
  58856. sideOrientation?: number;
  58857. frontUVs?: Vector4;
  58858. backUVs?: Vector4;
  58859. instance?: Mesh;
  58860. invertUV?: boolean;
  58861. }, scene?: Nullable<Scene>): Mesh;
  58862. /**
  58863. * Creates a polyhedron mesh
  58864. * * 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
  58865. * * The parameter `size` (positive float, default 1) sets the polygon size
  58866. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  58867. * * 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`
  58868. * * 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
  58869. * * 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)`)
  58870. * * 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
  58871. * * 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
  58872. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58873. * * If you create a double-sided mesh, you can choose what parts of 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
  58874. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58875. * @param name defines the name of the mesh
  58876. * @param options defines the options used to create the mesh
  58877. * @param scene defines the hosting scene
  58878. * @returns the polyhedron mesh
  58879. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  58880. */
  58881. static CreatePolyhedron(name: string, options: {
  58882. type?: number;
  58883. size?: number;
  58884. sizeX?: number;
  58885. sizeY?: number;
  58886. sizeZ?: number;
  58887. custom?: any;
  58888. faceUV?: Vector4[];
  58889. faceColors?: Color4[];
  58890. flat?: boolean;
  58891. updatable?: boolean;
  58892. sideOrientation?: number;
  58893. frontUVs?: Vector4;
  58894. backUVs?: Vector4;
  58895. }, scene?: Nullable<Scene>): Mesh;
  58896. /**
  58897. * Creates a decal mesh.
  58898. * 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
  58899. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  58900. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  58901. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  58902. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  58903. * @param name defines the name of the mesh
  58904. * @param sourceMesh defines the mesh where the decal must be applied
  58905. * @param options defines the options used to create the mesh
  58906. * @param scene defines the hosting scene
  58907. * @returns the decal mesh
  58908. * @see https://doc.babylonjs.com/how_to/decals
  58909. */
  58910. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  58911. position?: Vector3;
  58912. normal?: Vector3;
  58913. size?: Vector3;
  58914. angle?: number;
  58915. }): Mesh;
  58916. }
  58917. }
  58918. declare module "babylonjs/Meshes/meshSimplification" {
  58919. import { Mesh } from "babylonjs/Meshes/mesh";
  58920. /**
  58921. * A simplifier interface for future simplification implementations
  58922. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58923. */
  58924. export interface ISimplifier {
  58925. /**
  58926. * Simplification of a given mesh according to the given settings.
  58927. * Since this requires computation, it is assumed that the function runs async.
  58928. * @param settings The settings of the simplification, including quality and distance
  58929. * @param successCallback A callback that will be called after the mesh was simplified.
  58930. * @param errorCallback in case of an error, this callback will be called. optional.
  58931. */
  58932. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  58933. }
  58934. /**
  58935. * Expected simplification settings.
  58936. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  58937. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58938. */
  58939. export interface ISimplificationSettings {
  58940. /**
  58941. * Gets or sets the expected quality
  58942. */
  58943. quality: number;
  58944. /**
  58945. * Gets or sets the distance when this optimized version should be used
  58946. */
  58947. distance: number;
  58948. /**
  58949. * Gets an already optimized mesh
  58950. */
  58951. optimizeMesh?: boolean;
  58952. }
  58953. /**
  58954. * Class used to specify simplification options
  58955. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58956. */
  58957. export class SimplificationSettings implements ISimplificationSettings {
  58958. /** expected quality */
  58959. quality: number;
  58960. /** distance when this optimized version should be used */
  58961. distance: number;
  58962. /** already optimized mesh */
  58963. optimizeMesh?: boolean | undefined;
  58964. /**
  58965. * Creates a SimplificationSettings
  58966. * @param quality expected quality
  58967. * @param distance distance when this optimized version should be used
  58968. * @param optimizeMesh already optimized mesh
  58969. */
  58970. constructor(
  58971. /** expected quality */
  58972. quality: number,
  58973. /** distance when this optimized version should be used */
  58974. distance: number,
  58975. /** already optimized mesh */
  58976. optimizeMesh?: boolean | undefined);
  58977. }
  58978. /**
  58979. * Interface used to define a simplification task
  58980. */
  58981. export interface ISimplificationTask {
  58982. /**
  58983. * Array of settings
  58984. */
  58985. settings: Array<ISimplificationSettings>;
  58986. /**
  58987. * Simplification type
  58988. */
  58989. simplificationType: SimplificationType;
  58990. /**
  58991. * Mesh to simplify
  58992. */
  58993. mesh: Mesh;
  58994. /**
  58995. * Callback called on success
  58996. */
  58997. successCallback?: () => void;
  58998. /**
  58999. * Defines if parallel processing can be used
  59000. */
  59001. parallelProcessing: boolean;
  59002. }
  59003. /**
  59004. * Queue used to order the simplification tasks
  59005. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  59006. */
  59007. export class SimplificationQueue {
  59008. private _simplificationArray;
  59009. /**
  59010. * Gets a boolean indicating that the process is still running
  59011. */
  59012. running: boolean;
  59013. /**
  59014. * Creates a new queue
  59015. */
  59016. constructor();
  59017. /**
  59018. * Adds a new simplification task
  59019. * @param task defines a task to add
  59020. */
  59021. addTask(task: ISimplificationTask): void;
  59022. /**
  59023. * Execute next task
  59024. */
  59025. executeNext(): void;
  59026. /**
  59027. * Execute a simplification task
  59028. * @param task defines the task to run
  59029. */
  59030. runSimplification(task: ISimplificationTask): void;
  59031. private getSimplifier;
  59032. }
  59033. /**
  59034. * The implemented types of simplification
  59035. * At the moment only Quadratic Error Decimation is implemented
  59036. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  59037. */
  59038. export enum SimplificationType {
  59039. /** Quadratic error decimation */
  59040. QUADRATIC = 0
  59041. }
  59042. }
  59043. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  59044. import { Scene } from "babylonjs/scene";
  59045. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  59046. import { ISceneComponent } from "babylonjs/sceneComponent";
  59047. module "babylonjs/scene" {
  59048. interface Scene {
  59049. /** @hidden (Backing field) */
  59050. _simplificationQueue: SimplificationQueue;
  59051. /**
  59052. * Gets or sets the simplification queue attached to the scene
  59053. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  59054. */
  59055. simplificationQueue: SimplificationQueue;
  59056. }
  59057. }
  59058. module "babylonjs/Meshes/mesh" {
  59059. interface Mesh {
  59060. /**
  59061. * Simplify the mesh according to the given array of settings.
  59062. * Function will return immediately and will simplify async
  59063. * @param settings a collection of simplification settings
  59064. * @param parallelProcessing should all levels calculate parallel or one after the other
  59065. * @param simplificationType the type of simplification to run
  59066. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  59067. * @returns the current mesh
  59068. */
  59069. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  59070. }
  59071. }
  59072. /**
  59073. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  59074. * created in a scene
  59075. */
  59076. export class SimplicationQueueSceneComponent implements ISceneComponent {
  59077. /**
  59078. * The component name helpfull to identify the component in the list of scene components.
  59079. */
  59080. readonly name: string;
  59081. /**
  59082. * The scene the component belongs to.
  59083. */
  59084. scene: Scene;
  59085. /**
  59086. * Creates a new instance of the component for the given scene
  59087. * @param scene Defines the scene to register the component in
  59088. */
  59089. constructor(scene: Scene);
  59090. /**
  59091. * Registers the component in a given scene
  59092. */
  59093. register(): void;
  59094. /**
  59095. * Rebuilds the elements related to this component in case of
  59096. * context lost for instance.
  59097. */
  59098. rebuild(): void;
  59099. /**
  59100. * Disposes the component and the associated ressources
  59101. */
  59102. dispose(): void;
  59103. private _beforeCameraUpdate;
  59104. }
  59105. }
  59106. declare module "babylonjs/Meshes/Builders/index" {
  59107. export * from "babylonjs/Meshes/Builders/boxBuilder";
  59108. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  59109. export * from "babylonjs/Meshes/Builders/discBuilder";
  59110. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  59111. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  59112. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  59113. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  59114. export * from "babylonjs/Meshes/Builders/torusBuilder";
  59115. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  59116. export * from "babylonjs/Meshes/Builders/linesBuilder";
  59117. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  59118. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  59119. export * from "babylonjs/Meshes/Builders/latheBuilder";
  59120. export * from "babylonjs/Meshes/Builders/planeBuilder";
  59121. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  59122. export * from "babylonjs/Meshes/Builders/groundBuilder";
  59123. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  59124. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  59125. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  59126. export * from "babylonjs/Meshes/Builders/decalBuilder";
  59127. }
  59128. declare module "babylonjs/Meshes/index" {
  59129. export * from "babylonjs/Meshes/abstractMesh";
  59130. export * from "babylonjs/Meshes/buffer";
  59131. export * from "babylonjs/Meshes/Compression/index";
  59132. export * from "babylonjs/Meshes/csg";
  59133. export * from "babylonjs/Meshes/geometry";
  59134. export * from "babylonjs/Meshes/groundMesh";
  59135. export * from "babylonjs/Meshes/trailMesh";
  59136. export * from "babylonjs/Meshes/instancedMesh";
  59137. export * from "babylonjs/Meshes/linesMesh";
  59138. export * from "babylonjs/Meshes/mesh";
  59139. export * from "babylonjs/Meshes/mesh.vertexData";
  59140. export * from "babylonjs/Meshes/meshBuilder";
  59141. export * from "babylonjs/Meshes/meshSimplification";
  59142. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  59143. export * from "babylonjs/Meshes/polygonMesh";
  59144. export * from "babylonjs/Meshes/subMesh";
  59145. export * from "babylonjs/Meshes/meshLODLevel";
  59146. export * from "babylonjs/Meshes/transformNode";
  59147. export * from "babylonjs/Meshes/Builders/index";
  59148. export * from "babylonjs/Meshes/dataBuffer";
  59149. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  59150. }
  59151. declare module "babylonjs/Morph/index" {
  59152. export * from "babylonjs/Morph/morphTarget";
  59153. export * from "babylonjs/Morph/morphTargetManager";
  59154. }
  59155. declare module "babylonjs/Navigation/INavigationEngine" {
  59156. import { TransformNode } from "babylonjs/Meshes/transformNode";
  59157. import { Vector3 } from "babylonjs/Maths/math";
  59158. import { Mesh } from "babylonjs/Meshes/mesh";
  59159. import { Scene } from "babylonjs/scene";
  59160. /**
  59161. * Navigation plugin interface to add navigation constrained by a navigation mesh
  59162. */
  59163. export interface INavigationEnginePlugin {
  59164. /**
  59165. * plugin name
  59166. */
  59167. name: string;
  59168. /**
  59169. * Creates a navigation mesh
  59170. * @param meshes array of all the geometry used to compute the navigatio mesh
  59171. * @param parameters bunch of parameters used to filter geometry
  59172. */
  59173. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  59174. /**
  59175. * Create a navigation mesh debug mesh
  59176. * @param scene is where the mesh will be added
  59177. * @returns debug display mesh
  59178. */
  59179. createDebugNavMesh(scene: Scene): Mesh;
  59180. /**
  59181. * Get a navigation mesh constrained position, closest to the parameter position
  59182. * @param position world position
  59183. * @returns the closest point to position constrained by the navigation mesh
  59184. */
  59185. getClosestPoint(position: Vector3): Vector3;
  59186. /**
  59187. * Get a navigation mesh constrained position, within a particular radius
  59188. * @param position world position
  59189. * @param maxRadius the maximum distance to the constrained world position
  59190. * @returns the closest point to position constrained by the navigation mesh
  59191. */
  59192. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  59193. /**
  59194. * Compute the final position from a segment made of destination-position
  59195. * @param position world position
  59196. * @param destination world position
  59197. * @returns the resulting point along the navmesh
  59198. */
  59199. moveAlong(position: Vector3, destination: Vector3): Vector3;
  59200. /**
  59201. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  59202. * @param start world position
  59203. * @param end world position
  59204. * @returns array containing world position composing the path
  59205. */
  59206. computePath(start: Vector3, end: Vector3): Vector3[];
  59207. /**
  59208. * If this plugin is supported
  59209. * @returns true if plugin is supported
  59210. */
  59211. isSupported(): boolean;
  59212. /**
  59213. * Create a new Crowd so you can add agents
  59214. * @param maxAgents the maximum agent count in the crowd
  59215. * @param maxAgentRadius the maximum radius an agent can have
  59216. * @param scene to attach the crowd to
  59217. * @returns the crowd you can add agents to
  59218. */
  59219. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  59220. /**
  59221. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  59222. * The queries will try to find a solution within those bounds
  59223. * default is (1,1,1)
  59224. * @param extent x,y,z value that define the extent around the queries point of reference
  59225. */
  59226. setDefaultQueryExtent(extent: Vector3): void;
  59227. /**
  59228. * Get the Bounding box extent specified by setDefaultQueryExtent
  59229. * @returns the box extent values
  59230. */
  59231. getDefaultQueryExtent(): Vector3;
  59232. /**
  59233. * Release all resources
  59234. */
  59235. dispose(): void;
  59236. }
  59237. /**
  59238. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  59239. */
  59240. export interface ICrowd {
  59241. /**
  59242. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  59243. * You can attach anything to that node. The node position is updated in the scene update tick.
  59244. * @param pos world position that will be constrained by the navigation mesh
  59245. * @param parameters agent parameters
  59246. * @param transform hooked to the agent that will be update by the scene
  59247. * @returns agent index
  59248. */
  59249. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  59250. /**
  59251. * Returns the agent position in world space
  59252. * @param index agent index returned by addAgent
  59253. * @returns world space position
  59254. */
  59255. getAgentPosition(index: number): Vector3;
  59256. /**
  59257. * Gets the agent velocity in world space
  59258. * @param index agent index returned by addAgent
  59259. * @returns world space velocity
  59260. */
  59261. getAgentVelocity(index: number): Vector3;
  59262. /**
  59263. * remove a particular agent previously created
  59264. * @param index agent index returned by addAgent
  59265. */
  59266. removeAgent(index: number): void;
  59267. /**
  59268. * get the list of all agents attached to this crowd
  59269. * @returns list of agent indices
  59270. */
  59271. getAgents(): number[];
  59272. /**
  59273. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  59274. * @param deltaTime in seconds
  59275. */
  59276. update(deltaTime: number): void;
  59277. /**
  59278. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  59279. * @param index agent index returned by addAgent
  59280. * @param destination targeted world position
  59281. */
  59282. agentGoto(index: number, destination: Vector3): void;
  59283. /**
  59284. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  59285. * The queries will try to find a solution within those bounds
  59286. * default is (1,1,1)
  59287. * @param extent x,y,z value that define the extent around the queries point of reference
  59288. */
  59289. setDefaultQueryExtent(extent: Vector3): void;
  59290. /**
  59291. * Get the Bounding box extent specified by setDefaultQueryExtent
  59292. * @returns the box extent values
  59293. */
  59294. getDefaultQueryExtent(): Vector3;
  59295. /**
  59296. * Release all resources
  59297. */
  59298. dispose(): void;
  59299. }
  59300. /**
  59301. * Configures an agent
  59302. */
  59303. export interface IAgentParameters {
  59304. /**
  59305. * Agent radius. [Limit: >= 0]
  59306. */
  59307. radius: number;
  59308. /**
  59309. * Agent height. [Limit: > 0]
  59310. */
  59311. height: number;
  59312. /**
  59313. * Maximum allowed acceleration. [Limit: >= 0]
  59314. */
  59315. maxAcceleration: number;
  59316. /**
  59317. * Maximum allowed speed. [Limit: >= 0]
  59318. */
  59319. maxSpeed: number;
  59320. /**
  59321. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  59322. */
  59323. collisionQueryRange: number;
  59324. /**
  59325. * The path visibility optimization range. [Limit: > 0]
  59326. */
  59327. pathOptimizationRange: number;
  59328. /**
  59329. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  59330. */
  59331. separationWeight: number;
  59332. }
  59333. /**
  59334. * Configures the navigation mesh creation
  59335. */
  59336. export interface INavMeshParameters {
  59337. /**
  59338. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  59339. */
  59340. cs: number;
  59341. /**
  59342. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  59343. */
  59344. ch: number;
  59345. /**
  59346. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  59347. */
  59348. walkableSlopeAngle: number;
  59349. /**
  59350. * Minimum floor to 'ceiling' height that will still allow the floor area to
  59351. * be considered walkable. [Limit: >= 3] [Units: vx]
  59352. */
  59353. walkableHeight: number;
  59354. /**
  59355. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  59356. */
  59357. walkableClimb: number;
  59358. /**
  59359. * The distance to erode/shrink the walkable area of the heightfield away from
  59360. * obstructions. [Limit: >=0] [Units: vx]
  59361. */
  59362. walkableRadius: number;
  59363. /**
  59364. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  59365. */
  59366. maxEdgeLen: number;
  59367. /**
  59368. * The maximum distance a simplfied contour's border edges should deviate
  59369. * the original raw contour. [Limit: >=0] [Units: vx]
  59370. */
  59371. maxSimplificationError: number;
  59372. /**
  59373. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  59374. */
  59375. minRegionArea: number;
  59376. /**
  59377. * Any regions with a span count smaller than this value will, if possible,
  59378. * be merged with larger regions. [Limit: >=0] [Units: vx]
  59379. */
  59380. mergeRegionArea: number;
  59381. /**
  59382. * The maximum number of vertices allowed for polygons generated during the
  59383. * contour to polygon conversion process. [Limit: >= 3]
  59384. */
  59385. maxVertsPerPoly: number;
  59386. /**
  59387. * Sets the sampling distance to use when generating the detail mesh.
  59388. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  59389. */
  59390. detailSampleDist: number;
  59391. /**
  59392. * The maximum distance the detail mesh surface should deviate from heightfield
  59393. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  59394. */
  59395. detailSampleMaxError: number;
  59396. }
  59397. }
  59398. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  59399. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  59400. import { Mesh } from "babylonjs/Meshes/mesh";
  59401. import { Scene } from "babylonjs/scene";
  59402. import { Vector3 } from "babylonjs/Maths/math";
  59403. import { TransformNode } from "babylonjs/Meshes/transformNode";
  59404. /**
  59405. * RecastJS navigation plugin
  59406. */
  59407. export class RecastJSPlugin implements INavigationEnginePlugin {
  59408. /**
  59409. * Reference to the Recast library
  59410. */
  59411. bjsRECAST: any;
  59412. /**
  59413. * plugin name
  59414. */
  59415. name: string;
  59416. /**
  59417. * the first navmesh created. We might extend this to support multiple navmeshes
  59418. */
  59419. navMesh: any;
  59420. /**
  59421. * Initializes the recastJS plugin
  59422. * @param recastInjection can be used to inject your own recast reference
  59423. */
  59424. constructor(recastInjection?: any);
  59425. /**
  59426. * Creates a navigation mesh
  59427. * @param meshes array of all the geometry used to compute the navigatio mesh
  59428. * @param parameters bunch of parameters used to filter geometry
  59429. */
  59430. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  59431. /**
  59432. * Create a navigation mesh debug mesh
  59433. * @param scene is where the mesh will be added
  59434. * @returns debug display mesh
  59435. */
  59436. createDebugNavMesh(scene: Scene): Mesh;
  59437. /**
  59438. * Get a navigation mesh constrained position, closest to the parameter position
  59439. * @param position world position
  59440. * @returns the closest point to position constrained by the navigation mesh
  59441. */
  59442. getClosestPoint(position: Vector3): Vector3;
  59443. /**
  59444. * Get a navigation mesh constrained position, within a particular radius
  59445. * @param position world position
  59446. * @param maxRadius the maximum distance to the constrained world position
  59447. * @returns the closest point to position constrained by the navigation mesh
  59448. */
  59449. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  59450. /**
  59451. * Compute the final position from a segment made of destination-position
  59452. * @param position world position
  59453. * @param destination world position
  59454. * @returns the resulting point along the navmesh
  59455. */
  59456. moveAlong(position: Vector3, destination: Vector3): Vector3;
  59457. /**
  59458. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  59459. * @param start world position
  59460. * @param end world position
  59461. * @returns array containing world position composing the path
  59462. */
  59463. computePath(start: Vector3, end: Vector3): Vector3[];
  59464. /**
  59465. * Create a new Crowd so you can add agents
  59466. * @param maxAgents the maximum agent count in the crowd
  59467. * @param maxAgentRadius the maximum radius an agent can have
  59468. * @param scene to attach the crowd to
  59469. * @returns the crowd you can add agents to
  59470. */
  59471. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  59472. /**
  59473. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  59474. * The queries will try to find a solution within those bounds
  59475. * default is (1,1,1)
  59476. * @param extent x,y,z value that define the extent around the queries point of reference
  59477. */
  59478. setDefaultQueryExtent(extent: Vector3): void;
  59479. /**
  59480. * Get the Bounding box extent specified by setDefaultQueryExtent
  59481. * @returns the box extent values
  59482. */
  59483. getDefaultQueryExtent(): Vector3;
  59484. /**
  59485. * Disposes
  59486. */
  59487. dispose(): void;
  59488. /**
  59489. * If this plugin is supported
  59490. * @returns true if plugin is supported
  59491. */
  59492. isSupported(): boolean;
  59493. }
  59494. /**
  59495. * Recast detour crowd implementation
  59496. */
  59497. export class RecastJSCrowd implements ICrowd {
  59498. /**
  59499. * Recast/detour plugin
  59500. */
  59501. bjsRECASTPlugin: RecastJSPlugin;
  59502. /**
  59503. * Link to the detour crowd
  59504. */
  59505. recastCrowd: any;
  59506. /**
  59507. * One transform per agent
  59508. */
  59509. transforms: TransformNode[];
  59510. /**
  59511. * All agents created
  59512. */
  59513. agents: number[];
  59514. /**
  59515. * Link to the scene is kept to unregister the crowd from the scene
  59516. */
  59517. private _scene;
  59518. /**
  59519. * Observer for crowd updates
  59520. */
  59521. private _onBeforeAnimationsObserver;
  59522. /**
  59523. * Constructor
  59524. * @param plugin recastJS plugin
  59525. * @param maxAgents the maximum agent count in the crowd
  59526. * @param maxAgentRadius the maximum radius an agent can have
  59527. * @param scene to attach the crowd to
  59528. * @returns the crowd you can add agents to
  59529. */
  59530. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  59531. /**
  59532. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  59533. * You can attach anything to that node. The node position is updated in the scene update tick.
  59534. * @param pos world position that will be constrained by the navigation mesh
  59535. * @param parameters agent parameters
  59536. * @param transform hooked to the agent that will be update by the scene
  59537. * @returns agent index
  59538. */
  59539. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  59540. /**
  59541. * Returns the agent position in world space
  59542. * @param index agent index returned by addAgent
  59543. * @returns world space position
  59544. */
  59545. getAgentPosition(index: number): Vector3;
  59546. /**
  59547. * Returns the agent velocity in world space
  59548. * @param index agent index returned by addAgent
  59549. * @returns world space velocity
  59550. */
  59551. getAgentVelocity(index: number): Vector3;
  59552. /**
  59553. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  59554. * @param index agent index returned by addAgent
  59555. * @param destination targeted world position
  59556. */
  59557. agentGoto(index: number, destination: Vector3): void;
  59558. /**
  59559. * remove a particular agent previously created
  59560. * @param index agent index returned by addAgent
  59561. */
  59562. removeAgent(index: number): void;
  59563. /**
  59564. * get the list of all agents attached to this crowd
  59565. * @returns list of agent indices
  59566. */
  59567. getAgents(): number[];
  59568. /**
  59569. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  59570. * @param deltaTime in seconds
  59571. */
  59572. update(deltaTime: number): void;
  59573. /**
  59574. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  59575. * The queries will try to find a solution within those bounds
  59576. * default is (1,1,1)
  59577. * @param extent x,y,z value that define the extent around the queries point of reference
  59578. */
  59579. setDefaultQueryExtent(extent: Vector3): void;
  59580. /**
  59581. * Get the Bounding box extent specified by setDefaultQueryExtent
  59582. * @returns the box extent values
  59583. */
  59584. getDefaultQueryExtent(): Vector3;
  59585. /**
  59586. * Release all resources
  59587. */
  59588. dispose(): void;
  59589. }
  59590. }
  59591. declare module "babylonjs/Navigation/Plugins/index" {
  59592. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  59593. }
  59594. declare module "babylonjs/Navigation/index" {
  59595. export * from "babylonjs/Navigation/INavigationEngine";
  59596. export * from "babylonjs/Navigation/Plugins/index";
  59597. }
  59598. declare module "babylonjs/Offline/database" {
  59599. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  59600. /**
  59601. * Class used to enable access to IndexedDB
  59602. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  59603. */
  59604. export class Database implements IOfflineProvider {
  59605. private _callbackManifestChecked;
  59606. private _currentSceneUrl;
  59607. private _db;
  59608. private _enableSceneOffline;
  59609. private _enableTexturesOffline;
  59610. private _manifestVersionFound;
  59611. private _mustUpdateRessources;
  59612. private _hasReachedQuota;
  59613. private _isSupported;
  59614. private _idbFactory;
  59615. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  59616. private static IsUASupportingBlobStorage;
  59617. /**
  59618. * Gets a boolean indicating if Database storate is enabled (off by default)
  59619. */
  59620. static IDBStorageEnabled: boolean;
  59621. /**
  59622. * Gets a boolean indicating if scene must be saved in the database
  59623. */
  59624. readonly enableSceneOffline: boolean;
  59625. /**
  59626. * Gets a boolean indicating if textures must be saved in the database
  59627. */
  59628. readonly enableTexturesOffline: boolean;
  59629. /**
  59630. * Creates a new Database
  59631. * @param urlToScene defines the url to load the scene
  59632. * @param callbackManifestChecked defines the callback to use when manifest is checked
  59633. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  59634. */
  59635. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  59636. private static _ParseURL;
  59637. private static _ReturnFullUrlLocation;
  59638. private _checkManifestFile;
  59639. /**
  59640. * Open the database and make it available
  59641. * @param successCallback defines the callback to call on success
  59642. * @param errorCallback defines the callback to call on error
  59643. */
  59644. open(successCallback: () => void, errorCallback: () => void): void;
  59645. /**
  59646. * Loads an image from the database
  59647. * @param url defines the url to load from
  59648. * @param image defines the target DOM image
  59649. */
  59650. loadImage(url: string, image: HTMLImageElement): void;
  59651. private _loadImageFromDBAsync;
  59652. private _saveImageIntoDBAsync;
  59653. private _checkVersionFromDB;
  59654. private _loadVersionFromDBAsync;
  59655. private _saveVersionIntoDBAsync;
  59656. /**
  59657. * Loads a file from database
  59658. * @param url defines the URL to load from
  59659. * @param sceneLoaded defines a callback to call on success
  59660. * @param progressCallBack defines a callback to call when progress changed
  59661. * @param errorCallback defines a callback to call on error
  59662. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  59663. */
  59664. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  59665. private _loadFileAsync;
  59666. private _saveFileAsync;
  59667. /**
  59668. * Validates if xhr data is correct
  59669. * @param xhr defines the request to validate
  59670. * @param dataType defines the expected data type
  59671. * @returns true if data is correct
  59672. */
  59673. private static _ValidateXHRData;
  59674. }
  59675. }
  59676. declare module "babylonjs/Offline/index" {
  59677. export * from "babylonjs/Offline/database";
  59678. export * from "babylonjs/Offline/IOfflineProvider";
  59679. }
  59680. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  59681. /** @hidden */
  59682. export var gpuUpdateParticlesPixelShader: {
  59683. name: string;
  59684. shader: string;
  59685. };
  59686. }
  59687. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  59688. /** @hidden */
  59689. export var gpuUpdateParticlesVertexShader: {
  59690. name: string;
  59691. shader: string;
  59692. };
  59693. }
  59694. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  59695. /** @hidden */
  59696. export var clipPlaneFragmentDeclaration2: {
  59697. name: string;
  59698. shader: string;
  59699. };
  59700. }
  59701. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  59702. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  59703. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  59704. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  59705. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  59706. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  59707. /** @hidden */
  59708. export var gpuRenderParticlesPixelShader: {
  59709. name: string;
  59710. shader: string;
  59711. };
  59712. }
  59713. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  59714. /** @hidden */
  59715. export var clipPlaneVertexDeclaration2: {
  59716. name: string;
  59717. shader: string;
  59718. };
  59719. }
  59720. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  59721. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  59722. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  59723. /** @hidden */
  59724. export var gpuRenderParticlesVertexShader: {
  59725. name: string;
  59726. shader: string;
  59727. };
  59728. }
  59729. declare module "babylonjs/Particles/gpuParticleSystem" {
  59730. import { Nullable } from "babylonjs/types";
  59731. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  59732. import { Observable } from "babylonjs/Misc/observable";
  59733. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  59734. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59735. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  59736. import { Scene, IDisposable } from "babylonjs/scene";
  59737. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  59738. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  59739. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  59740. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  59741. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  59742. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  59743. /**
  59744. * This represents a GPU particle system in Babylon
  59745. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  59746. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  59747. */
  59748. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  59749. /**
  59750. * The layer mask we are rendering the particles through.
  59751. */
  59752. layerMask: number;
  59753. private _capacity;
  59754. private _activeCount;
  59755. private _currentActiveCount;
  59756. private _accumulatedCount;
  59757. private _renderEffect;
  59758. private _updateEffect;
  59759. private _buffer0;
  59760. private _buffer1;
  59761. private _spriteBuffer;
  59762. private _updateVAO;
  59763. private _renderVAO;
  59764. private _targetIndex;
  59765. private _sourceBuffer;
  59766. private _targetBuffer;
  59767. private _engine;
  59768. private _currentRenderId;
  59769. private _started;
  59770. private _stopped;
  59771. private _timeDelta;
  59772. private _randomTexture;
  59773. private _randomTexture2;
  59774. private _attributesStrideSize;
  59775. private _updateEffectOptions;
  59776. private _randomTextureSize;
  59777. private _actualFrame;
  59778. private readonly _rawTextureWidth;
  59779. /**
  59780. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  59781. */
  59782. static readonly IsSupported: boolean;
  59783. /**
  59784. * An event triggered when the system is disposed.
  59785. */
  59786. onDisposeObservable: Observable<GPUParticleSystem>;
  59787. /**
  59788. * Gets the maximum number of particles active at the same time.
  59789. * @returns The max number of active particles.
  59790. */
  59791. getCapacity(): number;
  59792. /**
  59793. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  59794. * to override the particles.
  59795. */
  59796. forceDepthWrite: boolean;
  59797. /**
  59798. * Gets or set the number of active particles
  59799. */
  59800. activeParticleCount: number;
  59801. private _preWarmDone;
  59802. /**
  59803. * Is this system ready to be used/rendered
  59804. * @return true if the system is ready
  59805. */
  59806. isReady(): boolean;
  59807. /**
  59808. * Gets if the system has been started. (Note: this will still be true after stop is called)
  59809. * @returns True if it has been started, otherwise false.
  59810. */
  59811. isStarted(): boolean;
  59812. /**
  59813. * Starts the particle system and begins to emit
  59814. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  59815. */
  59816. start(delay?: number): void;
  59817. /**
  59818. * Stops the particle system.
  59819. */
  59820. stop(): void;
  59821. /**
  59822. * Remove all active particles
  59823. */
  59824. reset(): void;
  59825. /**
  59826. * Returns the string "GPUParticleSystem"
  59827. * @returns a string containing the class name
  59828. */
  59829. getClassName(): string;
  59830. private _colorGradientsTexture;
  59831. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  59832. /**
  59833. * Adds a new color gradient
  59834. * @param gradient defines the gradient to use (between 0 and 1)
  59835. * @param color1 defines the color to affect to the specified gradient
  59836. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  59837. * @returns the current particle system
  59838. */
  59839. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  59840. /**
  59841. * Remove a specific color gradient
  59842. * @param gradient defines the gradient to remove
  59843. * @returns the current particle system
  59844. */
  59845. removeColorGradient(gradient: number): GPUParticleSystem;
  59846. private _angularSpeedGradientsTexture;
  59847. private _sizeGradientsTexture;
  59848. private _velocityGradientsTexture;
  59849. private _limitVelocityGradientsTexture;
  59850. private _dragGradientsTexture;
  59851. private _addFactorGradient;
  59852. /**
  59853. * Adds a new size gradient
  59854. * @param gradient defines the gradient to use (between 0 and 1)
  59855. * @param factor defines the size factor to affect to the specified gradient
  59856. * @returns the current particle system
  59857. */
  59858. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  59859. /**
  59860. * Remove a specific size gradient
  59861. * @param gradient defines the gradient to remove
  59862. * @returns the current particle system
  59863. */
  59864. removeSizeGradient(gradient: number): GPUParticleSystem;
  59865. /**
  59866. * Adds a new angular speed gradient
  59867. * @param gradient defines the gradient to use (between 0 and 1)
  59868. * @param factor defines the angular speed to affect to the specified gradient
  59869. * @returns the current particle system
  59870. */
  59871. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  59872. /**
  59873. * Remove a specific angular speed gradient
  59874. * @param gradient defines the gradient to remove
  59875. * @returns the current particle system
  59876. */
  59877. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  59878. /**
  59879. * Adds a new velocity gradient
  59880. * @param gradient defines the gradient to use (between 0 and 1)
  59881. * @param factor defines the velocity to affect to the specified gradient
  59882. * @returns the current particle system
  59883. */
  59884. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  59885. /**
  59886. * Remove a specific velocity gradient
  59887. * @param gradient defines the gradient to remove
  59888. * @returns the current particle system
  59889. */
  59890. removeVelocityGradient(gradient: number): GPUParticleSystem;
  59891. /**
  59892. * Adds a new limit velocity gradient
  59893. * @param gradient defines the gradient to use (between 0 and 1)
  59894. * @param factor defines the limit velocity value to affect to the specified gradient
  59895. * @returns the current particle system
  59896. */
  59897. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  59898. /**
  59899. * Remove a specific limit velocity gradient
  59900. * @param gradient defines the gradient to remove
  59901. * @returns the current particle system
  59902. */
  59903. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  59904. /**
  59905. * Adds a new drag gradient
  59906. * @param gradient defines the gradient to use (between 0 and 1)
  59907. * @param factor defines the drag value to affect to the specified gradient
  59908. * @returns the current particle system
  59909. */
  59910. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  59911. /**
  59912. * Remove a specific drag gradient
  59913. * @param gradient defines the gradient to remove
  59914. * @returns the current particle system
  59915. */
  59916. removeDragGradient(gradient: number): GPUParticleSystem;
  59917. /**
  59918. * Not supported by GPUParticleSystem
  59919. * @param gradient defines the gradient to use (between 0 and 1)
  59920. * @param factor defines the emit rate value to affect to the specified gradient
  59921. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  59922. * @returns the current particle system
  59923. */
  59924. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  59925. /**
  59926. * Not supported by GPUParticleSystem
  59927. * @param gradient defines the gradient to remove
  59928. * @returns the current particle system
  59929. */
  59930. removeEmitRateGradient(gradient: number): IParticleSystem;
  59931. /**
  59932. * Not supported by GPUParticleSystem
  59933. * @param gradient defines the gradient to use (between 0 and 1)
  59934. * @param factor defines the start size value to affect to the specified gradient
  59935. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  59936. * @returns the current particle system
  59937. */
  59938. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  59939. /**
  59940. * Not supported by GPUParticleSystem
  59941. * @param gradient defines the gradient to remove
  59942. * @returns the current particle system
  59943. */
  59944. removeStartSizeGradient(gradient: number): IParticleSystem;
  59945. /**
  59946. * Not supported by GPUParticleSystem
  59947. * @param gradient defines the gradient to use (between 0 and 1)
  59948. * @param min defines the color remap minimal range
  59949. * @param max defines the color remap maximal range
  59950. * @returns the current particle system
  59951. */
  59952. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  59953. /**
  59954. * Not supported by GPUParticleSystem
  59955. * @param gradient defines the gradient to remove
  59956. * @returns the current particle system
  59957. */
  59958. removeColorRemapGradient(): IParticleSystem;
  59959. /**
  59960. * Not supported by GPUParticleSystem
  59961. * @param gradient defines the gradient to use (between 0 and 1)
  59962. * @param min defines the alpha remap minimal range
  59963. * @param max defines the alpha remap maximal range
  59964. * @returns the current particle system
  59965. */
  59966. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  59967. /**
  59968. * Not supported by GPUParticleSystem
  59969. * @param gradient defines the gradient to remove
  59970. * @returns the current particle system
  59971. */
  59972. removeAlphaRemapGradient(): IParticleSystem;
  59973. /**
  59974. * Not supported by GPUParticleSystem
  59975. * @param gradient defines the gradient to use (between 0 and 1)
  59976. * @param color defines the color to affect to the specified gradient
  59977. * @returns the current particle system
  59978. */
  59979. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  59980. /**
  59981. * Not supported by GPUParticleSystem
  59982. * @param gradient defines the gradient to remove
  59983. * @returns the current particle system
  59984. */
  59985. removeRampGradient(): IParticleSystem;
  59986. /**
  59987. * Not supported by GPUParticleSystem
  59988. * @returns the list of ramp gradients
  59989. */
  59990. getRampGradients(): Nullable<Array<Color3Gradient>>;
  59991. /**
  59992. * Not supported by GPUParticleSystem
  59993. * Gets or sets a boolean indicating that ramp gradients must be used
  59994. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  59995. */
  59996. useRampGradients: boolean;
  59997. /**
  59998. * Not supported by GPUParticleSystem
  59999. * @param gradient defines the gradient to use (between 0 and 1)
  60000. * @param factor defines the life time factor to affect to the specified gradient
  60001. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60002. * @returns the current particle system
  60003. */
  60004. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  60005. /**
  60006. * Not supported by GPUParticleSystem
  60007. * @param gradient defines the gradient to remove
  60008. * @returns the current particle system
  60009. */
  60010. removeLifeTimeGradient(gradient: number): IParticleSystem;
  60011. /**
  60012. * Instantiates a GPU particle system.
  60013. * 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.
  60014. * @param name The name of the particle system
  60015. * @param options The options used to create the system
  60016. * @param scene The scene the particle system belongs to
  60017. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  60018. */
  60019. constructor(name: string, options: Partial<{
  60020. capacity: number;
  60021. randomTextureSize: number;
  60022. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  60023. protected _reset(): void;
  60024. private _createUpdateVAO;
  60025. private _createRenderVAO;
  60026. private _initialize;
  60027. /** @hidden */
  60028. _recreateUpdateEffect(): void;
  60029. /** @hidden */
  60030. _recreateRenderEffect(): void;
  60031. /**
  60032. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  60033. * @param preWarm defines if we are in the pre-warmimg phase
  60034. */
  60035. animate(preWarm?: boolean): void;
  60036. private _createFactorGradientTexture;
  60037. private _createSizeGradientTexture;
  60038. private _createAngularSpeedGradientTexture;
  60039. private _createVelocityGradientTexture;
  60040. private _createLimitVelocityGradientTexture;
  60041. private _createDragGradientTexture;
  60042. private _createColorGradientTexture;
  60043. /**
  60044. * Renders the particle system in its current state
  60045. * @param preWarm defines if the system should only update the particles but not render them
  60046. * @returns the current number of particles
  60047. */
  60048. render(preWarm?: boolean): number;
  60049. /**
  60050. * Rebuilds the particle system
  60051. */
  60052. rebuild(): void;
  60053. private _releaseBuffers;
  60054. private _releaseVAOs;
  60055. /**
  60056. * Disposes the particle system and free the associated resources
  60057. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  60058. */
  60059. dispose(disposeTexture?: boolean): void;
  60060. /**
  60061. * Clones the particle system.
  60062. * @param name The name of the cloned object
  60063. * @param newEmitter The new emitter to use
  60064. * @returns the cloned particle system
  60065. */
  60066. clone(name: string, newEmitter: any): GPUParticleSystem;
  60067. /**
  60068. * Serializes the particle system to a JSON object.
  60069. * @returns the JSON object
  60070. */
  60071. serialize(): any;
  60072. /**
  60073. * Parses a JSON object to create a GPU particle system.
  60074. * @param parsedParticleSystem The JSON object to parse
  60075. * @param scene The scene to create the particle system in
  60076. * @param rootUrl The root url to use to load external dependencies like texture
  60077. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  60078. * @returns the parsed GPU particle system
  60079. */
  60080. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  60081. }
  60082. }
  60083. declare module "babylonjs/Particles/particleSystemSet" {
  60084. import { Nullable } from "babylonjs/types";
  60085. import { Color3 } from "babylonjs/Maths/math.color";
  60086. import { TransformNode } from "babylonjs/Meshes/transformNode";
  60087. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60088. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  60089. import { Scene, IDisposable } from "babylonjs/scene";
  60090. /**
  60091. * Represents a set of particle systems working together to create a specific effect
  60092. */
  60093. export class ParticleSystemSet implements IDisposable {
  60094. private _emitterCreationOptions;
  60095. private _emitterNode;
  60096. /**
  60097. * Gets the particle system list
  60098. */
  60099. systems: IParticleSystem[];
  60100. /**
  60101. * Gets the emitter node used with this set
  60102. */
  60103. readonly emitterNode: Nullable<TransformNode>;
  60104. /**
  60105. * Creates a new emitter mesh as a sphere
  60106. * @param options defines the options used to create the sphere
  60107. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  60108. * @param scene defines the hosting scene
  60109. */
  60110. setEmitterAsSphere(options: {
  60111. diameter: number;
  60112. segments: number;
  60113. color: Color3;
  60114. }, renderingGroupId: number, scene: Scene): void;
  60115. /**
  60116. * Starts all particle systems of the set
  60117. * @param emitter defines an optional mesh to use as emitter for the particle systems
  60118. */
  60119. start(emitter?: AbstractMesh): void;
  60120. /**
  60121. * Release all associated resources
  60122. */
  60123. dispose(): void;
  60124. /**
  60125. * Serialize the set into a JSON compatible object
  60126. * @returns a JSON compatible representation of the set
  60127. */
  60128. serialize(): any;
  60129. /**
  60130. * Parse a new ParticleSystemSet from a serialized source
  60131. * @param data defines a JSON compatible representation of the set
  60132. * @param scene defines the hosting scene
  60133. * @param gpu defines if we want GPU particles or CPU particles
  60134. * @returns a new ParticleSystemSet
  60135. */
  60136. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  60137. }
  60138. }
  60139. declare module "babylonjs/Particles/particleHelper" {
  60140. import { Nullable } from "babylonjs/types";
  60141. import { Scene } from "babylonjs/scene";
  60142. import { Vector3 } from "babylonjs/Maths/math.vector";
  60143. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60144. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  60145. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  60146. /**
  60147. * This class is made for on one-liner static method to help creating particle system set.
  60148. */
  60149. export class ParticleHelper {
  60150. /**
  60151. * Gets or sets base Assets URL
  60152. */
  60153. static BaseAssetsUrl: string;
  60154. /**
  60155. * Create a default particle system that you can tweak
  60156. * @param emitter defines the emitter to use
  60157. * @param capacity defines the system capacity (default is 500 particles)
  60158. * @param scene defines the hosting scene
  60159. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  60160. * @returns the new Particle system
  60161. */
  60162. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  60163. /**
  60164. * This is the main static method (one-liner) of this helper to create different particle systems
  60165. * @param type This string represents the type to the particle system to create
  60166. * @param scene The scene where the particle system should live
  60167. * @param gpu If the system will use gpu
  60168. * @returns the ParticleSystemSet created
  60169. */
  60170. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  60171. /**
  60172. * Static function used to export a particle system to a ParticleSystemSet variable.
  60173. * Please note that the emitter shape is not exported
  60174. * @param systems defines the particle systems to export
  60175. * @returns the created particle system set
  60176. */
  60177. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  60178. }
  60179. }
  60180. declare module "babylonjs/Particles/particleSystemComponent" {
  60181. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  60182. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  60183. import "babylonjs/Shaders/particles.vertex";
  60184. module "babylonjs/Engines/engine" {
  60185. interface Engine {
  60186. /**
  60187. * Create an effect to use with particle systems.
  60188. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  60189. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  60190. * @param uniformsNames defines a list of attribute names
  60191. * @param samplers defines an array of string used to represent textures
  60192. * @param defines defines the string containing the defines to use to compile the shaders
  60193. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  60194. * @param onCompiled defines a function to call when the effect creation is successful
  60195. * @param onError defines a function to call when the effect creation has failed
  60196. * @returns the new Effect
  60197. */
  60198. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  60199. }
  60200. }
  60201. module "babylonjs/Meshes/mesh" {
  60202. interface Mesh {
  60203. /**
  60204. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  60205. * @returns an array of IParticleSystem
  60206. */
  60207. getEmittedParticleSystems(): IParticleSystem[];
  60208. /**
  60209. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  60210. * @returns an array of IParticleSystem
  60211. */
  60212. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  60213. }
  60214. }
  60215. /**
  60216. * @hidden
  60217. */
  60218. export var _IDoNeedToBeInTheBuild: number;
  60219. }
  60220. declare module "babylonjs/Particles/index" {
  60221. export * from "babylonjs/Particles/baseParticleSystem";
  60222. export * from "babylonjs/Particles/EmitterTypes/index";
  60223. export * from "babylonjs/Particles/gpuParticleSystem";
  60224. export * from "babylonjs/Particles/IParticleSystem";
  60225. export * from "babylonjs/Particles/particle";
  60226. export * from "babylonjs/Particles/particleHelper";
  60227. export * from "babylonjs/Particles/particleSystem";
  60228. export * from "babylonjs/Particles/particleSystemComponent";
  60229. export * from "babylonjs/Particles/particleSystemSet";
  60230. export * from "babylonjs/Particles/solidParticle";
  60231. export * from "babylonjs/Particles/solidParticleSystem";
  60232. export * from "babylonjs/Particles/subEmitter";
  60233. }
  60234. declare module "babylonjs/Physics/physicsEngineComponent" {
  60235. import { Nullable } from "babylonjs/types";
  60236. import { Observable, Observer } from "babylonjs/Misc/observable";
  60237. import { Vector3 } from "babylonjs/Maths/math.vector";
  60238. import { Mesh } from "babylonjs/Meshes/mesh";
  60239. import { ISceneComponent } from "babylonjs/sceneComponent";
  60240. import { Scene } from "babylonjs/scene";
  60241. import { Node } from "babylonjs/node";
  60242. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  60243. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  60244. module "babylonjs/scene" {
  60245. interface Scene {
  60246. /** @hidden (Backing field) */
  60247. _physicsEngine: Nullable<IPhysicsEngine>;
  60248. /**
  60249. * Gets the current physics engine
  60250. * @returns a IPhysicsEngine or null if none attached
  60251. */
  60252. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  60253. /**
  60254. * Enables physics to the current scene
  60255. * @param gravity defines the scene's gravity for the physics engine
  60256. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  60257. * @return a boolean indicating if the physics engine was initialized
  60258. */
  60259. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  60260. /**
  60261. * Disables and disposes the physics engine associated with the scene
  60262. */
  60263. disablePhysicsEngine(): void;
  60264. /**
  60265. * Gets a boolean indicating if there is an active physics engine
  60266. * @returns a boolean indicating if there is an active physics engine
  60267. */
  60268. isPhysicsEnabled(): boolean;
  60269. /**
  60270. * Deletes a physics compound impostor
  60271. * @param compound defines the compound to delete
  60272. */
  60273. deleteCompoundImpostor(compound: any): void;
  60274. /**
  60275. * An event triggered when physic simulation is about to be run
  60276. */
  60277. onBeforePhysicsObservable: Observable<Scene>;
  60278. /**
  60279. * An event triggered when physic simulation has been done
  60280. */
  60281. onAfterPhysicsObservable: Observable<Scene>;
  60282. }
  60283. }
  60284. module "babylonjs/Meshes/abstractMesh" {
  60285. interface AbstractMesh {
  60286. /** @hidden */
  60287. _physicsImpostor: Nullable<PhysicsImpostor>;
  60288. /**
  60289. * Gets or sets impostor used for physic simulation
  60290. * @see http://doc.babylonjs.com/features/physics_engine
  60291. */
  60292. physicsImpostor: Nullable<PhysicsImpostor>;
  60293. /**
  60294. * Gets the current physics impostor
  60295. * @see http://doc.babylonjs.com/features/physics_engine
  60296. * @returns a physics impostor or null
  60297. */
  60298. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  60299. /** Apply a physic impulse to the mesh
  60300. * @param force defines the force to apply
  60301. * @param contactPoint defines where to apply the force
  60302. * @returns the current mesh
  60303. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  60304. */
  60305. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  60306. /**
  60307. * Creates a physic joint between two meshes
  60308. * @param otherMesh defines the other mesh to use
  60309. * @param pivot1 defines the pivot to use on this mesh
  60310. * @param pivot2 defines the pivot to use on the other mesh
  60311. * @param options defines additional options (can be plugin dependent)
  60312. * @returns the current mesh
  60313. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  60314. */
  60315. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  60316. /** @hidden */
  60317. _disposePhysicsObserver: Nullable<Observer<Node>>;
  60318. }
  60319. }
  60320. /**
  60321. * Defines the physics engine scene component responsible to manage a physics engine
  60322. */
  60323. export class PhysicsEngineSceneComponent implements ISceneComponent {
  60324. /**
  60325. * The component name helpful to identify the component in the list of scene components.
  60326. */
  60327. readonly name: string;
  60328. /**
  60329. * The scene the component belongs to.
  60330. */
  60331. scene: Scene;
  60332. /**
  60333. * Creates a new instance of the component for the given scene
  60334. * @param scene Defines the scene to register the component in
  60335. */
  60336. constructor(scene: Scene);
  60337. /**
  60338. * Registers the component in a given scene
  60339. */
  60340. register(): void;
  60341. /**
  60342. * Rebuilds the elements related to this component in case of
  60343. * context lost for instance.
  60344. */
  60345. rebuild(): void;
  60346. /**
  60347. * Disposes the component and the associated ressources
  60348. */
  60349. dispose(): void;
  60350. }
  60351. }
  60352. declare module "babylonjs/Physics/physicsHelper" {
  60353. import { Nullable } from "babylonjs/types";
  60354. import { Vector3 } from "babylonjs/Maths/math.vector";
  60355. import { Mesh } from "babylonjs/Meshes/mesh";
  60356. import { Scene } from "babylonjs/scene";
  60357. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  60358. /**
  60359. * A helper for physics simulations
  60360. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60361. */
  60362. export class PhysicsHelper {
  60363. private _scene;
  60364. private _physicsEngine;
  60365. /**
  60366. * Initializes the Physics helper
  60367. * @param scene Babylon.js scene
  60368. */
  60369. constructor(scene: Scene);
  60370. /**
  60371. * Applies a radial explosion impulse
  60372. * @param origin the origin of the explosion
  60373. * @param radiusOrEventOptions the radius or the options of radial explosion
  60374. * @param strength the explosion strength
  60375. * @param falloff possible options: Constant & Linear. Defaults to Constant
  60376. * @returns A physics radial explosion event, or null
  60377. */
  60378. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  60379. /**
  60380. * Applies a radial explosion force
  60381. * @param origin the origin of the explosion
  60382. * @param radiusOrEventOptions the radius or the options of radial explosion
  60383. * @param strength the explosion strength
  60384. * @param falloff possible options: Constant & Linear. Defaults to Constant
  60385. * @returns A physics radial explosion event, or null
  60386. */
  60387. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  60388. /**
  60389. * Creates a gravitational field
  60390. * @param origin the origin of the explosion
  60391. * @param radiusOrEventOptions the radius or the options of radial explosion
  60392. * @param strength the explosion strength
  60393. * @param falloff possible options: Constant & Linear. Defaults to Constant
  60394. * @returns A physics gravitational field event, or null
  60395. */
  60396. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  60397. /**
  60398. * Creates a physics updraft event
  60399. * @param origin the origin of the updraft
  60400. * @param radiusOrEventOptions the radius or the options of the updraft
  60401. * @param strength the strength of the updraft
  60402. * @param height the height of the updraft
  60403. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  60404. * @returns A physics updraft event, or null
  60405. */
  60406. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  60407. /**
  60408. * Creates a physics vortex event
  60409. * @param origin the of the vortex
  60410. * @param radiusOrEventOptions the radius or the options of the vortex
  60411. * @param strength the strength of the vortex
  60412. * @param height the height of the vortex
  60413. * @returns a Physics vortex event, or null
  60414. * A physics vortex event or null
  60415. */
  60416. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  60417. }
  60418. /**
  60419. * Represents a physics radial explosion event
  60420. */
  60421. class PhysicsRadialExplosionEvent {
  60422. private _scene;
  60423. private _options;
  60424. private _sphere;
  60425. private _dataFetched;
  60426. /**
  60427. * Initializes a radial explosioin event
  60428. * @param _scene BabylonJS scene
  60429. * @param _options The options for the vortex event
  60430. */
  60431. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  60432. /**
  60433. * Returns the data related to the radial explosion event (sphere).
  60434. * @returns The radial explosion event data
  60435. */
  60436. getData(): PhysicsRadialExplosionEventData;
  60437. /**
  60438. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  60439. * @param impostor A physics imposter
  60440. * @param origin the origin of the explosion
  60441. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  60442. */
  60443. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  60444. /**
  60445. * Triggers affecterd impostors callbacks
  60446. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  60447. */
  60448. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  60449. /**
  60450. * Disposes the sphere.
  60451. * @param force Specifies if the sphere should be disposed by force
  60452. */
  60453. dispose(force?: boolean): void;
  60454. /*** Helpers ***/
  60455. private _prepareSphere;
  60456. private _intersectsWithSphere;
  60457. }
  60458. /**
  60459. * Represents a gravitational field event
  60460. */
  60461. class PhysicsGravitationalFieldEvent {
  60462. private _physicsHelper;
  60463. private _scene;
  60464. private _origin;
  60465. private _options;
  60466. private _tickCallback;
  60467. private _sphere;
  60468. private _dataFetched;
  60469. /**
  60470. * Initializes the physics gravitational field event
  60471. * @param _physicsHelper A physics helper
  60472. * @param _scene BabylonJS scene
  60473. * @param _origin The origin position of the gravitational field event
  60474. * @param _options The options for the vortex event
  60475. */
  60476. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  60477. /**
  60478. * Returns the data related to the gravitational field event (sphere).
  60479. * @returns A gravitational field event
  60480. */
  60481. getData(): PhysicsGravitationalFieldEventData;
  60482. /**
  60483. * Enables the gravitational field.
  60484. */
  60485. enable(): void;
  60486. /**
  60487. * Disables the gravitational field.
  60488. */
  60489. disable(): void;
  60490. /**
  60491. * Disposes the sphere.
  60492. * @param force The force to dispose from the gravitational field event
  60493. */
  60494. dispose(force?: boolean): void;
  60495. private _tick;
  60496. }
  60497. /**
  60498. * Represents a physics updraft event
  60499. */
  60500. class PhysicsUpdraftEvent {
  60501. private _scene;
  60502. private _origin;
  60503. private _options;
  60504. private _physicsEngine;
  60505. private _originTop;
  60506. private _originDirection;
  60507. private _tickCallback;
  60508. private _cylinder;
  60509. private _cylinderPosition;
  60510. private _dataFetched;
  60511. /**
  60512. * Initializes the physics updraft event
  60513. * @param _scene BabylonJS scene
  60514. * @param _origin The origin position of the updraft
  60515. * @param _options The options for the updraft event
  60516. */
  60517. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  60518. /**
  60519. * Returns the data related to the updraft event (cylinder).
  60520. * @returns A physics updraft event
  60521. */
  60522. getData(): PhysicsUpdraftEventData;
  60523. /**
  60524. * Enables the updraft.
  60525. */
  60526. enable(): void;
  60527. /**
  60528. * Disables the updraft.
  60529. */
  60530. disable(): void;
  60531. /**
  60532. * Disposes the cylinder.
  60533. * @param force Specifies if the updraft should be disposed by force
  60534. */
  60535. dispose(force?: boolean): void;
  60536. private getImpostorHitData;
  60537. private _tick;
  60538. /*** Helpers ***/
  60539. private _prepareCylinder;
  60540. private _intersectsWithCylinder;
  60541. }
  60542. /**
  60543. * Represents a physics vortex event
  60544. */
  60545. class PhysicsVortexEvent {
  60546. private _scene;
  60547. private _origin;
  60548. private _options;
  60549. private _physicsEngine;
  60550. private _originTop;
  60551. private _tickCallback;
  60552. private _cylinder;
  60553. private _cylinderPosition;
  60554. private _dataFetched;
  60555. /**
  60556. * Initializes the physics vortex event
  60557. * @param _scene The BabylonJS scene
  60558. * @param _origin The origin position of the vortex
  60559. * @param _options The options for the vortex event
  60560. */
  60561. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  60562. /**
  60563. * Returns the data related to the vortex event (cylinder).
  60564. * @returns The physics vortex event data
  60565. */
  60566. getData(): PhysicsVortexEventData;
  60567. /**
  60568. * Enables the vortex.
  60569. */
  60570. enable(): void;
  60571. /**
  60572. * Disables the cortex.
  60573. */
  60574. disable(): void;
  60575. /**
  60576. * Disposes the sphere.
  60577. * @param force
  60578. */
  60579. dispose(force?: boolean): void;
  60580. private getImpostorHitData;
  60581. private _tick;
  60582. /*** Helpers ***/
  60583. private _prepareCylinder;
  60584. private _intersectsWithCylinder;
  60585. }
  60586. /**
  60587. * Options fot the radial explosion event
  60588. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60589. */
  60590. export class PhysicsRadialExplosionEventOptions {
  60591. /**
  60592. * The radius of the sphere for the radial explosion.
  60593. */
  60594. radius: number;
  60595. /**
  60596. * The strenth of the explosion.
  60597. */
  60598. strength: number;
  60599. /**
  60600. * The strenght of the force in correspondence to the distance of the affected object
  60601. */
  60602. falloff: PhysicsRadialImpulseFalloff;
  60603. /**
  60604. * Sphere options for the radial explosion.
  60605. */
  60606. sphere: {
  60607. segments: number;
  60608. diameter: number;
  60609. };
  60610. /**
  60611. * Sphere options for the radial explosion.
  60612. */
  60613. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  60614. }
  60615. /**
  60616. * Options fot the updraft event
  60617. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60618. */
  60619. export class PhysicsUpdraftEventOptions {
  60620. /**
  60621. * The radius of the cylinder for the vortex
  60622. */
  60623. radius: number;
  60624. /**
  60625. * The strenth of the updraft.
  60626. */
  60627. strength: number;
  60628. /**
  60629. * The height of the cylinder for the updraft.
  60630. */
  60631. height: number;
  60632. /**
  60633. * The mode for the the updraft.
  60634. */
  60635. updraftMode: PhysicsUpdraftMode;
  60636. }
  60637. /**
  60638. * Options fot the vortex event
  60639. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60640. */
  60641. export class PhysicsVortexEventOptions {
  60642. /**
  60643. * The radius of the cylinder for the vortex
  60644. */
  60645. radius: number;
  60646. /**
  60647. * The strenth of the vortex.
  60648. */
  60649. strength: number;
  60650. /**
  60651. * The height of the cylinder for the vortex.
  60652. */
  60653. height: number;
  60654. /**
  60655. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  60656. */
  60657. centripetalForceThreshold: number;
  60658. /**
  60659. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  60660. */
  60661. centripetalForceMultiplier: number;
  60662. /**
  60663. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  60664. */
  60665. centrifugalForceMultiplier: number;
  60666. /**
  60667. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  60668. */
  60669. updraftForceMultiplier: number;
  60670. }
  60671. /**
  60672. * The strenght of the force in correspondence to the distance of the affected object
  60673. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60674. */
  60675. export enum PhysicsRadialImpulseFalloff {
  60676. /** Defines that impulse is constant in strength across it's whole radius */
  60677. Constant = 0,
  60678. /** Defines that impulse gets weaker if it's further from the origin */
  60679. Linear = 1
  60680. }
  60681. /**
  60682. * The strength of the force in correspondence to the distance of the affected object
  60683. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60684. */
  60685. export enum PhysicsUpdraftMode {
  60686. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  60687. Center = 0,
  60688. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  60689. Perpendicular = 1
  60690. }
  60691. /**
  60692. * Interface for a physics hit data
  60693. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60694. */
  60695. export interface PhysicsHitData {
  60696. /**
  60697. * The force applied at the contact point
  60698. */
  60699. force: Vector3;
  60700. /**
  60701. * The contact point
  60702. */
  60703. contactPoint: Vector3;
  60704. /**
  60705. * The distance from the origin to the contact point
  60706. */
  60707. distanceFromOrigin: number;
  60708. }
  60709. /**
  60710. * Interface for radial explosion event data
  60711. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60712. */
  60713. export interface PhysicsRadialExplosionEventData {
  60714. /**
  60715. * A sphere used for the radial explosion event
  60716. */
  60717. sphere: Mesh;
  60718. }
  60719. /**
  60720. * Interface for gravitational field event data
  60721. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60722. */
  60723. export interface PhysicsGravitationalFieldEventData {
  60724. /**
  60725. * A sphere mesh used for the gravitational field event
  60726. */
  60727. sphere: Mesh;
  60728. }
  60729. /**
  60730. * Interface for updraft event data
  60731. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60732. */
  60733. export interface PhysicsUpdraftEventData {
  60734. /**
  60735. * A cylinder used for the updraft event
  60736. */
  60737. cylinder: Mesh;
  60738. }
  60739. /**
  60740. * Interface for vortex event data
  60741. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60742. */
  60743. export interface PhysicsVortexEventData {
  60744. /**
  60745. * A cylinder used for the vortex event
  60746. */
  60747. cylinder: Mesh;
  60748. }
  60749. /**
  60750. * Interface for an affected physics impostor
  60751. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60752. */
  60753. export interface PhysicsAffectedImpostorWithData {
  60754. /**
  60755. * The impostor affected by the effect
  60756. */
  60757. impostor: PhysicsImpostor;
  60758. /**
  60759. * The data about the hit/horce from the explosion
  60760. */
  60761. hitData: PhysicsHitData;
  60762. }
  60763. }
  60764. declare module "babylonjs/Physics/Plugins/index" {
  60765. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  60766. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  60767. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  60768. }
  60769. declare module "babylonjs/Physics/index" {
  60770. export * from "babylonjs/Physics/IPhysicsEngine";
  60771. export * from "babylonjs/Physics/physicsEngine";
  60772. export * from "babylonjs/Physics/physicsEngineComponent";
  60773. export * from "babylonjs/Physics/physicsHelper";
  60774. export * from "babylonjs/Physics/physicsImpostor";
  60775. export * from "babylonjs/Physics/physicsJoint";
  60776. export * from "babylonjs/Physics/Plugins/index";
  60777. }
  60778. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  60779. /** @hidden */
  60780. export var blackAndWhitePixelShader: {
  60781. name: string;
  60782. shader: string;
  60783. };
  60784. }
  60785. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  60786. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60787. import { Camera } from "babylonjs/Cameras/camera";
  60788. import { Engine } from "babylonjs/Engines/engine";
  60789. import "babylonjs/Shaders/blackAndWhite.fragment";
  60790. /**
  60791. * Post process used to render in black and white
  60792. */
  60793. export class BlackAndWhitePostProcess extends PostProcess {
  60794. /**
  60795. * Linear about to convert he result to black and white (default: 1)
  60796. */
  60797. degree: number;
  60798. /**
  60799. * Creates a black and white post process
  60800. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  60801. * @param name The name of the effect.
  60802. * @param options The required width/height ratio to downsize to before computing the render pass.
  60803. * @param camera The camera to apply the render pass to.
  60804. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60805. * @param engine The engine which the post process will be applied. (default: current engine)
  60806. * @param reusable If the post process can be reused on the same frame. (default: false)
  60807. */
  60808. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60809. }
  60810. }
  60811. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  60812. import { Nullable } from "babylonjs/types";
  60813. import { Camera } from "babylonjs/Cameras/camera";
  60814. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  60815. import { Engine } from "babylonjs/Engines/engine";
  60816. /**
  60817. * This represents a set of one or more post processes in Babylon.
  60818. * A post process can be used to apply a shader to a texture after it is rendered.
  60819. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60820. */
  60821. export class PostProcessRenderEffect {
  60822. private _postProcesses;
  60823. private _getPostProcesses;
  60824. private _singleInstance;
  60825. private _cameras;
  60826. private _indicesForCamera;
  60827. /**
  60828. * Name of the effect
  60829. * @hidden
  60830. */
  60831. _name: string;
  60832. /**
  60833. * Instantiates a post process render effect.
  60834. * A post process can be used to apply a shader to a texture after it is rendered.
  60835. * @param engine The engine the effect is tied to
  60836. * @param name The name of the effect
  60837. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  60838. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  60839. */
  60840. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  60841. /**
  60842. * Checks if all the post processes in the effect are supported.
  60843. */
  60844. readonly isSupported: boolean;
  60845. /**
  60846. * Updates the current state of the effect
  60847. * @hidden
  60848. */
  60849. _update(): void;
  60850. /**
  60851. * Attaches the effect on cameras
  60852. * @param cameras The camera to attach to.
  60853. * @hidden
  60854. */
  60855. _attachCameras(cameras: Camera): void;
  60856. /**
  60857. * Attaches the effect on cameras
  60858. * @param cameras The camera to attach to.
  60859. * @hidden
  60860. */
  60861. _attachCameras(cameras: Camera[]): void;
  60862. /**
  60863. * Detaches the effect on cameras
  60864. * @param cameras The camera to detatch from.
  60865. * @hidden
  60866. */
  60867. _detachCameras(cameras: Camera): void;
  60868. /**
  60869. * Detatches the effect on cameras
  60870. * @param cameras The camera to detatch from.
  60871. * @hidden
  60872. */
  60873. _detachCameras(cameras: Camera[]): void;
  60874. /**
  60875. * Enables the effect on given cameras
  60876. * @param cameras The camera to enable.
  60877. * @hidden
  60878. */
  60879. _enable(cameras: Camera): void;
  60880. /**
  60881. * Enables the effect on given cameras
  60882. * @param cameras The camera to enable.
  60883. * @hidden
  60884. */
  60885. _enable(cameras: Nullable<Camera[]>): void;
  60886. /**
  60887. * Disables the effect on the given cameras
  60888. * @param cameras The camera to disable.
  60889. * @hidden
  60890. */
  60891. _disable(cameras: Camera): void;
  60892. /**
  60893. * Disables the effect on the given cameras
  60894. * @param cameras The camera to disable.
  60895. * @hidden
  60896. */
  60897. _disable(cameras: Nullable<Camera[]>): void;
  60898. /**
  60899. * Gets a list of the post processes contained in the effect.
  60900. * @param camera The camera to get the post processes on.
  60901. * @returns The list of the post processes in the effect.
  60902. */
  60903. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  60904. }
  60905. }
  60906. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  60907. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  60908. /** @hidden */
  60909. export var extractHighlightsPixelShader: {
  60910. name: string;
  60911. shader: string;
  60912. };
  60913. }
  60914. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  60915. import { Nullable } from "babylonjs/types";
  60916. import { Camera } from "babylonjs/Cameras/camera";
  60917. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60918. import { Engine } from "babylonjs/Engines/engine";
  60919. import "babylonjs/Shaders/extractHighlights.fragment";
  60920. /**
  60921. * 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.
  60922. */
  60923. export class ExtractHighlightsPostProcess extends PostProcess {
  60924. /**
  60925. * The luminance threshold, pixels below this value will be set to black.
  60926. */
  60927. threshold: number;
  60928. /** @hidden */
  60929. _exposure: number;
  60930. /**
  60931. * Post process which has the input texture to be used when performing highlight extraction
  60932. * @hidden
  60933. */
  60934. _inputPostProcess: Nullable<PostProcess>;
  60935. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60936. }
  60937. }
  60938. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  60939. /** @hidden */
  60940. export var bloomMergePixelShader: {
  60941. name: string;
  60942. shader: string;
  60943. };
  60944. }
  60945. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  60946. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60947. import { Nullable } from "babylonjs/types";
  60948. import { Engine } from "babylonjs/Engines/engine";
  60949. import { Camera } from "babylonjs/Cameras/camera";
  60950. import "babylonjs/Shaders/bloomMerge.fragment";
  60951. /**
  60952. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  60953. */
  60954. export class BloomMergePostProcess extends PostProcess {
  60955. /** Weight of the bloom to be added to the original input. */
  60956. weight: number;
  60957. /**
  60958. * Creates a new instance of @see BloomMergePostProcess
  60959. * @param name The name of the effect.
  60960. * @param originalFromInput Post process which's input will be used for the merge.
  60961. * @param blurred Blurred highlights post process which's output will be used.
  60962. * @param weight Weight of the bloom to be added to the original input.
  60963. * @param options The required width/height ratio to downsize to before computing the render pass.
  60964. * @param camera The camera to apply the render pass to.
  60965. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60966. * @param engine The engine which the post process will be applied. (default: current engine)
  60967. * @param reusable If the post process can be reused on the same frame. (default: false)
  60968. * @param textureType Type of textures used when performing the post process. (default: 0)
  60969. * @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)
  60970. */
  60971. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  60972. /** Weight of the bloom to be added to the original input. */
  60973. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60974. }
  60975. }
  60976. declare module "babylonjs/PostProcesses/bloomEffect" {
  60977. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  60978. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  60979. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  60980. import { Camera } from "babylonjs/Cameras/camera";
  60981. import { Scene } from "babylonjs/scene";
  60982. /**
  60983. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  60984. */
  60985. export class BloomEffect extends PostProcessRenderEffect {
  60986. private bloomScale;
  60987. /**
  60988. * @hidden Internal
  60989. */
  60990. _effects: Array<PostProcess>;
  60991. /**
  60992. * @hidden Internal
  60993. */
  60994. _downscale: ExtractHighlightsPostProcess;
  60995. private _blurX;
  60996. private _blurY;
  60997. private _merge;
  60998. /**
  60999. * The luminance threshold to find bright areas of the image to bloom.
  61000. */
  61001. threshold: number;
  61002. /**
  61003. * The strength of the bloom.
  61004. */
  61005. weight: number;
  61006. /**
  61007. * Specifies the size of the bloom blur kernel, relative to the final output size
  61008. */
  61009. kernel: number;
  61010. /**
  61011. * Creates a new instance of @see BloomEffect
  61012. * @param scene The scene the effect belongs to.
  61013. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  61014. * @param bloomKernel The size of the kernel to be used when applying the blur.
  61015. * @param bloomWeight The the strength of bloom.
  61016. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  61017. * @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)
  61018. */
  61019. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  61020. /**
  61021. * Disposes each of the internal effects for a given camera.
  61022. * @param camera The camera to dispose the effect on.
  61023. */
  61024. disposeEffects(camera: Camera): void;
  61025. /**
  61026. * @hidden Internal
  61027. */
  61028. _updateEffects(): void;
  61029. /**
  61030. * Internal
  61031. * @returns if all the contained post processes are ready.
  61032. * @hidden
  61033. */
  61034. _isReady(): boolean;
  61035. }
  61036. }
  61037. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  61038. /** @hidden */
  61039. export var chromaticAberrationPixelShader: {
  61040. name: string;
  61041. shader: string;
  61042. };
  61043. }
  61044. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  61045. import { Vector2 } from "babylonjs/Maths/math.vector";
  61046. import { Nullable } from "babylonjs/types";
  61047. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61048. import { Camera } from "babylonjs/Cameras/camera";
  61049. import { Engine } from "babylonjs/Engines/engine";
  61050. import "babylonjs/Shaders/chromaticAberration.fragment";
  61051. /**
  61052. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  61053. */
  61054. export class ChromaticAberrationPostProcess extends PostProcess {
  61055. /**
  61056. * The amount of seperation of rgb channels (default: 30)
  61057. */
  61058. aberrationAmount: number;
  61059. /**
  61060. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  61061. */
  61062. radialIntensity: number;
  61063. /**
  61064. * 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))
  61065. */
  61066. direction: Vector2;
  61067. /**
  61068. * 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))
  61069. */
  61070. centerPosition: Vector2;
  61071. /**
  61072. * Creates a new instance ChromaticAberrationPostProcess
  61073. * @param name The name of the effect.
  61074. * @param screenWidth The width of the screen to apply the effect on.
  61075. * @param screenHeight The height of the screen to apply the effect on.
  61076. * @param options The required width/height ratio to downsize to before computing the render pass.
  61077. * @param camera The camera to apply the render pass to.
  61078. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61079. * @param engine The engine which the post process will be applied. (default: current engine)
  61080. * @param reusable If the post process can be reused on the same frame. (default: false)
  61081. * @param textureType Type of textures used when performing the post process. (default: 0)
  61082. * @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)
  61083. */
  61084. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61085. }
  61086. }
  61087. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  61088. /** @hidden */
  61089. export var circleOfConfusionPixelShader: {
  61090. name: string;
  61091. shader: string;
  61092. };
  61093. }
  61094. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  61095. import { Nullable } from "babylonjs/types";
  61096. import { Engine } from "babylonjs/Engines/engine";
  61097. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61098. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  61099. import { Camera } from "babylonjs/Cameras/camera";
  61100. import "babylonjs/Shaders/circleOfConfusion.fragment";
  61101. /**
  61102. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  61103. */
  61104. export class CircleOfConfusionPostProcess extends PostProcess {
  61105. /**
  61106. * 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.
  61107. */
  61108. lensSize: number;
  61109. /**
  61110. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  61111. */
  61112. fStop: number;
  61113. /**
  61114. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  61115. */
  61116. focusDistance: number;
  61117. /**
  61118. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  61119. */
  61120. focalLength: number;
  61121. private _depthTexture;
  61122. /**
  61123. * Creates a new instance CircleOfConfusionPostProcess
  61124. * @param name The name of the effect.
  61125. * @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.
  61126. * @param options The required width/height ratio to downsize to before computing the render pass.
  61127. * @param camera The camera to apply the render pass to.
  61128. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61129. * @param engine The engine which the post process will be applied. (default: current engine)
  61130. * @param reusable If the post process can be reused on the same frame. (default: false)
  61131. * @param textureType Type of textures used when performing the post process. (default: 0)
  61132. * @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)
  61133. */
  61134. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61135. /**
  61136. * 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.
  61137. */
  61138. depthTexture: RenderTargetTexture;
  61139. }
  61140. }
  61141. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  61142. /** @hidden */
  61143. export var colorCorrectionPixelShader: {
  61144. name: string;
  61145. shader: string;
  61146. };
  61147. }
  61148. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  61149. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61150. import { Engine } from "babylonjs/Engines/engine";
  61151. import { Camera } from "babylonjs/Cameras/camera";
  61152. import "babylonjs/Shaders/colorCorrection.fragment";
  61153. /**
  61154. *
  61155. * This post-process allows the modification of rendered colors by using
  61156. * a 'look-up table' (LUT). This effect is also called Color Grading.
  61157. *
  61158. * The object needs to be provided an url to a texture containing the color
  61159. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  61160. * Use an image editing software to tweak the LUT to match your needs.
  61161. *
  61162. * For an example of a color LUT, see here:
  61163. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  61164. * For explanations on color grading, see here:
  61165. * @see http://udn.epicgames.com/Three/ColorGrading.html
  61166. *
  61167. */
  61168. export class ColorCorrectionPostProcess extends PostProcess {
  61169. private _colorTableTexture;
  61170. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  61171. }
  61172. }
  61173. declare module "babylonjs/Shaders/convolution.fragment" {
  61174. /** @hidden */
  61175. export var convolutionPixelShader: {
  61176. name: string;
  61177. shader: string;
  61178. };
  61179. }
  61180. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  61181. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61182. import { Nullable } from "babylonjs/types";
  61183. import { Camera } from "babylonjs/Cameras/camera";
  61184. import { Engine } from "babylonjs/Engines/engine";
  61185. import "babylonjs/Shaders/convolution.fragment";
  61186. /**
  61187. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  61188. * input texture to perform effects such as edge detection or sharpening
  61189. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  61190. */
  61191. export class ConvolutionPostProcess extends PostProcess {
  61192. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  61193. kernel: number[];
  61194. /**
  61195. * Creates a new instance ConvolutionPostProcess
  61196. * @param name The name of the effect.
  61197. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  61198. * @param options The required width/height ratio to downsize to before computing the render pass.
  61199. * @param camera The camera to apply the render pass to.
  61200. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61201. * @param engine The engine which the post process will be applied. (default: current engine)
  61202. * @param reusable If the post process can be reused on the same frame. (default: false)
  61203. * @param textureType Type of textures used when performing the post process. (default: 0)
  61204. */
  61205. constructor(name: string,
  61206. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  61207. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  61208. /**
  61209. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61210. */
  61211. static EdgeDetect0Kernel: number[];
  61212. /**
  61213. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61214. */
  61215. static EdgeDetect1Kernel: number[];
  61216. /**
  61217. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61218. */
  61219. static EdgeDetect2Kernel: number[];
  61220. /**
  61221. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61222. */
  61223. static SharpenKernel: number[];
  61224. /**
  61225. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61226. */
  61227. static EmbossKernel: number[];
  61228. /**
  61229. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61230. */
  61231. static GaussianKernel: number[];
  61232. }
  61233. }
  61234. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  61235. import { Nullable } from "babylonjs/types";
  61236. import { Vector2 } from "babylonjs/Maths/math.vector";
  61237. import { Camera } from "babylonjs/Cameras/camera";
  61238. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61239. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  61240. import { Engine } from "babylonjs/Engines/engine";
  61241. import { Scene } from "babylonjs/scene";
  61242. /**
  61243. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  61244. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  61245. * based on samples that have a large difference in distance than the center pixel.
  61246. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  61247. */
  61248. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  61249. direction: Vector2;
  61250. /**
  61251. * Creates a new instance CircleOfConfusionPostProcess
  61252. * @param name The name of the effect.
  61253. * @param scene The scene the effect belongs to.
  61254. * @param direction The direction the blur should be applied.
  61255. * @param kernel The size of the kernel used to blur.
  61256. * @param options The required width/height ratio to downsize to before computing the render pass.
  61257. * @param camera The camera to apply the render pass to.
  61258. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  61259. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  61260. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61261. * @param engine The engine which the post process will be applied. (default: current engine)
  61262. * @param reusable If the post process can be reused on the same frame. (default: false)
  61263. * @param textureType Type of textures used when performing the post process. (default: 0)
  61264. * @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)
  61265. */
  61266. 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);
  61267. }
  61268. }
  61269. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  61270. /** @hidden */
  61271. export var depthOfFieldMergePixelShader: {
  61272. name: string;
  61273. shader: string;
  61274. };
  61275. }
  61276. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  61277. import { Nullable } from "babylonjs/types";
  61278. import { Camera } from "babylonjs/Cameras/camera";
  61279. import { Effect } from "babylonjs/Materials/effect";
  61280. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61281. import { Engine } from "babylonjs/Engines/engine";
  61282. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  61283. /**
  61284. * Options to be set when merging outputs from the default pipeline.
  61285. */
  61286. export class DepthOfFieldMergePostProcessOptions {
  61287. /**
  61288. * The original image to merge on top of
  61289. */
  61290. originalFromInput: PostProcess;
  61291. /**
  61292. * Parameters to perform the merge of the depth of field effect
  61293. */
  61294. depthOfField?: {
  61295. circleOfConfusion: PostProcess;
  61296. blurSteps: Array<PostProcess>;
  61297. };
  61298. /**
  61299. * Parameters to perform the merge of bloom effect
  61300. */
  61301. bloom?: {
  61302. blurred: PostProcess;
  61303. weight: number;
  61304. };
  61305. }
  61306. /**
  61307. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  61308. */
  61309. export class DepthOfFieldMergePostProcess extends PostProcess {
  61310. private blurSteps;
  61311. /**
  61312. * Creates a new instance of DepthOfFieldMergePostProcess
  61313. * @param name The name of the effect.
  61314. * @param originalFromInput Post process which's input will be used for the merge.
  61315. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  61316. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  61317. * @param options The required width/height ratio to downsize to before computing the render pass.
  61318. * @param camera The camera to apply the render pass to.
  61319. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61320. * @param engine The engine which the post process will be applied. (default: current engine)
  61321. * @param reusable If the post process can be reused on the same frame. (default: false)
  61322. * @param textureType Type of textures used when performing the post process. (default: 0)
  61323. * @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)
  61324. */
  61325. 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);
  61326. /**
  61327. * Updates the effect with the current post process compile time values and recompiles the shader.
  61328. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  61329. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  61330. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  61331. * @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
  61332. * @param onCompiled Called when the shader has been compiled.
  61333. * @param onError Called if there is an error when compiling a shader.
  61334. */
  61335. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  61336. }
  61337. }
  61338. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  61339. import { Nullable } from "babylonjs/types";
  61340. import { Camera } from "babylonjs/Cameras/camera";
  61341. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  61342. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61343. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  61344. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  61345. import { Scene } from "babylonjs/scene";
  61346. /**
  61347. * Specifies the level of max blur that should be applied when using the depth of field effect
  61348. */
  61349. export enum DepthOfFieldEffectBlurLevel {
  61350. /**
  61351. * Subtle blur
  61352. */
  61353. Low = 0,
  61354. /**
  61355. * Medium blur
  61356. */
  61357. Medium = 1,
  61358. /**
  61359. * Large blur
  61360. */
  61361. High = 2
  61362. }
  61363. /**
  61364. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  61365. */
  61366. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  61367. private _circleOfConfusion;
  61368. /**
  61369. * @hidden Internal, blurs from high to low
  61370. */
  61371. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  61372. private _depthOfFieldBlurY;
  61373. private _dofMerge;
  61374. /**
  61375. * @hidden Internal post processes in depth of field effect
  61376. */
  61377. _effects: Array<PostProcess>;
  61378. /**
  61379. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  61380. */
  61381. focalLength: number;
  61382. /**
  61383. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  61384. */
  61385. fStop: number;
  61386. /**
  61387. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  61388. */
  61389. focusDistance: number;
  61390. /**
  61391. * 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.
  61392. */
  61393. lensSize: number;
  61394. /**
  61395. * Creates a new instance DepthOfFieldEffect
  61396. * @param scene The scene the effect belongs to.
  61397. * @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.
  61398. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  61399. * @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)
  61400. */
  61401. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  61402. /**
  61403. * Get the current class name of the current effet
  61404. * @returns "DepthOfFieldEffect"
  61405. */
  61406. getClassName(): string;
  61407. /**
  61408. * 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.
  61409. */
  61410. depthTexture: RenderTargetTexture;
  61411. /**
  61412. * Disposes each of the internal effects for a given camera.
  61413. * @param camera The camera to dispose the effect on.
  61414. */
  61415. disposeEffects(camera: Camera): void;
  61416. /**
  61417. * @hidden Internal
  61418. */
  61419. _updateEffects(): void;
  61420. /**
  61421. * Internal
  61422. * @returns if all the contained post processes are ready.
  61423. * @hidden
  61424. */
  61425. _isReady(): boolean;
  61426. }
  61427. }
  61428. declare module "babylonjs/Shaders/displayPass.fragment" {
  61429. /** @hidden */
  61430. export var displayPassPixelShader: {
  61431. name: string;
  61432. shader: string;
  61433. };
  61434. }
  61435. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  61436. import { Nullable } from "babylonjs/types";
  61437. import { Camera } from "babylonjs/Cameras/camera";
  61438. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61439. import { Engine } from "babylonjs/Engines/engine";
  61440. import "babylonjs/Shaders/displayPass.fragment";
  61441. /**
  61442. * DisplayPassPostProcess which produces an output the same as it's input
  61443. */
  61444. export class DisplayPassPostProcess extends PostProcess {
  61445. /**
  61446. * Creates the DisplayPassPostProcess
  61447. * @param name The name of the effect.
  61448. * @param options The required width/height ratio to downsize to before computing the render pass.
  61449. * @param camera The camera to apply the render pass to.
  61450. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61451. * @param engine The engine which the post process will be applied. (default: current engine)
  61452. * @param reusable If the post process can be reused on the same frame. (default: false)
  61453. */
  61454. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  61455. }
  61456. }
  61457. declare module "babylonjs/Shaders/filter.fragment" {
  61458. /** @hidden */
  61459. export var filterPixelShader: {
  61460. name: string;
  61461. shader: string;
  61462. };
  61463. }
  61464. declare module "babylonjs/PostProcesses/filterPostProcess" {
  61465. import { Nullable } from "babylonjs/types";
  61466. import { Matrix } from "babylonjs/Maths/math.vector";
  61467. import { Camera } from "babylonjs/Cameras/camera";
  61468. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61469. import { Engine } from "babylonjs/Engines/engine";
  61470. import "babylonjs/Shaders/filter.fragment";
  61471. /**
  61472. * Applies a kernel filter to the image
  61473. */
  61474. export class FilterPostProcess extends PostProcess {
  61475. /** The matrix to be applied to the image */
  61476. kernelMatrix: Matrix;
  61477. /**
  61478. *
  61479. * @param name The name of the effect.
  61480. * @param kernelMatrix The matrix to be applied to the image
  61481. * @param options The required width/height ratio to downsize to before computing the render pass.
  61482. * @param camera The camera to apply the render pass to.
  61483. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61484. * @param engine The engine which the post process will be applied. (default: current engine)
  61485. * @param reusable If the post process can be reused on the same frame. (default: false)
  61486. */
  61487. constructor(name: string,
  61488. /** The matrix to be applied to the image */
  61489. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  61490. }
  61491. }
  61492. declare module "babylonjs/Shaders/fxaa.fragment" {
  61493. /** @hidden */
  61494. export var fxaaPixelShader: {
  61495. name: string;
  61496. shader: string;
  61497. };
  61498. }
  61499. declare module "babylonjs/Shaders/fxaa.vertex" {
  61500. /** @hidden */
  61501. export var fxaaVertexShader: {
  61502. name: string;
  61503. shader: string;
  61504. };
  61505. }
  61506. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  61507. import { Nullable } from "babylonjs/types";
  61508. import { Camera } from "babylonjs/Cameras/camera";
  61509. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61510. import { Engine } from "babylonjs/Engines/engine";
  61511. import "babylonjs/Shaders/fxaa.fragment";
  61512. import "babylonjs/Shaders/fxaa.vertex";
  61513. /**
  61514. * Fxaa post process
  61515. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  61516. */
  61517. export class FxaaPostProcess extends PostProcess {
  61518. /** @hidden */
  61519. texelWidth: number;
  61520. /** @hidden */
  61521. texelHeight: number;
  61522. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  61523. private _getDefines;
  61524. }
  61525. }
  61526. declare module "babylonjs/Shaders/grain.fragment" {
  61527. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  61528. /** @hidden */
  61529. export var grainPixelShader: {
  61530. name: string;
  61531. shader: string;
  61532. };
  61533. }
  61534. declare module "babylonjs/PostProcesses/grainPostProcess" {
  61535. import { Nullable } from "babylonjs/types";
  61536. import { Camera } from "babylonjs/Cameras/camera";
  61537. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61538. import { Engine } from "babylonjs/Engines/engine";
  61539. import "babylonjs/Shaders/grain.fragment";
  61540. /**
  61541. * The GrainPostProcess adds noise to the image at mid luminance levels
  61542. */
  61543. export class GrainPostProcess extends PostProcess {
  61544. /**
  61545. * The intensity of the grain added (default: 30)
  61546. */
  61547. intensity: number;
  61548. /**
  61549. * If the grain should be randomized on every frame
  61550. */
  61551. animated: boolean;
  61552. /**
  61553. * Creates a new instance of @see GrainPostProcess
  61554. * @param name The name of the effect.
  61555. * @param options The required width/height ratio to downsize to before computing the render pass.
  61556. * @param camera The camera to apply the render pass to.
  61557. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61558. * @param engine The engine which the post process will be applied. (default: current engine)
  61559. * @param reusable If the post process can be reused on the same frame. (default: false)
  61560. * @param textureType Type of textures used when performing the post process. (default: 0)
  61561. * @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)
  61562. */
  61563. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61564. }
  61565. }
  61566. declare module "babylonjs/Shaders/highlights.fragment" {
  61567. /** @hidden */
  61568. export var highlightsPixelShader: {
  61569. name: string;
  61570. shader: string;
  61571. };
  61572. }
  61573. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  61574. import { Nullable } from "babylonjs/types";
  61575. import { Camera } from "babylonjs/Cameras/camera";
  61576. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61577. import { Engine } from "babylonjs/Engines/engine";
  61578. import "babylonjs/Shaders/highlights.fragment";
  61579. /**
  61580. * Extracts highlights from the image
  61581. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  61582. */
  61583. export class HighlightsPostProcess extends PostProcess {
  61584. /**
  61585. * Extracts highlights from the image
  61586. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  61587. * @param name The name of the effect.
  61588. * @param options The required width/height ratio to downsize to before computing the render pass.
  61589. * @param camera The camera to apply the render pass to.
  61590. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61591. * @param engine The engine which the post process will be applied. (default: current engine)
  61592. * @param reusable If the post process can be reused on the same frame. (default: false)
  61593. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  61594. */
  61595. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  61596. }
  61597. }
  61598. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  61599. /** @hidden */
  61600. export var mrtFragmentDeclaration: {
  61601. name: string;
  61602. shader: string;
  61603. };
  61604. }
  61605. declare module "babylonjs/Shaders/geometry.fragment" {
  61606. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  61607. /** @hidden */
  61608. export var geometryPixelShader: {
  61609. name: string;
  61610. shader: string;
  61611. };
  61612. }
  61613. declare module "babylonjs/Shaders/geometry.vertex" {
  61614. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  61615. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  61616. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  61617. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  61618. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  61619. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  61620. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  61621. /** @hidden */
  61622. export var geometryVertexShader: {
  61623. name: string;
  61624. shader: string;
  61625. };
  61626. }
  61627. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  61628. import { Matrix } from "babylonjs/Maths/math.vector";
  61629. import { SubMesh } from "babylonjs/Meshes/subMesh";
  61630. import { Mesh } from "babylonjs/Meshes/mesh";
  61631. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  61632. import { Effect } from "babylonjs/Materials/effect";
  61633. import { Scene } from "babylonjs/scene";
  61634. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61635. import "babylonjs/Shaders/geometry.fragment";
  61636. import "babylonjs/Shaders/geometry.vertex";
  61637. /** @hidden */
  61638. interface ISavedTransformationMatrix {
  61639. world: Matrix;
  61640. viewProjection: Matrix;
  61641. }
  61642. /**
  61643. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  61644. */
  61645. export class GeometryBufferRenderer {
  61646. /**
  61647. * Constant used to retrieve the position texture index in the G-Buffer textures array
  61648. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  61649. */
  61650. static readonly POSITION_TEXTURE_TYPE: number;
  61651. /**
  61652. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  61653. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  61654. */
  61655. static readonly VELOCITY_TEXTURE_TYPE: number;
  61656. /**
  61657. * Dictionary used to store the previous transformation matrices of each rendered mesh
  61658. * in order to compute objects velocities when enableVelocity is set to "true"
  61659. * @hidden
  61660. */
  61661. _previousTransformationMatrices: {
  61662. [index: number]: ISavedTransformationMatrix;
  61663. };
  61664. /**
  61665. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  61666. * in order to compute objects velocities when enableVelocity is set to "true"
  61667. * @hidden
  61668. */
  61669. _previousBonesTransformationMatrices: {
  61670. [index: number]: Float32Array;
  61671. };
  61672. /**
  61673. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  61674. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  61675. */
  61676. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  61677. private _scene;
  61678. private _multiRenderTarget;
  61679. private _ratio;
  61680. private _enablePosition;
  61681. private _enableVelocity;
  61682. private _positionIndex;
  61683. private _velocityIndex;
  61684. protected _effect: Effect;
  61685. protected _cachedDefines: string;
  61686. /**
  61687. * Set the render list (meshes to be rendered) used in the G buffer.
  61688. */
  61689. renderList: Mesh[];
  61690. /**
  61691. * Gets wether or not G buffer are supported by the running hardware.
  61692. * This requires draw buffer supports
  61693. */
  61694. readonly isSupported: boolean;
  61695. /**
  61696. * Returns the index of the given texture type in the G-Buffer textures array
  61697. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  61698. * @returns the index of the given texture type in the G-Buffer textures array
  61699. */
  61700. getTextureIndex(textureType: number): number;
  61701. /**
  61702. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  61703. */
  61704. /**
  61705. * Sets whether or not objects positions are enabled for the G buffer.
  61706. */
  61707. enablePosition: boolean;
  61708. /**
  61709. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  61710. */
  61711. /**
  61712. * Sets wether or not objects velocities are enabled for the G buffer.
  61713. */
  61714. enableVelocity: boolean;
  61715. /**
  61716. * Gets the scene associated with the buffer.
  61717. */
  61718. readonly scene: Scene;
  61719. /**
  61720. * Gets the ratio used by the buffer during its creation.
  61721. * How big is the buffer related to the main canvas.
  61722. */
  61723. readonly ratio: number;
  61724. /** @hidden */
  61725. static _SceneComponentInitialization: (scene: Scene) => void;
  61726. /**
  61727. * Creates a new G Buffer for the scene
  61728. * @param scene The scene the buffer belongs to
  61729. * @param ratio How big is the buffer related to the main canvas.
  61730. */
  61731. constructor(scene: Scene, ratio?: number);
  61732. /**
  61733. * Checks wether everything is ready to render a submesh to the G buffer.
  61734. * @param subMesh the submesh to check readiness for
  61735. * @param useInstances is the mesh drawn using instance or not
  61736. * @returns true if ready otherwise false
  61737. */
  61738. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  61739. /**
  61740. * Gets the current underlying G Buffer.
  61741. * @returns the buffer
  61742. */
  61743. getGBuffer(): MultiRenderTarget;
  61744. /**
  61745. * Gets the number of samples used to render the buffer (anti aliasing).
  61746. */
  61747. /**
  61748. * Sets the number of samples used to render the buffer (anti aliasing).
  61749. */
  61750. samples: number;
  61751. /**
  61752. * Disposes the renderer and frees up associated resources.
  61753. */
  61754. dispose(): void;
  61755. protected _createRenderTargets(): void;
  61756. private _copyBonesTransformationMatrices;
  61757. }
  61758. }
  61759. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  61760. import { Nullable } from "babylonjs/types";
  61761. import { Scene } from "babylonjs/scene";
  61762. import { ISceneComponent } from "babylonjs/sceneComponent";
  61763. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  61764. module "babylonjs/scene" {
  61765. interface Scene {
  61766. /** @hidden (Backing field) */
  61767. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  61768. /**
  61769. * Gets or Sets the current geometry buffer associated to the scene.
  61770. */
  61771. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  61772. /**
  61773. * Enables a GeometryBufferRender and associates it with the scene
  61774. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  61775. * @returns the GeometryBufferRenderer
  61776. */
  61777. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  61778. /**
  61779. * Disables the GeometryBufferRender associated with the scene
  61780. */
  61781. disableGeometryBufferRenderer(): void;
  61782. }
  61783. }
  61784. /**
  61785. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  61786. * in several rendering techniques.
  61787. */
  61788. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  61789. /**
  61790. * The component name helpful to identify the component in the list of scene components.
  61791. */
  61792. readonly name: string;
  61793. /**
  61794. * The scene the component belongs to.
  61795. */
  61796. scene: Scene;
  61797. /**
  61798. * Creates a new instance of the component for the given scene
  61799. * @param scene Defines the scene to register the component in
  61800. */
  61801. constructor(scene: Scene);
  61802. /**
  61803. * Registers the component in a given scene
  61804. */
  61805. register(): void;
  61806. /**
  61807. * Rebuilds the elements related to this component in case of
  61808. * context lost for instance.
  61809. */
  61810. rebuild(): void;
  61811. /**
  61812. * Disposes the component and the associated ressources
  61813. */
  61814. dispose(): void;
  61815. private _gatherRenderTargets;
  61816. }
  61817. }
  61818. declare module "babylonjs/Shaders/motionBlur.fragment" {
  61819. /** @hidden */
  61820. export var motionBlurPixelShader: {
  61821. name: string;
  61822. shader: string;
  61823. };
  61824. }
  61825. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  61826. import { Nullable } from "babylonjs/types";
  61827. import { Camera } from "babylonjs/Cameras/camera";
  61828. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61829. import { Scene } from "babylonjs/scene";
  61830. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61831. import "babylonjs/Animations/animatable";
  61832. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  61833. import "babylonjs/Shaders/motionBlur.fragment";
  61834. import { Engine } from "babylonjs/Engines/engine";
  61835. /**
  61836. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  61837. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  61838. * As an example, all you have to do is to create the post-process:
  61839. * var mb = new BABYLON.MotionBlurPostProcess(
  61840. * 'mb', // The name of the effect.
  61841. * scene, // The scene containing the objects to blur according to their velocity.
  61842. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  61843. * camera // The camera to apply the render pass to.
  61844. * );
  61845. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  61846. */
  61847. export class MotionBlurPostProcess extends PostProcess {
  61848. /**
  61849. * Defines how much the image is blurred by the movement. Default value is equal to 1
  61850. */
  61851. motionStrength: number;
  61852. /**
  61853. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  61854. */
  61855. /**
  61856. * Sets the number of iterations to be used for motion blur quality
  61857. */
  61858. motionBlurSamples: number;
  61859. private _motionBlurSamples;
  61860. private _geometryBufferRenderer;
  61861. /**
  61862. * Creates a new instance MotionBlurPostProcess
  61863. * @param name The name of the effect.
  61864. * @param scene The scene containing the objects to blur according to their velocity.
  61865. * @param options The required width/height ratio to downsize to before computing the render pass.
  61866. * @param camera The camera to apply the render pass to.
  61867. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61868. * @param engine The engine which the post process will be applied. (default: current engine)
  61869. * @param reusable If the post process can be reused on the same frame. (default: false)
  61870. * @param textureType Type of textures used when performing the post process. (default: 0)
  61871. * @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)
  61872. */
  61873. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61874. /**
  61875. * Excludes the given skinned mesh from computing bones velocities.
  61876. * 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.
  61877. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  61878. */
  61879. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  61880. /**
  61881. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  61882. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  61883. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  61884. */
  61885. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  61886. /**
  61887. * Disposes the post process.
  61888. * @param camera The camera to dispose the post process on.
  61889. */
  61890. dispose(camera?: Camera): void;
  61891. }
  61892. }
  61893. declare module "babylonjs/Shaders/refraction.fragment" {
  61894. /** @hidden */
  61895. export var refractionPixelShader: {
  61896. name: string;
  61897. shader: string;
  61898. };
  61899. }
  61900. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  61901. import { Color3 } from "babylonjs/Maths/math.color";
  61902. import { Camera } from "babylonjs/Cameras/camera";
  61903. import { Texture } from "babylonjs/Materials/Textures/texture";
  61904. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61905. import { Engine } from "babylonjs/Engines/engine";
  61906. import "babylonjs/Shaders/refraction.fragment";
  61907. /**
  61908. * Post process which applies a refractin texture
  61909. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  61910. */
  61911. export class RefractionPostProcess extends PostProcess {
  61912. /** the base color of the refraction (used to taint the rendering) */
  61913. color: Color3;
  61914. /** simulated refraction depth */
  61915. depth: number;
  61916. /** the coefficient of the base color (0 to remove base color tainting) */
  61917. colorLevel: number;
  61918. private _refTexture;
  61919. private _ownRefractionTexture;
  61920. /**
  61921. * Gets or sets the refraction texture
  61922. * Please note that you are responsible for disposing the texture if you set it manually
  61923. */
  61924. refractionTexture: Texture;
  61925. /**
  61926. * Initializes the RefractionPostProcess
  61927. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  61928. * @param name The name of the effect.
  61929. * @param refractionTextureUrl Url of the refraction texture to use
  61930. * @param color the base color of the refraction (used to taint the rendering)
  61931. * @param depth simulated refraction depth
  61932. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  61933. * @param camera The camera to apply the render pass to.
  61934. * @param options The required width/height ratio to downsize to before computing the render pass.
  61935. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61936. * @param engine The engine which the post process will be applied. (default: current engine)
  61937. * @param reusable If the post process can be reused on the same frame. (default: false)
  61938. */
  61939. constructor(name: string, refractionTextureUrl: string,
  61940. /** the base color of the refraction (used to taint the rendering) */
  61941. color: Color3,
  61942. /** simulated refraction depth */
  61943. depth: number,
  61944. /** the coefficient of the base color (0 to remove base color tainting) */
  61945. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  61946. /**
  61947. * Disposes of the post process
  61948. * @param camera Camera to dispose post process on
  61949. */
  61950. dispose(camera: Camera): void;
  61951. }
  61952. }
  61953. declare module "babylonjs/Shaders/sharpen.fragment" {
  61954. /** @hidden */
  61955. export var sharpenPixelShader: {
  61956. name: string;
  61957. shader: string;
  61958. };
  61959. }
  61960. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  61961. import { Nullable } from "babylonjs/types";
  61962. import { Camera } from "babylonjs/Cameras/camera";
  61963. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61964. import "babylonjs/Shaders/sharpen.fragment";
  61965. import { Engine } from "babylonjs/Engines/engine";
  61966. /**
  61967. * The SharpenPostProcess applies a sharpen kernel to every pixel
  61968. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  61969. */
  61970. export class SharpenPostProcess extends PostProcess {
  61971. /**
  61972. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  61973. */
  61974. colorAmount: number;
  61975. /**
  61976. * How much sharpness should be applied (default: 0.3)
  61977. */
  61978. edgeAmount: number;
  61979. /**
  61980. * Creates a new instance ConvolutionPostProcess
  61981. * @param name The name of the effect.
  61982. * @param options The required width/height ratio to downsize to before computing the render pass.
  61983. * @param camera The camera to apply the render pass to.
  61984. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61985. * @param engine The engine which the post process will be applied. (default: current engine)
  61986. * @param reusable If the post process can be reused on the same frame. (default: false)
  61987. * @param textureType Type of textures used when performing the post process. (default: 0)
  61988. * @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)
  61989. */
  61990. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61991. }
  61992. }
  61993. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  61994. import { Nullable } from "babylonjs/types";
  61995. import { Camera } from "babylonjs/Cameras/camera";
  61996. import { Engine } from "babylonjs/Engines/engine";
  61997. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  61998. import { IInspectable } from "babylonjs/Misc/iInspectable";
  61999. /**
  62000. * PostProcessRenderPipeline
  62001. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  62002. */
  62003. export class PostProcessRenderPipeline {
  62004. private engine;
  62005. private _renderEffects;
  62006. private _renderEffectsForIsolatedPass;
  62007. /**
  62008. * List of inspectable custom properties (used by the Inspector)
  62009. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  62010. */
  62011. inspectableCustomProperties: IInspectable[];
  62012. /**
  62013. * @hidden
  62014. */
  62015. protected _cameras: Camera[];
  62016. /** @hidden */
  62017. _name: string;
  62018. /**
  62019. * Gets pipeline name
  62020. */
  62021. readonly name: string;
  62022. /**
  62023. * Initializes a PostProcessRenderPipeline
  62024. * @param engine engine to add the pipeline to
  62025. * @param name name of the pipeline
  62026. */
  62027. constructor(engine: Engine, name: string);
  62028. /**
  62029. * Gets the class name
  62030. * @returns "PostProcessRenderPipeline"
  62031. */
  62032. getClassName(): string;
  62033. /**
  62034. * If all the render effects in the pipeline are supported
  62035. */
  62036. readonly isSupported: boolean;
  62037. /**
  62038. * Adds an effect to the pipeline
  62039. * @param renderEffect the effect to add
  62040. */
  62041. addEffect(renderEffect: PostProcessRenderEffect): void;
  62042. /** @hidden */
  62043. _rebuild(): void;
  62044. /** @hidden */
  62045. _enableEffect(renderEffectName: string, cameras: Camera): void;
  62046. /** @hidden */
  62047. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  62048. /** @hidden */
  62049. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  62050. /** @hidden */
  62051. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  62052. /** @hidden */
  62053. _attachCameras(cameras: Camera, unique: boolean): void;
  62054. /** @hidden */
  62055. _attachCameras(cameras: Camera[], unique: boolean): void;
  62056. /** @hidden */
  62057. _detachCameras(cameras: Camera): void;
  62058. /** @hidden */
  62059. _detachCameras(cameras: Nullable<Camera[]>): void;
  62060. /** @hidden */
  62061. _update(): void;
  62062. /** @hidden */
  62063. _reset(): void;
  62064. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  62065. /**
  62066. * Disposes of the pipeline
  62067. */
  62068. dispose(): void;
  62069. }
  62070. }
  62071. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  62072. import { Camera } from "babylonjs/Cameras/camera";
  62073. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62074. /**
  62075. * PostProcessRenderPipelineManager class
  62076. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  62077. */
  62078. export class PostProcessRenderPipelineManager {
  62079. private _renderPipelines;
  62080. /**
  62081. * Initializes a PostProcessRenderPipelineManager
  62082. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  62083. */
  62084. constructor();
  62085. /**
  62086. * Gets the list of supported render pipelines
  62087. */
  62088. readonly supportedPipelines: PostProcessRenderPipeline[];
  62089. /**
  62090. * Adds a pipeline to the manager
  62091. * @param renderPipeline The pipeline to add
  62092. */
  62093. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  62094. /**
  62095. * Attaches a camera to the pipeline
  62096. * @param renderPipelineName The name of the pipeline to attach to
  62097. * @param cameras the camera to attach
  62098. * @param unique if the camera can be attached multiple times to the pipeline
  62099. */
  62100. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  62101. /**
  62102. * Detaches a camera from the pipeline
  62103. * @param renderPipelineName The name of the pipeline to detach from
  62104. * @param cameras the camera to detach
  62105. */
  62106. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  62107. /**
  62108. * Enables an effect by name on a pipeline
  62109. * @param renderPipelineName the name of the pipeline to enable the effect in
  62110. * @param renderEffectName the name of the effect to enable
  62111. * @param cameras the cameras that the effect should be enabled on
  62112. */
  62113. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  62114. /**
  62115. * Disables an effect by name on a pipeline
  62116. * @param renderPipelineName the name of the pipeline to disable the effect in
  62117. * @param renderEffectName the name of the effect to disable
  62118. * @param cameras the cameras that the effect should be disabled on
  62119. */
  62120. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  62121. /**
  62122. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  62123. */
  62124. update(): void;
  62125. /** @hidden */
  62126. _rebuild(): void;
  62127. /**
  62128. * Disposes of the manager and pipelines
  62129. */
  62130. dispose(): void;
  62131. }
  62132. }
  62133. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  62134. import { ISceneComponent } from "babylonjs/sceneComponent";
  62135. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  62136. import { Scene } from "babylonjs/scene";
  62137. module "babylonjs/scene" {
  62138. interface Scene {
  62139. /** @hidden (Backing field) */
  62140. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  62141. /**
  62142. * Gets the postprocess render pipeline manager
  62143. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  62144. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  62145. */
  62146. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  62147. }
  62148. }
  62149. /**
  62150. * Defines the Render Pipeline scene component responsible to rendering pipelines
  62151. */
  62152. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  62153. /**
  62154. * The component name helpfull to identify the component in the list of scene components.
  62155. */
  62156. readonly name: string;
  62157. /**
  62158. * The scene the component belongs to.
  62159. */
  62160. scene: Scene;
  62161. /**
  62162. * Creates a new instance of the component for the given scene
  62163. * @param scene Defines the scene to register the component in
  62164. */
  62165. constructor(scene: Scene);
  62166. /**
  62167. * Registers the component in a given scene
  62168. */
  62169. register(): void;
  62170. /**
  62171. * Rebuilds the elements related to this component in case of
  62172. * context lost for instance.
  62173. */
  62174. rebuild(): void;
  62175. /**
  62176. * Disposes the component and the associated ressources
  62177. */
  62178. dispose(): void;
  62179. private _gatherRenderTargets;
  62180. }
  62181. }
  62182. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  62183. import { Nullable } from "babylonjs/types";
  62184. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  62185. import { Camera } from "babylonjs/Cameras/camera";
  62186. import { IDisposable } from "babylonjs/scene";
  62187. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  62188. import { Scene } from "babylonjs/scene";
  62189. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  62190. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  62191. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  62192. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  62193. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  62194. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62195. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  62196. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62197. import { Animation } from "babylonjs/Animations/animation";
  62198. /**
  62199. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  62200. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  62201. */
  62202. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  62203. private _scene;
  62204. private _camerasToBeAttached;
  62205. /**
  62206. * ID of the sharpen post process,
  62207. */
  62208. private readonly SharpenPostProcessId;
  62209. /**
  62210. * @ignore
  62211. * ID of the image processing post process;
  62212. */
  62213. readonly ImageProcessingPostProcessId: string;
  62214. /**
  62215. * @ignore
  62216. * ID of the Fast Approximate Anti-Aliasing post process;
  62217. */
  62218. readonly FxaaPostProcessId: string;
  62219. /**
  62220. * ID of the chromatic aberration post process,
  62221. */
  62222. private readonly ChromaticAberrationPostProcessId;
  62223. /**
  62224. * ID of the grain post process
  62225. */
  62226. private readonly GrainPostProcessId;
  62227. /**
  62228. * Sharpen post process which will apply a sharpen convolution to enhance edges
  62229. */
  62230. sharpen: SharpenPostProcess;
  62231. private _sharpenEffect;
  62232. private bloom;
  62233. /**
  62234. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  62235. */
  62236. depthOfField: DepthOfFieldEffect;
  62237. /**
  62238. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  62239. */
  62240. fxaa: FxaaPostProcess;
  62241. /**
  62242. * Image post processing pass used to perform operations such as tone mapping or color grading.
  62243. */
  62244. imageProcessing: ImageProcessingPostProcess;
  62245. /**
  62246. * Chromatic aberration post process which will shift rgb colors in the image
  62247. */
  62248. chromaticAberration: ChromaticAberrationPostProcess;
  62249. private _chromaticAberrationEffect;
  62250. /**
  62251. * Grain post process which add noise to the image
  62252. */
  62253. grain: GrainPostProcess;
  62254. private _grainEffect;
  62255. /**
  62256. * Glow post process which adds a glow to emissive areas of the image
  62257. */
  62258. private _glowLayer;
  62259. /**
  62260. * Animations which can be used to tweak settings over a period of time
  62261. */
  62262. animations: Animation[];
  62263. private _imageProcessingConfigurationObserver;
  62264. private _sharpenEnabled;
  62265. private _bloomEnabled;
  62266. private _depthOfFieldEnabled;
  62267. private _depthOfFieldBlurLevel;
  62268. private _fxaaEnabled;
  62269. private _imageProcessingEnabled;
  62270. private _defaultPipelineTextureType;
  62271. private _bloomScale;
  62272. private _chromaticAberrationEnabled;
  62273. private _grainEnabled;
  62274. private _buildAllowed;
  62275. /**
  62276. * Gets active scene
  62277. */
  62278. readonly scene: Scene;
  62279. /**
  62280. * Enable or disable the sharpen process from the pipeline
  62281. */
  62282. sharpenEnabled: boolean;
  62283. private _resizeObserver;
  62284. private _hardwareScaleLevel;
  62285. private _bloomKernel;
  62286. /**
  62287. * Specifies the size of the bloom blur kernel, relative to the final output size
  62288. */
  62289. bloomKernel: number;
  62290. /**
  62291. * Specifies the weight of the bloom in the final rendering
  62292. */
  62293. private _bloomWeight;
  62294. /**
  62295. * Specifies the luma threshold for the area that will be blurred by the bloom
  62296. */
  62297. private _bloomThreshold;
  62298. private _hdr;
  62299. /**
  62300. * The strength of the bloom.
  62301. */
  62302. bloomWeight: number;
  62303. /**
  62304. * The strength of the bloom.
  62305. */
  62306. bloomThreshold: number;
  62307. /**
  62308. * The scale of the bloom, lower value will provide better performance.
  62309. */
  62310. bloomScale: number;
  62311. /**
  62312. * Enable or disable the bloom from the pipeline
  62313. */
  62314. bloomEnabled: boolean;
  62315. private _rebuildBloom;
  62316. /**
  62317. * If the depth of field is enabled.
  62318. */
  62319. depthOfFieldEnabled: boolean;
  62320. /**
  62321. * Blur level of the depth of field effect. (Higher blur will effect performance)
  62322. */
  62323. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  62324. /**
  62325. * If the anti aliasing is enabled.
  62326. */
  62327. fxaaEnabled: boolean;
  62328. private _samples;
  62329. /**
  62330. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  62331. */
  62332. samples: number;
  62333. /**
  62334. * If image processing is enabled.
  62335. */
  62336. imageProcessingEnabled: boolean;
  62337. /**
  62338. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  62339. */
  62340. glowLayerEnabled: boolean;
  62341. /**
  62342. * Gets the glow layer (or null if not defined)
  62343. */
  62344. readonly glowLayer: Nullable<GlowLayer>;
  62345. /**
  62346. * Enable or disable the chromaticAberration process from the pipeline
  62347. */
  62348. chromaticAberrationEnabled: boolean;
  62349. /**
  62350. * Enable or disable the grain process from the pipeline
  62351. */
  62352. grainEnabled: boolean;
  62353. /**
  62354. * @constructor
  62355. * @param name - The rendering pipeline name (default: "")
  62356. * @param hdr - If high dynamic range textures should be used (default: true)
  62357. * @param scene - The scene linked to this pipeline (default: the last created scene)
  62358. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  62359. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  62360. */
  62361. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  62362. /**
  62363. * Get the class name
  62364. * @returns "DefaultRenderingPipeline"
  62365. */
  62366. getClassName(): string;
  62367. /**
  62368. * Force the compilation of the entire pipeline.
  62369. */
  62370. prepare(): void;
  62371. private _hasCleared;
  62372. private _prevPostProcess;
  62373. private _prevPrevPostProcess;
  62374. private _setAutoClearAndTextureSharing;
  62375. private _depthOfFieldSceneObserver;
  62376. private _buildPipeline;
  62377. private _disposePostProcesses;
  62378. /**
  62379. * Adds a camera to the pipeline
  62380. * @param camera the camera to be added
  62381. */
  62382. addCamera(camera: Camera): void;
  62383. /**
  62384. * Removes a camera from the pipeline
  62385. * @param camera the camera to remove
  62386. */
  62387. removeCamera(camera: Camera): void;
  62388. /**
  62389. * Dispose of the pipeline and stop all post processes
  62390. */
  62391. dispose(): void;
  62392. /**
  62393. * Serialize the rendering pipeline (Used when exporting)
  62394. * @returns the serialized object
  62395. */
  62396. serialize(): any;
  62397. /**
  62398. * Parse the serialized pipeline
  62399. * @param source Source pipeline.
  62400. * @param scene The scene to load the pipeline to.
  62401. * @param rootUrl The URL of the serialized pipeline.
  62402. * @returns An instantiated pipeline from the serialized object.
  62403. */
  62404. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  62405. }
  62406. }
  62407. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  62408. /** @hidden */
  62409. export var lensHighlightsPixelShader: {
  62410. name: string;
  62411. shader: string;
  62412. };
  62413. }
  62414. declare module "babylonjs/Shaders/depthOfField.fragment" {
  62415. /** @hidden */
  62416. export var depthOfFieldPixelShader: {
  62417. name: string;
  62418. shader: string;
  62419. };
  62420. }
  62421. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  62422. import { Camera } from "babylonjs/Cameras/camera";
  62423. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62424. import { Scene } from "babylonjs/scene";
  62425. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62426. import "babylonjs/Shaders/chromaticAberration.fragment";
  62427. import "babylonjs/Shaders/lensHighlights.fragment";
  62428. import "babylonjs/Shaders/depthOfField.fragment";
  62429. /**
  62430. * BABYLON.JS Chromatic Aberration GLSL Shader
  62431. * Author: Olivier Guyot
  62432. * Separates very slightly R, G and B colors on the edges of the screen
  62433. * Inspired by Francois Tarlier & Martins Upitis
  62434. */
  62435. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  62436. /**
  62437. * @ignore
  62438. * The chromatic aberration PostProcess id in the pipeline
  62439. */
  62440. LensChromaticAberrationEffect: string;
  62441. /**
  62442. * @ignore
  62443. * The highlights enhancing PostProcess id in the pipeline
  62444. */
  62445. HighlightsEnhancingEffect: string;
  62446. /**
  62447. * @ignore
  62448. * The depth-of-field PostProcess id in the pipeline
  62449. */
  62450. LensDepthOfFieldEffect: string;
  62451. private _scene;
  62452. private _depthTexture;
  62453. private _grainTexture;
  62454. private _chromaticAberrationPostProcess;
  62455. private _highlightsPostProcess;
  62456. private _depthOfFieldPostProcess;
  62457. private _edgeBlur;
  62458. private _grainAmount;
  62459. private _chromaticAberration;
  62460. private _distortion;
  62461. private _highlightsGain;
  62462. private _highlightsThreshold;
  62463. private _dofDistance;
  62464. private _dofAperture;
  62465. private _dofDarken;
  62466. private _dofPentagon;
  62467. private _blurNoise;
  62468. /**
  62469. * @constructor
  62470. *
  62471. * Effect parameters are as follow:
  62472. * {
  62473. * chromatic_aberration: number; // from 0 to x (1 for realism)
  62474. * edge_blur: number; // from 0 to x (1 for realism)
  62475. * distortion: number; // from 0 to x (1 for realism)
  62476. * grain_amount: number; // from 0 to 1
  62477. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  62478. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  62479. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  62480. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  62481. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  62482. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  62483. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  62484. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  62485. * }
  62486. * Note: if an effect parameter is unset, effect is disabled
  62487. *
  62488. * @param name The rendering pipeline name
  62489. * @param parameters - An object containing all parameters (see above)
  62490. * @param scene The scene linked to this pipeline
  62491. * @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)
  62492. * @param cameras The array of cameras that the rendering pipeline will be attached to
  62493. */
  62494. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  62495. /**
  62496. * Get the class name
  62497. * @returns "LensRenderingPipeline"
  62498. */
  62499. getClassName(): string;
  62500. /**
  62501. * Gets associated scene
  62502. */
  62503. readonly scene: Scene;
  62504. /**
  62505. * Gets or sets the edge blur
  62506. */
  62507. edgeBlur: number;
  62508. /**
  62509. * Gets or sets the grain amount
  62510. */
  62511. grainAmount: number;
  62512. /**
  62513. * Gets or sets the chromatic aberration amount
  62514. */
  62515. chromaticAberration: number;
  62516. /**
  62517. * Gets or sets the depth of field aperture
  62518. */
  62519. dofAperture: number;
  62520. /**
  62521. * Gets or sets the edge distortion
  62522. */
  62523. edgeDistortion: number;
  62524. /**
  62525. * Gets or sets the depth of field distortion
  62526. */
  62527. dofDistortion: number;
  62528. /**
  62529. * Gets or sets the darken out of focus amount
  62530. */
  62531. darkenOutOfFocus: number;
  62532. /**
  62533. * Gets or sets a boolean indicating if blur noise is enabled
  62534. */
  62535. blurNoise: boolean;
  62536. /**
  62537. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  62538. */
  62539. pentagonBokeh: boolean;
  62540. /**
  62541. * Gets or sets the highlight grain amount
  62542. */
  62543. highlightsGain: number;
  62544. /**
  62545. * Gets or sets the highlight threshold
  62546. */
  62547. highlightsThreshold: number;
  62548. /**
  62549. * Sets the amount of blur at the edges
  62550. * @param amount blur amount
  62551. */
  62552. setEdgeBlur(amount: number): void;
  62553. /**
  62554. * Sets edge blur to 0
  62555. */
  62556. disableEdgeBlur(): void;
  62557. /**
  62558. * Sets the amout of grain
  62559. * @param amount Amount of grain
  62560. */
  62561. setGrainAmount(amount: number): void;
  62562. /**
  62563. * Set grain amount to 0
  62564. */
  62565. disableGrain(): void;
  62566. /**
  62567. * Sets the chromatic aberration amount
  62568. * @param amount amount of chromatic aberration
  62569. */
  62570. setChromaticAberration(amount: number): void;
  62571. /**
  62572. * Sets chromatic aberration amount to 0
  62573. */
  62574. disableChromaticAberration(): void;
  62575. /**
  62576. * Sets the EdgeDistortion amount
  62577. * @param amount amount of EdgeDistortion
  62578. */
  62579. setEdgeDistortion(amount: number): void;
  62580. /**
  62581. * Sets edge distortion to 0
  62582. */
  62583. disableEdgeDistortion(): void;
  62584. /**
  62585. * Sets the FocusDistance amount
  62586. * @param amount amount of FocusDistance
  62587. */
  62588. setFocusDistance(amount: number): void;
  62589. /**
  62590. * Disables depth of field
  62591. */
  62592. disableDepthOfField(): void;
  62593. /**
  62594. * Sets the Aperture amount
  62595. * @param amount amount of Aperture
  62596. */
  62597. setAperture(amount: number): void;
  62598. /**
  62599. * Sets the DarkenOutOfFocus amount
  62600. * @param amount amount of DarkenOutOfFocus
  62601. */
  62602. setDarkenOutOfFocus(amount: number): void;
  62603. private _pentagonBokehIsEnabled;
  62604. /**
  62605. * Creates a pentagon bokeh effect
  62606. */
  62607. enablePentagonBokeh(): void;
  62608. /**
  62609. * Disables the pentagon bokeh effect
  62610. */
  62611. disablePentagonBokeh(): void;
  62612. /**
  62613. * Enables noise blur
  62614. */
  62615. enableNoiseBlur(): void;
  62616. /**
  62617. * Disables noise blur
  62618. */
  62619. disableNoiseBlur(): void;
  62620. /**
  62621. * Sets the HighlightsGain amount
  62622. * @param amount amount of HighlightsGain
  62623. */
  62624. setHighlightsGain(amount: number): void;
  62625. /**
  62626. * Sets the HighlightsThreshold amount
  62627. * @param amount amount of HighlightsThreshold
  62628. */
  62629. setHighlightsThreshold(amount: number): void;
  62630. /**
  62631. * Disables highlights
  62632. */
  62633. disableHighlights(): void;
  62634. /**
  62635. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  62636. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  62637. */
  62638. dispose(disableDepthRender?: boolean): void;
  62639. private _createChromaticAberrationPostProcess;
  62640. private _createHighlightsPostProcess;
  62641. private _createDepthOfFieldPostProcess;
  62642. private _createGrainTexture;
  62643. }
  62644. }
  62645. declare module "babylonjs/Shaders/ssao2.fragment" {
  62646. /** @hidden */
  62647. export var ssao2PixelShader: {
  62648. name: string;
  62649. shader: string;
  62650. };
  62651. }
  62652. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  62653. /** @hidden */
  62654. export var ssaoCombinePixelShader: {
  62655. name: string;
  62656. shader: string;
  62657. };
  62658. }
  62659. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  62660. import { Camera } from "babylonjs/Cameras/camera";
  62661. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62662. import { Scene } from "babylonjs/scene";
  62663. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62664. import "babylonjs/Shaders/ssao2.fragment";
  62665. import "babylonjs/Shaders/ssaoCombine.fragment";
  62666. /**
  62667. * Render pipeline to produce ssao effect
  62668. */
  62669. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  62670. /**
  62671. * @ignore
  62672. * The PassPostProcess id in the pipeline that contains the original scene color
  62673. */
  62674. SSAOOriginalSceneColorEffect: string;
  62675. /**
  62676. * @ignore
  62677. * The SSAO PostProcess id in the pipeline
  62678. */
  62679. SSAORenderEffect: string;
  62680. /**
  62681. * @ignore
  62682. * The horizontal blur PostProcess id in the pipeline
  62683. */
  62684. SSAOBlurHRenderEffect: string;
  62685. /**
  62686. * @ignore
  62687. * The vertical blur PostProcess id in the pipeline
  62688. */
  62689. SSAOBlurVRenderEffect: string;
  62690. /**
  62691. * @ignore
  62692. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  62693. */
  62694. SSAOCombineRenderEffect: string;
  62695. /**
  62696. * The output strength of the SSAO post-process. Default value is 1.0.
  62697. */
  62698. totalStrength: number;
  62699. /**
  62700. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  62701. */
  62702. maxZ: number;
  62703. /**
  62704. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  62705. */
  62706. minZAspect: number;
  62707. private _samples;
  62708. /**
  62709. * Number of samples used for the SSAO calculations. Default value is 8
  62710. */
  62711. samples: number;
  62712. private _textureSamples;
  62713. /**
  62714. * Number of samples to use for antialiasing
  62715. */
  62716. textureSamples: number;
  62717. /**
  62718. * Ratio object used for SSAO ratio and blur ratio
  62719. */
  62720. private _ratio;
  62721. /**
  62722. * Dynamically generated sphere sampler.
  62723. */
  62724. private _sampleSphere;
  62725. /**
  62726. * Blur filter offsets
  62727. */
  62728. private _samplerOffsets;
  62729. private _expensiveBlur;
  62730. /**
  62731. * If bilateral blur should be used
  62732. */
  62733. expensiveBlur: boolean;
  62734. /**
  62735. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  62736. */
  62737. radius: number;
  62738. /**
  62739. * The base color of the SSAO post-process
  62740. * The final result is "base + ssao" between [0, 1]
  62741. */
  62742. base: number;
  62743. /**
  62744. * Support test.
  62745. */
  62746. static readonly IsSupported: boolean;
  62747. private _scene;
  62748. private _depthTexture;
  62749. private _normalTexture;
  62750. private _randomTexture;
  62751. private _originalColorPostProcess;
  62752. private _ssaoPostProcess;
  62753. private _blurHPostProcess;
  62754. private _blurVPostProcess;
  62755. private _ssaoCombinePostProcess;
  62756. private _firstUpdate;
  62757. /**
  62758. * Gets active scene
  62759. */
  62760. readonly scene: Scene;
  62761. /**
  62762. * @constructor
  62763. * @param name The rendering pipeline name
  62764. * @param scene The scene linked to this pipeline
  62765. * @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 }
  62766. * @param cameras The array of cameras that the rendering pipeline will be attached to
  62767. */
  62768. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  62769. /**
  62770. * Get the class name
  62771. * @returns "SSAO2RenderingPipeline"
  62772. */
  62773. getClassName(): string;
  62774. /**
  62775. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  62776. */
  62777. dispose(disableGeometryBufferRenderer?: boolean): void;
  62778. private _createBlurPostProcess;
  62779. /** @hidden */
  62780. _rebuild(): void;
  62781. private _bits;
  62782. private _radicalInverse_VdC;
  62783. private _hammersley;
  62784. private _hemisphereSample_uniform;
  62785. private _generateHemisphere;
  62786. private _createSSAOPostProcess;
  62787. private _createSSAOCombinePostProcess;
  62788. private _createRandomTexture;
  62789. /**
  62790. * Serialize the rendering pipeline (Used when exporting)
  62791. * @returns the serialized object
  62792. */
  62793. serialize(): any;
  62794. /**
  62795. * Parse the serialized pipeline
  62796. * @param source Source pipeline.
  62797. * @param scene The scene to load the pipeline to.
  62798. * @param rootUrl The URL of the serialized pipeline.
  62799. * @returns An instantiated pipeline from the serialized object.
  62800. */
  62801. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  62802. }
  62803. }
  62804. declare module "babylonjs/Shaders/ssao.fragment" {
  62805. /** @hidden */
  62806. export var ssaoPixelShader: {
  62807. name: string;
  62808. shader: string;
  62809. };
  62810. }
  62811. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  62812. import { Camera } from "babylonjs/Cameras/camera";
  62813. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62814. import { Scene } from "babylonjs/scene";
  62815. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62816. import "babylonjs/Shaders/ssao.fragment";
  62817. import "babylonjs/Shaders/ssaoCombine.fragment";
  62818. /**
  62819. * Render pipeline to produce ssao effect
  62820. */
  62821. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  62822. /**
  62823. * @ignore
  62824. * The PassPostProcess id in the pipeline that contains the original scene color
  62825. */
  62826. SSAOOriginalSceneColorEffect: string;
  62827. /**
  62828. * @ignore
  62829. * The SSAO PostProcess id in the pipeline
  62830. */
  62831. SSAORenderEffect: string;
  62832. /**
  62833. * @ignore
  62834. * The horizontal blur PostProcess id in the pipeline
  62835. */
  62836. SSAOBlurHRenderEffect: string;
  62837. /**
  62838. * @ignore
  62839. * The vertical blur PostProcess id in the pipeline
  62840. */
  62841. SSAOBlurVRenderEffect: string;
  62842. /**
  62843. * @ignore
  62844. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  62845. */
  62846. SSAOCombineRenderEffect: string;
  62847. /**
  62848. * The output strength of the SSAO post-process. Default value is 1.0.
  62849. */
  62850. totalStrength: number;
  62851. /**
  62852. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  62853. */
  62854. radius: number;
  62855. /**
  62856. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  62857. * Must not be equal to fallOff and superior to fallOff.
  62858. * Default value is 0.0075
  62859. */
  62860. area: number;
  62861. /**
  62862. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  62863. * Must not be equal to area and inferior to area.
  62864. * Default value is 0.000001
  62865. */
  62866. fallOff: number;
  62867. /**
  62868. * The base color of the SSAO post-process
  62869. * The final result is "base + ssao" between [0, 1]
  62870. */
  62871. base: number;
  62872. private _scene;
  62873. private _depthTexture;
  62874. private _randomTexture;
  62875. private _originalColorPostProcess;
  62876. private _ssaoPostProcess;
  62877. private _blurHPostProcess;
  62878. private _blurVPostProcess;
  62879. private _ssaoCombinePostProcess;
  62880. private _firstUpdate;
  62881. /**
  62882. * Gets active scene
  62883. */
  62884. readonly scene: Scene;
  62885. /**
  62886. * @constructor
  62887. * @param name - The rendering pipeline name
  62888. * @param scene - The scene linked to this pipeline
  62889. * @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 }
  62890. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  62891. */
  62892. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  62893. /**
  62894. * Get the class name
  62895. * @returns "SSAORenderingPipeline"
  62896. */
  62897. getClassName(): string;
  62898. /**
  62899. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  62900. */
  62901. dispose(disableDepthRender?: boolean): void;
  62902. private _createBlurPostProcess;
  62903. /** @hidden */
  62904. _rebuild(): void;
  62905. private _createSSAOPostProcess;
  62906. private _createSSAOCombinePostProcess;
  62907. private _createRandomTexture;
  62908. }
  62909. }
  62910. declare module "babylonjs/Shaders/standard.fragment" {
  62911. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  62912. /** @hidden */
  62913. export var standardPixelShader: {
  62914. name: string;
  62915. shader: string;
  62916. };
  62917. }
  62918. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  62919. import { Nullable } from "babylonjs/types";
  62920. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  62921. import { Camera } from "babylonjs/Cameras/camera";
  62922. import { Texture } from "babylonjs/Materials/Textures/texture";
  62923. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62924. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62925. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  62926. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  62927. import { IDisposable } from "babylonjs/scene";
  62928. import { SpotLight } from "babylonjs/Lights/spotLight";
  62929. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  62930. import { Scene } from "babylonjs/scene";
  62931. import { Animation } from "babylonjs/Animations/animation";
  62932. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62933. import "babylonjs/Shaders/standard.fragment";
  62934. /**
  62935. * Standard rendering pipeline
  62936. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  62937. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  62938. */
  62939. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  62940. /**
  62941. * Public members
  62942. */
  62943. /**
  62944. * Post-process which contains the original scene color before the pipeline applies all the effects
  62945. */
  62946. originalPostProcess: Nullable<PostProcess>;
  62947. /**
  62948. * Post-process used to down scale an image x4
  62949. */
  62950. downSampleX4PostProcess: Nullable<PostProcess>;
  62951. /**
  62952. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  62953. */
  62954. brightPassPostProcess: Nullable<PostProcess>;
  62955. /**
  62956. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  62957. */
  62958. blurHPostProcesses: PostProcess[];
  62959. /**
  62960. * Post-process array storing all the vertical blur post-processes used by the pipeline
  62961. */
  62962. blurVPostProcesses: PostProcess[];
  62963. /**
  62964. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  62965. */
  62966. textureAdderPostProcess: Nullable<PostProcess>;
  62967. /**
  62968. * Post-process used to create volumetric lighting effect
  62969. */
  62970. volumetricLightPostProcess: Nullable<PostProcess>;
  62971. /**
  62972. * Post-process used to smooth the previous volumetric light post-process on the X axis
  62973. */
  62974. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  62975. /**
  62976. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  62977. */
  62978. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  62979. /**
  62980. * Post-process used to merge the volumetric light effect and the real scene color
  62981. */
  62982. volumetricLightMergePostProces: Nullable<PostProcess>;
  62983. /**
  62984. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  62985. */
  62986. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  62987. /**
  62988. * Base post-process used to calculate the average luminance of the final image for HDR
  62989. */
  62990. luminancePostProcess: Nullable<PostProcess>;
  62991. /**
  62992. * Post-processes used to create down sample post-processes in order to get
  62993. * the average luminance of the final image for HDR
  62994. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  62995. */
  62996. luminanceDownSamplePostProcesses: PostProcess[];
  62997. /**
  62998. * Post-process used to create a HDR effect (light adaptation)
  62999. */
  63000. hdrPostProcess: Nullable<PostProcess>;
  63001. /**
  63002. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  63003. */
  63004. textureAdderFinalPostProcess: Nullable<PostProcess>;
  63005. /**
  63006. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  63007. */
  63008. lensFlareFinalPostProcess: Nullable<PostProcess>;
  63009. /**
  63010. * Post-process used to merge the final HDR post-process and the real scene color
  63011. */
  63012. hdrFinalPostProcess: Nullable<PostProcess>;
  63013. /**
  63014. * Post-process used to create a lens flare effect
  63015. */
  63016. lensFlarePostProcess: Nullable<PostProcess>;
  63017. /**
  63018. * Post-process that merges the result of the lens flare post-process and the real scene color
  63019. */
  63020. lensFlareComposePostProcess: Nullable<PostProcess>;
  63021. /**
  63022. * Post-process used to create a motion blur effect
  63023. */
  63024. motionBlurPostProcess: Nullable<PostProcess>;
  63025. /**
  63026. * Post-process used to create a depth of field effect
  63027. */
  63028. depthOfFieldPostProcess: Nullable<PostProcess>;
  63029. /**
  63030. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  63031. */
  63032. fxaaPostProcess: Nullable<FxaaPostProcess>;
  63033. /**
  63034. * Represents the brightness threshold in order to configure the illuminated surfaces
  63035. */
  63036. brightThreshold: number;
  63037. /**
  63038. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  63039. */
  63040. blurWidth: number;
  63041. /**
  63042. * Sets if the blur for highlighted surfaces must be only horizontal
  63043. */
  63044. horizontalBlur: boolean;
  63045. /**
  63046. * Gets the overall exposure used by the pipeline
  63047. */
  63048. /**
  63049. * Sets the overall exposure used by the pipeline
  63050. */
  63051. exposure: number;
  63052. /**
  63053. * Texture used typically to simulate "dirty" on camera lens
  63054. */
  63055. lensTexture: Nullable<Texture>;
  63056. /**
  63057. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  63058. */
  63059. volumetricLightCoefficient: number;
  63060. /**
  63061. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  63062. */
  63063. volumetricLightPower: number;
  63064. /**
  63065. * Used the set the blur intensity to smooth the volumetric lights
  63066. */
  63067. volumetricLightBlurScale: number;
  63068. /**
  63069. * Light (spot or directional) used to generate the volumetric lights rays
  63070. * The source light must have a shadow generate so the pipeline can get its
  63071. * depth map
  63072. */
  63073. sourceLight: Nullable<SpotLight | DirectionalLight>;
  63074. /**
  63075. * For eye adaptation, represents the minimum luminance the eye can see
  63076. */
  63077. hdrMinimumLuminance: number;
  63078. /**
  63079. * For eye adaptation, represents the decrease luminance speed
  63080. */
  63081. hdrDecreaseRate: number;
  63082. /**
  63083. * For eye adaptation, represents the increase luminance speed
  63084. */
  63085. hdrIncreaseRate: number;
  63086. /**
  63087. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  63088. */
  63089. /**
  63090. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  63091. */
  63092. hdrAutoExposure: boolean;
  63093. /**
  63094. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  63095. */
  63096. lensColorTexture: Nullable<Texture>;
  63097. /**
  63098. * The overall strengh for the lens flare effect
  63099. */
  63100. lensFlareStrength: number;
  63101. /**
  63102. * Dispersion coefficient for lens flare ghosts
  63103. */
  63104. lensFlareGhostDispersal: number;
  63105. /**
  63106. * Main lens flare halo width
  63107. */
  63108. lensFlareHaloWidth: number;
  63109. /**
  63110. * Based on the lens distortion effect, defines how much the lens flare result
  63111. * is distorted
  63112. */
  63113. lensFlareDistortionStrength: number;
  63114. /**
  63115. * Configures the blur intensity used for for lens flare (halo)
  63116. */
  63117. lensFlareBlurWidth: number;
  63118. /**
  63119. * Lens star texture must be used to simulate rays on the flares and is available
  63120. * in the documentation
  63121. */
  63122. lensStarTexture: Nullable<Texture>;
  63123. /**
  63124. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  63125. * flare effect by taking account of the dirt texture
  63126. */
  63127. lensFlareDirtTexture: Nullable<Texture>;
  63128. /**
  63129. * Represents the focal length for the depth of field effect
  63130. */
  63131. depthOfFieldDistance: number;
  63132. /**
  63133. * Represents the blur intensity for the blurred part of the depth of field effect
  63134. */
  63135. depthOfFieldBlurWidth: number;
  63136. /**
  63137. * Gets how much the image is blurred by the movement while using the motion blur post-process
  63138. */
  63139. /**
  63140. * Sets how much the image is blurred by the movement while using the motion blur post-process
  63141. */
  63142. motionStrength: number;
  63143. /**
  63144. * Gets wether or not the motion blur post-process is object based or screen based.
  63145. */
  63146. /**
  63147. * Sets wether or not the motion blur post-process should be object based or screen based
  63148. */
  63149. objectBasedMotionBlur: boolean;
  63150. /**
  63151. * List of animations for the pipeline (IAnimatable implementation)
  63152. */
  63153. animations: Animation[];
  63154. /**
  63155. * Private members
  63156. */
  63157. private _scene;
  63158. private _currentDepthOfFieldSource;
  63159. private _basePostProcess;
  63160. private _fixedExposure;
  63161. private _currentExposure;
  63162. private _hdrAutoExposure;
  63163. private _hdrCurrentLuminance;
  63164. private _motionStrength;
  63165. private _isObjectBasedMotionBlur;
  63166. private _floatTextureType;
  63167. private _camerasToBeAttached;
  63168. private _ratio;
  63169. private _bloomEnabled;
  63170. private _depthOfFieldEnabled;
  63171. private _vlsEnabled;
  63172. private _lensFlareEnabled;
  63173. private _hdrEnabled;
  63174. private _motionBlurEnabled;
  63175. private _fxaaEnabled;
  63176. private _motionBlurSamples;
  63177. private _volumetricLightStepsCount;
  63178. private _samples;
  63179. /**
  63180. * @ignore
  63181. * Specifies if the bloom pipeline is enabled
  63182. */
  63183. BloomEnabled: boolean;
  63184. /**
  63185. * @ignore
  63186. * Specifies if the depth of field pipeline is enabed
  63187. */
  63188. DepthOfFieldEnabled: boolean;
  63189. /**
  63190. * @ignore
  63191. * Specifies if the lens flare pipeline is enabed
  63192. */
  63193. LensFlareEnabled: boolean;
  63194. /**
  63195. * @ignore
  63196. * Specifies if the HDR pipeline is enabled
  63197. */
  63198. HDREnabled: boolean;
  63199. /**
  63200. * @ignore
  63201. * Specifies if the volumetric lights scattering effect is enabled
  63202. */
  63203. VLSEnabled: boolean;
  63204. /**
  63205. * @ignore
  63206. * Specifies if the motion blur effect is enabled
  63207. */
  63208. MotionBlurEnabled: boolean;
  63209. /**
  63210. * Specifies if anti-aliasing is enabled
  63211. */
  63212. fxaaEnabled: boolean;
  63213. /**
  63214. * Specifies the number of steps used to calculate the volumetric lights
  63215. * Typically in interval [50, 200]
  63216. */
  63217. volumetricLightStepsCount: number;
  63218. /**
  63219. * Specifies the number of samples used for the motion blur effect
  63220. * Typically in interval [16, 64]
  63221. */
  63222. motionBlurSamples: number;
  63223. /**
  63224. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  63225. */
  63226. samples: number;
  63227. /**
  63228. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  63229. * @constructor
  63230. * @param name The rendering pipeline name
  63231. * @param scene The scene linked to this pipeline
  63232. * @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)
  63233. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  63234. * @param cameras The array of cameras that the rendering pipeline will be attached to
  63235. */
  63236. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  63237. private _buildPipeline;
  63238. private _createDownSampleX4PostProcess;
  63239. private _createBrightPassPostProcess;
  63240. private _createBlurPostProcesses;
  63241. private _createTextureAdderPostProcess;
  63242. private _createVolumetricLightPostProcess;
  63243. private _createLuminancePostProcesses;
  63244. private _createHdrPostProcess;
  63245. private _createLensFlarePostProcess;
  63246. private _createDepthOfFieldPostProcess;
  63247. private _createMotionBlurPostProcess;
  63248. private _getDepthTexture;
  63249. private _disposePostProcesses;
  63250. /**
  63251. * Dispose of the pipeline and stop all post processes
  63252. */
  63253. dispose(): void;
  63254. /**
  63255. * Serialize the rendering pipeline (Used when exporting)
  63256. * @returns the serialized object
  63257. */
  63258. serialize(): any;
  63259. /**
  63260. * Parse the serialized pipeline
  63261. * @param source Source pipeline.
  63262. * @param scene The scene to load the pipeline to.
  63263. * @param rootUrl The URL of the serialized pipeline.
  63264. * @returns An instantiated pipeline from the serialized object.
  63265. */
  63266. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  63267. /**
  63268. * Luminance steps
  63269. */
  63270. static LuminanceSteps: number;
  63271. }
  63272. }
  63273. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  63274. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  63275. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  63276. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  63277. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  63278. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  63279. }
  63280. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  63281. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  63282. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63283. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  63284. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  63285. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  63286. }
  63287. declare module "babylonjs/Shaders/tonemap.fragment" {
  63288. /** @hidden */
  63289. export var tonemapPixelShader: {
  63290. name: string;
  63291. shader: string;
  63292. };
  63293. }
  63294. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  63295. import { Camera } from "babylonjs/Cameras/camera";
  63296. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63297. import "babylonjs/Shaders/tonemap.fragment";
  63298. import { Engine } from "babylonjs/Engines/engine";
  63299. /** Defines operator used for tonemapping */
  63300. export enum TonemappingOperator {
  63301. /** Hable */
  63302. Hable = 0,
  63303. /** Reinhard */
  63304. Reinhard = 1,
  63305. /** HejiDawson */
  63306. HejiDawson = 2,
  63307. /** Photographic */
  63308. Photographic = 3
  63309. }
  63310. /**
  63311. * Defines a post process to apply tone mapping
  63312. */
  63313. export class TonemapPostProcess extends PostProcess {
  63314. private _operator;
  63315. /** Defines the required exposure adjustement */
  63316. exposureAdjustment: number;
  63317. /**
  63318. * Creates a new TonemapPostProcess
  63319. * @param name defines the name of the postprocess
  63320. * @param _operator defines the operator to use
  63321. * @param exposureAdjustment defines the required exposure adjustement
  63322. * @param camera defines the camera to use (can be null)
  63323. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  63324. * @param engine defines the hosting engine (can be ignore if camera is set)
  63325. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  63326. */
  63327. constructor(name: string, _operator: TonemappingOperator,
  63328. /** Defines the required exposure adjustement */
  63329. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  63330. }
  63331. }
  63332. declare module "babylonjs/Shaders/depth.vertex" {
  63333. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63334. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63335. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63336. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63337. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63338. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63339. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63340. /** @hidden */
  63341. export var depthVertexShader: {
  63342. name: string;
  63343. shader: string;
  63344. };
  63345. }
  63346. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  63347. /** @hidden */
  63348. export var volumetricLightScatteringPixelShader: {
  63349. name: string;
  63350. shader: string;
  63351. };
  63352. }
  63353. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  63354. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63355. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63356. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63357. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63358. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63359. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63360. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63361. /** @hidden */
  63362. export var volumetricLightScatteringPassVertexShader: {
  63363. name: string;
  63364. shader: string;
  63365. };
  63366. }
  63367. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  63368. /** @hidden */
  63369. export var volumetricLightScatteringPassPixelShader: {
  63370. name: string;
  63371. shader: string;
  63372. };
  63373. }
  63374. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  63375. import { Vector3 } from "babylonjs/Maths/math.vector";
  63376. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63377. import { Mesh } from "babylonjs/Meshes/mesh";
  63378. import { Camera } from "babylonjs/Cameras/camera";
  63379. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63380. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63381. import { Scene } from "babylonjs/scene";
  63382. import "babylonjs/Meshes/Builders/planeBuilder";
  63383. import "babylonjs/Shaders/depth.vertex";
  63384. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  63385. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  63386. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  63387. import { Engine } from "babylonjs/Engines/engine";
  63388. /**
  63389. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  63390. */
  63391. export class VolumetricLightScatteringPostProcess extends PostProcess {
  63392. private _volumetricLightScatteringPass;
  63393. private _volumetricLightScatteringRTT;
  63394. private _viewPort;
  63395. private _screenCoordinates;
  63396. private _cachedDefines;
  63397. /**
  63398. * If not undefined, the mesh position is computed from the attached node position
  63399. */
  63400. attachedNode: {
  63401. position: Vector3;
  63402. };
  63403. /**
  63404. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  63405. */
  63406. customMeshPosition: Vector3;
  63407. /**
  63408. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  63409. */
  63410. useCustomMeshPosition: boolean;
  63411. /**
  63412. * If the post-process should inverse the light scattering direction
  63413. */
  63414. invert: boolean;
  63415. /**
  63416. * The internal mesh used by the post-process
  63417. */
  63418. mesh: Mesh;
  63419. /**
  63420. * @hidden
  63421. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  63422. */
  63423. useDiffuseColor: boolean;
  63424. /**
  63425. * Array containing the excluded meshes not rendered in the internal pass
  63426. */
  63427. excludedMeshes: AbstractMesh[];
  63428. /**
  63429. * Controls the overall intensity of the post-process
  63430. */
  63431. exposure: number;
  63432. /**
  63433. * Dissipates each sample's contribution in range [0, 1]
  63434. */
  63435. decay: number;
  63436. /**
  63437. * Controls the overall intensity of each sample
  63438. */
  63439. weight: number;
  63440. /**
  63441. * Controls the density of each sample
  63442. */
  63443. density: number;
  63444. /**
  63445. * @constructor
  63446. * @param name The post-process name
  63447. * @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)
  63448. * @param camera The camera that the post-process will be attached to
  63449. * @param mesh The mesh used to create the light scattering
  63450. * @param samples The post-process quality, default 100
  63451. * @param samplingModeThe post-process filtering mode
  63452. * @param engine The babylon engine
  63453. * @param reusable If the post-process is reusable
  63454. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  63455. */
  63456. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  63457. /**
  63458. * Returns the string "VolumetricLightScatteringPostProcess"
  63459. * @returns "VolumetricLightScatteringPostProcess"
  63460. */
  63461. getClassName(): string;
  63462. private _isReady;
  63463. /**
  63464. * Sets the new light position for light scattering effect
  63465. * @param position The new custom light position
  63466. */
  63467. setCustomMeshPosition(position: Vector3): void;
  63468. /**
  63469. * Returns the light position for light scattering effect
  63470. * @return Vector3 The custom light position
  63471. */
  63472. getCustomMeshPosition(): Vector3;
  63473. /**
  63474. * Disposes the internal assets and detaches the post-process from the camera
  63475. */
  63476. dispose(camera: Camera): void;
  63477. /**
  63478. * Returns the render target texture used by the post-process
  63479. * @return the render target texture used by the post-process
  63480. */
  63481. getPass(): RenderTargetTexture;
  63482. private _meshExcluded;
  63483. private _createPass;
  63484. private _updateMeshScreenCoordinates;
  63485. /**
  63486. * Creates a default mesh for the Volumeric Light Scattering post-process
  63487. * @param name The mesh name
  63488. * @param scene The scene where to create the mesh
  63489. * @return the default mesh
  63490. */
  63491. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  63492. }
  63493. }
  63494. declare module "babylonjs/PostProcesses/index" {
  63495. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  63496. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  63497. export * from "babylonjs/PostProcesses/bloomEffect";
  63498. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  63499. export * from "babylonjs/PostProcesses/blurPostProcess";
  63500. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  63501. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  63502. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  63503. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  63504. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  63505. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  63506. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  63507. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  63508. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  63509. export * from "babylonjs/PostProcesses/filterPostProcess";
  63510. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  63511. export * from "babylonjs/PostProcesses/grainPostProcess";
  63512. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  63513. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  63514. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  63515. export * from "babylonjs/PostProcesses/passPostProcess";
  63516. export * from "babylonjs/PostProcesses/postProcess";
  63517. export * from "babylonjs/PostProcesses/postProcessManager";
  63518. export * from "babylonjs/PostProcesses/refractionPostProcess";
  63519. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  63520. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  63521. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  63522. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  63523. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  63524. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  63525. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  63526. }
  63527. declare module "babylonjs/Probes/index" {
  63528. export * from "babylonjs/Probes/reflectionProbe";
  63529. }
  63530. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  63531. import { Scene } from "babylonjs/scene";
  63532. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63533. import { SmartArray } from "babylonjs/Misc/smartArray";
  63534. import { ISceneComponent } from "babylonjs/sceneComponent";
  63535. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  63536. import "babylonjs/Meshes/Builders/boxBuilder";
  63537. import "babylonjs/Shaders/color.fragment";
  63538. import "babylonjs/Shaders/color.vertex";
  63539. import { Color3 } from "babylonjs/Maths/math.color";
  63540. module "babylonjs/scene" {
  63541. interface Scene {
  63542. /** @hidden (Backing field) */
  63543. _boundingBoxRenderer: BoundingBoxRenderer;
  63544. /** @hidden (Backing field) */
  63545. _forceShowBoundingBoxes: boolean;
  63546. /**
  63547. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  63548. */
  63549. forceShowBoundingBoxes: boolean;
  63550. /**
  63551. * Gets the bounding box renderer associated with the scene
  63552. * @returns a BoundingBoxRenderer
  63553. */
  63554. getBoundingBoxRenderer(): BoundingBoxRenderer;
  63555. }
  63556. }
  63557. module "babylonjs/Meshes/abstractMesh" {
  63558. interface AbstractMesh {
  63559. /** @hidden (Backing field) */
  63560. _showBoundingBox: boolean;
  63561. /**
  63562. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  63563. */
  63564. showBoundingBox: boolean;
  63565. }
  63566. }
  63567. /**
  63568. * Component responsible of rendering the bounding box of the meshes in a scene.
  63569. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  63570. */
  63571. export class BoundingBoxRenderer implements ISceneComponent {
  63572. /**
  63573. * The component name helpfull to identify the component in the list of scene components.
  63574. */
  63575. readonly name: string;
  63576. /**
  63577. * The scene the component belongs to.
  63578. */
  63579. scene: Scene;
  63580. /**
  63581. * Color of the bounding box lines placed in front of an object
  63582. */
  63583. frontColor: Color3;
  63584. /**
  63585. * Color of the bounding box lines placed behind an object
  63586. */
  63587. backColor: Color3;
  63588. /**
  63589. * Defines if the renderer should show the back lines or not
  63590. */
  63591. showBackLines: boolean;
  63592. /**
  63593. * @hidden
  63594. */
  63595. renderList: SmartArray<BoundingBox>;
  63596. private _colorShader;
  63597. private _vertexBuffers;
  63598. private _indexBuffer;
  63599. private _fillIndexBuffer;
  63600. private _fillIndexData;
  63601. /**
  63602. * Instantiates a new bounding box renderer in a scene.
  63603. * @param scene the scene the renderer renders in
  63604. */
  63605. constructor(scene: Scene);
  63606. /**
  63607. * Registers the component in a given scene
  63608. */
  63609. register(): void;
  63610. private _evaluateSubMesh;
  63611. private _activeMesh;
  63612. private _prepareRessources;
  63613. private _createIndexBuffer;
  63614. /**
  63615. * Rebuilds the elements related to this component in case of
  63616. * context lost for instance.
  63617. */
  63618. rebuild(): void;
  63619. /**
  63620. * @hidden
  63621. */
  63622. reset(): void;
  63623. /**
  63624. * Render the bounding boxes of a specific rendering group
  63625. * @param renderingGroupId defines the rendering group to render
  63626. */
  63627. render(renderingGroupId: number): void;
  63628. /**
  63629. * In case of occlusion queries, we can render the occlusion bounding box through this method
  63630. * @param mesh Define the mesh to render the occlusion bounding box for
  63631. */
  63632. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  63633. /**
  63634. * Dispose and release the resources attached to this renderer.
  63635. */
  63636. dispose(): void;
  63637. }
  63638. }
  63639. declare module "babylonjs/Shaders/depth.fragment" {
  63640. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  63641. /** @hidden */
  63642. export var depthPixelShader: {
  63643. name: string;
  63644. shader: string;
  63645. };
  63646. }
  63647. declare module "babylonjs/Rendering/depthRenderer" {
  63648. import { Nullable } from "babylonjs/types";
  63649. import { SubMesh } from "babylonjs/Meshes/subMesh";
  63650. import { Scene } from "babylonjs/scene";
  63651. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63652. import { Camera } from "babylonjs/Cameras/camera";
  63653. import "babylonjs/Shaders/depth.fragment";
  63654. import "babylonjs/Shaders/depth.vertex";
  63655. /**
  63656. * This represents a depth renderer in Babylon.
  63657. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  63658. */
  63659. export class DepthRenderer {
  63660. private _scene;
  63661. private _depthMap;
  63662. private _effect;
  63663. private readonly _storeNonLinearDepth;
  63664. private readonly _clearColor;
  63665. /** Get if the depth renderer is using packed depth or not */
  63666. readonly isPacked: boolean;
  63667. private _cachedDefines;
  63668. private _camera;
  63669. /**
  63670. * Specifiess that the depth renderer will only be used within
  63671. * the camera it is created for.
  63672. * This can help forcing its rendering during the camera processing.
  63673. */
  63674. useOnlyInActiveCamera: boolean;
  63675. /** @hidden */
  63676. static _SceneComponentInitialization: (scene: Scene) => void;
  63677. /**
  63678. * Instantiates a depth renderer
  63679. * @param scene The scene the renderer belongs to
  63680. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  63681. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  63682. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  63683. */
  63684. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  63685. /**
  63686. * Creates the depth rendering effect and checks if the effect is ready.
  63687. * @param subMesh The submesh to be used to render the depth map of
  63688. * @param useInstances If multiple world instances should be used
  63689. * @returns if the depth renderer is ready to render the depth map
  63690. */
  63691. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  63692. /**
  63693. * Gets the texture which the depth map will be written to.
  63694. * @returns The depth map texture
  63695. */
  63696. getDepthMap(): RenderTargetTexture;
  63697. /**
  63698. * Disposes of the depth renderer.
  63699. */
  63700. dispose(): void;
  63701. }
  63702. }
  63703. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  63704. import { Nullable } from "babylonjs/types";
  63705. import { Scene } from "babylonjs/scene";
  63706. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  63707. import { Camera } from "babylonjs/Cameras/camera";
  63708. import { ISceneComponent } from "babylonjs/sceneComponent";
  63709. module "babylonjs/scene" {
  63710. interface Scene {
  63711. /** @hidden (Backing field) */
  63712. _depthRenderer: {
  63713. [id: string]: DepthRenderer;
  63714. };
  63715. /**
  63716. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  63717. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  63718. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  63719. * @returns the created depth renderer
  63720. */
  63721. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  63722. /**
  63723. * Disables a depth renderer for a given camera
  63724. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  63725. */
  63726. disableDepthRenderer(camera?: Nullable<Camera>): void;
  63727. }
  63728. }
  63729. /**
  63730. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  63731. * in several rendering techniques.
  63732. */
  63733. export class DepthRendererSceneComponent implements ISceneComponent {
  63734. /**
  63735. * The component name helpfull to identify the component in the list of scene components.
  63736. */
  63737. readonly name: string;
  63738. /**
  63739. * The scene the component belongs to.
  63740. */
  63741. scene: Scene;
  63742. /**
  63743. * Creates a new instance of the component for the given scene
  63744. * @param scene Defines the scene to register the component in
  63745. */
  63746. constructor(scene: Scene);
  63747. /**
  63748. * Registers the component in a given scene
  63749. */
  63750. register(): void;
  63751. /**
  63752. * Rebuilds the elements related to this component in case of
  63753. * context lost for instance.
  63754. */
  63755. rebuild(): void;
  63756. /**
  63757. * Disposes the component and the associated ressources
  63758. */
  63759. dispose(): void;
  63760. private _gatherRenderTargets;
  63761. private _gatherActiveCameraRenderTargets;
  63762. }
  63763. }
  63764. declare module "babylonjs/Shaders/outline.fragment" {
  63765. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  63766. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  63767. /** @hidden */
  63768. export var outlinePixelShader: {
  63769. name: string;
  63770. shader: string;
  63771. };
  63772. }
  63773. declare module "babylonjs/Shaders/outline.vertex" {
  63774. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63775. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63776. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63777. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63778. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  63779. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63780. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63781. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63782. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  63783. /** @hidden */
  63784. export var outlineVertexShader: {
  63785. name: string;
  63786. shader: string;
  63787. };
  63788. }
  63789. declare module "babylonjs/Rendering/outlineRenderer" {
  63790. import { SubMesh } from "babylonjs/Meshes/subMesh";
  63791. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  63792. import { Scene } from "babylonjs/scene";
  63793. import { ISceneComponent } from "babylonjs/sceneComponent";
  63794. import "babylonjs/Shaders/outline.fragment";
  63795. import "babylonjs/Shaders/outline.vertex";
  63796. module "babylonjs/scene" {
  63797. interface Scene {
  63798. /** @hidden */
  63799. _outlineRenderer: OutlineRenderer;
  63800. /**
  63801. * Gets the outline renderer associated with the scene
  63802. * @returns a OutlineRenderer
  63803. */
  63804. getOutlineRenderer(): OutlineRenderer;
  63805. }
  63806. }
  63807. module "babylonjs/Meshes/abstractMesh" {
  63808. interface AbstractMesh {
  63809. /** @hidden (Backing field) */
  63810. _renderOutline: boolean;
  63811. /**
  63812. * Gets or sets a boolean indicating if the outline must be rendered as well
  63813. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  63814. */
  63815. renderOutline: boolean;
  63816. /** @hidden (Backing field) */
  63817. _renderOverlay: boolean;
  63818. /**
  63819. * Gets or sets a boolean indicating if the overlay must be rendered as well
  63820. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  63821. */
  63822. renderOverlay: boolean;
  63823. }
  63824. }
  63825. /**
  63826. * This class is responsible to draw bothe outline/overlay of meshes.
  63827. * It should not be used directly but through the available method on mesh.
  63828. */
  63829. export class OutlineRenderer implements ISceneComponent {
  63830. /**
  63831. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  63832. */
  63833. private static _StencilReference;
  63834. /**
  63835. * The name of the component. Each component must have a unique name.
  63836. */
  63837. name: string;
  63838. /**
  63839. * The scene the component belongs to.
  63840. */
  63841. scene: Scene;
  63842. /**
  63843. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  63844. */
  63845. zOffset: number;
  63846. private _engine;
  63847. private _effect;
  63848. private _cachedDefines;
  63849. private _savedDepthWrite;
  63850. /**
  63851. * Instantiates a new outline renderer. (There could be only one per scene).
  63852. * @param scene Defines the scene it belongs to
  63853. */
  63854. constructor(scene: Scene);
  63855. /**
  63856. * Register the component to one instance of a scene.
  63857. */
  63858. register(): void;
  63859. /**
  63860. * Rebuilds the elements related to this component in case of
  63861. * context lost for instance.
  63862. */
  63863. rebuild(): void;
  63864. /**
  63865. * Disposes the component and the associated ressources.
  63866. */
  63867. dispose(): void;
  63868. /**
  63869. * Renders the outline in the canvas.
  63870. * @param subMesh Defines the sumesh to render
  63871. * @param batch Defines the batch of meshes in case of instances
  63872. * @param useOverlay Defines if the rendering is for the overlay or the outline
  63873. */
  63874. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  63875. /**
  63876. * Returns whether or not the outline renderer is ready for a given submesh.
  63877. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  63878. * @param subMesh Defines the submesh to check readyness for
  63879. * @param useInstances Defines wheter wee are trying to render instances or not
  63880. * @returns true if ready otherwise false
  63881. */
  63882. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  63883. private _beforeRenderingMesh;
  63884. private _afterRenderingMesh;
  63885. }
  63886. }
  63887. declare module "babylonjs/Rendering/index" {
  63888. export * from "babylonjs/Rendering/boundingBoxRenderer";
  63889. export * from "babylonjs/Rendering/depthRenderer";
  63890. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  63891. export * from "babylonjs/Rendering/edgesRenderer";
  63892. export * from "babylonjs/Rendering/geometryBufferRenderer";
  63893. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  63894. export * from "babylonjs/Rendering/outlineRenderer";
  63895. export * from "babylonjs/Rendering/renderingGroup";
  63896. export * from "babylonjs/Rendering/renderingManager";
  63897. export * from "babylonjs/Rendering/utilityLayerRenderer";
  63898. }
  63899. declare module "babylonjs/Sprites/spritePackedManager" {
  63900. import { SpriteManager } from "babylonjs/Sprites/spriteManager";
  63901. import { Scene } from "babylonjs/scene";
  63902. /**
  63903. * Class used to manage multiple sprites of different sizes on the same spritesheet
  63904. * @see http://doc.babylonjs.com/babylon101/sprites
  63905. */
  63906. export class SpritePackedManager extends SpriteManager {
  63907. /** defines the packed manager's name */
  63908. name: string;
  63909. /**
  63910. * Creates a new sprite manager from a packed sprite sheet
  63911. * @param name defines the manager's name
  63912. * @param imgUrl defines the sprite sheet url
  63913. * @param capacity defines the maximum allowed number of sprites
  63914. * @param scene defines the hosting scene
  63915. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  63916. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  63917. * @param samplingMode defines the smapling mode to use with spritesheet
  63918. * @param fromPacked set to true; do not alter
  63919. */
  63920. constructor(
  63921. /** defines the packed manager's name */
  63922. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  63923. }
  63924. }
  63925. declare module "babylonjs/Sprites/index" {
  63926. export * from "babylonjs/Sprites/sprite";
  63927. export * from "babylonjs/Sprites/spriteManager";
  63928. export * from "babylonjs/Sprites/spritePackedManager";
  63929. export * from "babylonjs/Sprites/spriteSceneComponent";
  63930. }
  63931. declare module "babylonjs/Misc/assetsManager" {
  63932. import { Scene } from "babylonjs/scene";
  63933. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63934. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  63935. import { Skeleton } from "babylonjs/Bones/skeleton";
  63936. import { Observable } from "babylonjs/Misc/observable";
  63937. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  63938. import { Texture } from "babylonjs/Materials/Textures/texture";
  63939. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  63940. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  63941. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  63942. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  63943. /**
  63944. * Defines the list of states available for a task inside a AssetsManager
  63945. */
  63946. export enum AssetTaskState {
  63947. /**
  63948. * Initialization
  63949. */
  63950. INIT = 0,
  63951. /**
  63952. * Running
  63953. */
  63954. RUNNING = 1,
  63955. /**
  63956. * Done
  63957. */
  63958. DONE = 2,
  63959. /**
  63960. * Error
  63961. */
  63962. ERROR = 3
  63963. }
  63964. /**
  63965. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  63966. */
  63967. export abstract class AbstractAssetTask {
  63968. /**
  63969. * Task name
  63970. */ name: string;
  63971. /**
  63972. * Callback called when the task is successful
  63973. */
  63974. onSuccess: (task: any) => void;
  63975. /**
  63976. * Callback called when the task is not successful
  63977. */
  63978. onError: (task: any, message?: string, exception?: any) => void;
  63979. /**
  63980. * Creates a new AssetsManager
  63981. * @param name defines the name of the task
  63982. */
  63983. constructor(
  63984. /**
  63985. * Task name
  63986. */ name: string);
  63987. private _isCompleted;
  63988. private _taskState;
  63989. private _errorObject;
  63990. /**
  63991. * Get if the task is completed
  63992. */
  63993. readonly isCompleted: boolean;
  63994. /**
  63995. * Gets the current state of the task
  63996. */
  63997. readonly taskState: AssetTaskState;
  63998. /**
  63999. * Gets the current error object (if task is in error)
  64000. */
  64001. readonly errorObject: {
  64002. message?: string;
  64003. exception?: any;
  64004. };
  64005. /**
  64006. * Internal only
  64007. * @hidden
  64008. */
  64009. _setErrorObject(message?: string, exception?: any): void;
  64010. /**
  64011. * Execute the current task
  64012. * @param scene defines the scene where you want your assets to be loaded
  64013. * @param onSuccess is a callback called when the task is successfully executed
  64014. * @param onError is a callback called if an error occurs
  64015. */
  64016. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64017. /**
  64018. * Execute the current task
  64019. * @param scene defines the scene where you want your assets to be loaded
  64020. * @param onSuccess is a callback called when the task is successfully executed
  64021. * @param onError is a callback called if an error occurs
  64022. */
  64023. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64024. /**
  64025. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  64026. * This can be used with failed tasks that have the reason for failure fixed.
  64027. */
  64028. reset(): void;
  64029. private onErrorCallback;
  64030. private onDoneCallback;
  64031. }
  64032. /**
  64033. * Define the interface used by progress events raised during assets loading
  64034. */
  64035. export interface IAssetsProgressEvent {
  64036. /**
  64037. * Defines the number of remaining tasks to process
  64038. */
  64039. remainingCount: number;
  64040. /**
  64041. * Defines the total number of tasks
  64042. */
  64043. totalCount: number;
  64044. /**
  64045. * Defines the task that was just processed
  64046. */
  64047. task: AbstractAssetTask;
  64048. }
  64049. /**
  64050. * Class used to share progress information about assets loading
  64051. */
  64052. export class AssetsProgressEvent implements IAssetsProgressEvent {
  64053. /**
  64054. * Defines the number of remaining tasks to process
  64055. */
  64056. remainingCount: number;
  64057. /**
  64058. * Defines the total number of tasks
  64059. */
  64060. totalCount: number;
  64061. /**
  64062. * Defines the task that was just processed
  64063. */
  64064. task: AbstractAssetTask;
  64065. /**
  64066. * Creates a AssetsProgressEvent
  64067. * @param remainingCount defines the number of remaining tasks to process
  64068. * @param totalCount defines the total number of tasks
  64069. * @param task defines the task that was just processed
  64070. */
  64071. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  64072. }
  64073. /**
  64074. * Define a task used by AssetsManager to load meshes
  64075. */
  64076. export class MeshAssetTask extends AbstractAssetTask {
  64077. /**
  64078. * Defines the name of the task
  64079. */
  64080. name: string;
  64081. /**
  64082. * Defines the list of mesh's names you want to load
  64083. */
  64084. meshesNames: any;
  64085. /**
  64086. * Defines the root url to use as a base to load your meshes and associated resources
  64087. */
  64088. rootUrl: string;
  64089. /**
  64090. * Defines the filename of the scene to load from
  64091. */
  64092. sceneFilename: string;
  64093. /**
  64094. * Gets the list of loaded meshes
  64095. */
  64096. loadedMeshes: Array<AbstractMesh>;
  64097. /**
  64098. * Gets the list of loaded particle systems
  64099. */
  64100. loadedParticleSystems: Array<IParticleSystem>;
  64101. /**
  64102. * Gets the list of loaded skeletons
  64103. */
  64104. loadedSkeletons: Array<Skeleton>;
  64105. /**
  64106. * Gets the list of loaded animation groups
  64107. */
  64108. loadedAnimationGroups: Array<AnimationGroup>;
  64109. /**
  64110. * Callback called when the task is successful
  64111. */
  64112. onSuccess: (task: MeshAssetTask) => void;
  64113. /**
  64114. * Callback called when the task is successful
  64115. */
  64116. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  64117. /**
  64118. * Creates a new MeshAssetTask
  64119. * @param name defines the name of the task
  64120. * @param meshesNames defines the list of mesh's names you want to load
  64121. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  64122. * @param sceneFilename defines the filename of the scene to load from
  64123. */
  64124. constructor(
  64125. /**
  64126. * Defines the name of the task
  64127. */
  64128. name: string,
  64129. /**
  64130. * Defines the list of mesh's names you want to load
  64131. */
  64132. meshesNames: any,
  64133. /**
  64134. * Defines the root url to use as a base to load your meshes and associated resources
  64135. */
  64136. rootUrl: string,
  64137. /**
  64138. * Defines the filename of the scene to load from
  64139. */
  64140. sceneFilename: string);
  64141. /**
  64142. * Execute the current task
  64143. * @param scene defines the scene where you want your assets to be loaded
  64144. * @param onSuccess is a callback called when the task is successfully executed
  64145. * @param onError is a callback called if an error occurs
  64146. */
  64147. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64148. }
  64149. /**
  64150. * Define a task used by AssetsManager to load text content
  64151. */
  64152. export class TextFileAssetTask extends AbstractAssetTask {
  64153. /**
  64154. * Defines the name of the task
  64155. */
  64156. name: string;
  64157. /**
  64158. * Defines the location of the file to load
  64159. */
  64160. url: string;
  64161. /**
  64162. * Gets the loaded text string
  64163. */
  64164. text: string;
  64165. /**
  64166. * Callback called when the task is successful
  64167. */
  64168. onSuccess: (task: TextFileAssetTask) => void;
  64169. /**
  64170. * Callback called when the task is successful
  64171. */
  64172. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  64173. /**
  64174. * Creates a new TextFileAssetTask object
  64175. * @param name defines the name of the task
  64176. * @param url defines the location of the file to load
  64177. */
  64178. constructor(
  64179. /**
  64180. * Defines the name of the task
  64181. */
  64182. name: string,
  64183. /**
  64184. * Defines the location of the file to load
  64185. */
  64186. url: string);
  64187. /**
  64188. * Execute the current task
  64189. * @param scene defines the scene where you want your assets to be loaded
  64190. * @param onSuccess is a callback called when the task is successfully executed
  64191. * @param onError is a callback called if an error occurs
  64192. */
  64193. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64194. }
  64195. /**
  64196. * Define a task used by AssetsManager to load binary data
  64197. */
  64198. export class BinaryFileAssetTask extends AbstractAssetTask {
  64199. /**
  64200. * Defines the name of the task
  64201. */
  64202. name: string;
  64203. /**
  64204. * Defines the location of the file to load
  64205. */
  64206. url: string;
  64207. /**
  64208. * Gets the lodaded data (as an array buffer)
  64209. */
  64210. data: ArrayBuffer;
  64211. /**
  64212. * Callback called when the task is successful
  64213. */
  64214. onSuccess: (task: BinaryFileAssetTask) => void;
  64215. /**
  64216. * Callback called when the task is successful
  64217. */
  64218. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  64219. /**
  64220. * Creates a new BinaryFileAssetTask object
  64221. * @param name defines the name of the new task
  64222. * @param url defines the location of the file to load
  64223. */
  64224. constructor(
  64225. /**
  64226. * Defines the name of the task
  64227. */
  64228. name: string,
  64229. /**
  64230. * Defines the location of the file to load
  64231. */
  64232. url: string);
  64233. /**
  64234. * Execute the current task
  64235. * @param scene defines the scene where you want your assets to be loaded
  64236. * @param onSuccess is a callback called when the task is successfully executed
  64237. * @param onError is a callback called if an error occurs
  64238. */
  64239. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64240. }
  64241. /**
  64242. * Define a task used by AssetsManager to load images
  64243. */
  64244. export class ImageAssetTask extends AbstractAssetTask {
  64245. /**
  64246. * Defines the name of the task
  64247. */
  64248. name: string;
  64249. /**
  64250. * Defines the location of the image to load
  64251. */
  64252. url: string;
  64253. /**
  64254. * Gets the loaded images
  64255. */
  64256. image: HTMLImageElement;
  64257. /**
  64258. * Callback called when the task is successful
  64259. */
  64260. onSuccess: (task: ImageAssetTask) => void;
  64261. /**
  64262. * Callback called when the task is successful
  64263. */
  64264. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  64265. /**
  64266. * Creates a new ImageAssetTask
  64267. * @param name defines the name of the task
  64268. * @param url defines the location of the image to load
  64269. */
  64270. constructor(
  64271. /**
  64272. * Defines the name of the task
  64273. */
  64274. name: string,
  64275. /**
  64276. * Defines the location of the image to load
  64277. */
  64278. url: string);
  64279. /**
  64280. * Execute the current task
  64281. * @param scene defines the scene where you want your assets to be loaded
  64282. * @param onSuccess is a callback called when the task is successfully executed
  64283. * @param onError is a callback called if an error occurs
  64284. */
  64285. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64286. }
  64287. /**
  64288. * Defines the interface used by texture loading tasks
  64289. */
  64290. export interface ITextureAssetTask<TEX extends BaseTexture> {
  64291. /**
  64292. * Gets the loaded texture
  64293. */
  64294. texture: TEX;
  64295. }
  64296. /**
  64297. * Define a task used by AssetsManager to load 2D textures
  64298. */
  64299. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  64300. /**
  64301. * Defines the name of the task
  64302. */
  64303. name: string;
  64304. /**
  64305. * Defines the location of the file to load
  64306. */
  64307. url: string;
  64308. /**
  64309. * Defines if mipmap should not be generated (default is false)
  64310. */
  64311. noMipmap?: boolean | undefined;
  64312. /**
  64313. * Defines if texture must be inverted on Y axis (default is false)
  64314. */
  64315. invertY?: boolean | undefined;
  64316. /**
  64317. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  64318. */
  64319. samplingMode: number;
  64320. /**
  64321. * Gets the loaded texture
  64322. */
  64323. texture: Texture;
  64324. /**
  64325. * Callback called when the task is successful
  64326. */
  64327. onSuccess: (task: TextureAssetTask) => void;
  64328. /**
  64329. * Callback called when the task is successful
  64330. */
  64331. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  64332. /**
  64333. * Creates a new TextureAssetTask object
  64334. * @param name defines the name of the task
  64335. * @param url defines the location of the file to load
  64336. * @param noMipmap defines if mipmap should not be generated (default is false)
  64337. * @param invertY defines if texture must be inverted on Y axis (default is false)
  64338. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  64339. */
  64340. constructor(
  64341. /**
  64342. * Defines the name of the task
  64343. */
  64344. name: string,
  64345. /**
  64346. * Defines the location of the file to load
  64347. */
  64348. url: string,
  64349. /**
  64350. * Defines if mipmap should not be generated (default is false)
  64351. */
  64352. noMipmap?: boolean | undefined,
  64353. /**
  64354. * Defines if texture must be inverted on Y axis (default is false)
  64355. */
  64356. invertY?: boolean | undefined,
  64357. /**
  64358. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  64359. */
  64360. samplingMode?: number);
  64361. /**
  64362. * Execute the current task
  64363. * @param scene defines the scene where you want your assets to be loaded
  64364. * @param onSuccess is a callback called when the task is successfully executed
  64365. * @param onError is a callback called if an error occurs
  64366. */
  64367. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64368. }
  64369. /**
  64370. * Define a task used by AssetsManager to load cube textures
  64371. */
  64372. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  64373. /**
  64374. * Defines the name of the task
  64375. */
  64376. name: string;
  64377. /**
  64378. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  64379. */
  64380. url: string;
  64381. /**
  64382. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  64383. */
  64384. extensions?: string[] | undefined;
  64385. /**
  64386. * Defines if mipmaps should not be generated (default is false)
  64387. */
  64388. noMipmap?: boolean | undefined;
  64389. /**
  64390. * Defines the explicit list of files (undefined by default)
  64391. */
  64392. files?: string[] | undefined;
  64393. /**
  64394. * Gets the loaded texture
  64395. */
  64396. texture: CubeTexture;
  64397. /**
  64398. * Callback called when the task is successful
  64399. */
  64400. onSuccess: (task: CubeTextureAssetTask) => void;
  64401. /**
  64402. * Callback called when the task is successful
  64403. */
  64404. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  64405. /**
  64406. * Creates a new CubeTextureAssetTask
  64407. * @param name defines the name of the task
  64408. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  64409. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  64410. * @param noMipmap defines if mipmaps should not be generated (default is false)
  64411. * @param files defines the explicit list of files (undefined by default)
  64412. */
  64413. constructor(
  64414. /**
  64415. * Defines the name of the task
  64416. */
  64417. name: string,
  64418. /**
  64419. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  64420. */
  64421. url: string,
  64422. /**
  64423. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  64424. */
  64425. extensions?: string[] | undefined,
  64426. /**
  64427. * Defines if mipmaps should not be generated (default is false)
  64428. */
  64429. noMipmap?: boolean | undefined,
  64430. /**
  64431. * Defines the explicit list of files (undefined by default)
  64432. */
  64433. files?: string[] | undefined);
  64434. /**
  64435. * Execute the current task
  64436. * @param scene defines the scene where you want your assets to be loaded
  64437. * @param onSuccess is a callback called when the task is successfully executed
  64438. * @param onError is a callback called if an error occurs
  64439. */
  64440. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64441. }
  64442. /**
  64443. * Define a task used by AssetsManager to load HDR cube textures
  64444. */
  64445. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  64446. /**
  64447. * Defines the name of the task
  64448. */
  64449. name: string;
  64450. /**
  64451. * Defines the location of the file to load
  64452. */
  64453. url: string;
  64454. /**
  64455. * Defines the desired size (the more it increases the longer the generation will be)
  64456. */
  64457. size: number;
  64458. /**
  64459. * Defines if mipmaps should not be generated (default is false)
  64460. */
  64461. noMipmap: boolean;
  64462. /**
  64463. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  64464. */
  64465. generateHarmonics: boolean;
  64466. /**
  64467. * 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)
  64468. */
  64469. gammaSpace: boolean;
  64470. /**
  64471. * Internal Use Only
  64472. */
  64473. reserved: boolean;
  64474. /**
  64475. * Gets the loaded texture
  64476. */
  64477. texture: HDRCubeTexture;
  64478. /**
  64479. * Callback called when the task is successful
  64480. */
  64481. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  64482. /**
  64483. * Callback called when the task is successful
  64484. */
  64485. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  64486. /**
  64487. * Creates a new HDRCubeTextureAssetTask object
  64488. * @param name defines the name of the task
  64489. * @param url defines the location of the file to load
  64490. * @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.
  64491. * @param noMipmap defines if mipmaps should not be generated (default is false)
  64492. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  64493. * @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)
  64494. * @param reserved Internal use only
  64495. */
  64496. constructor(
  64497. /**
  64498. * Defines the name of the task
  64499. */
  64500. name: string,
  64501. /**
  64502. * Defines the location of the file to load
  64503. */
  64504. url: string,
  64505. /**
  64506. * Defines the desired size (the more it increases the longer the generation will be)
  64507. */
  64508. size: number,
  64509. /**
  64510. * Defines if mipmaps should not be generated (default is false)
  64511. */
  64512. noMipmap?: boolean,
  64513. /**
  64514. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  64515. */
  64516. generateHarmonics?: boolean,
  64517. /**
  64518. * 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)
  64519. */
  64520. gammaSpace?: boolean,
  64521. /**
  64522. * Internal Use Only
  64523. */
  64524. reserved?: boolean);
  64525. /**
  64526. * Execute the current task
  64527. * @param scene defines the scene where you want your assets to be loaded
  64528. * @param onSuccess is a callback called when the task is successfully executed
  64529. * @param onError is a callback called if an error occurs
  64530. */
  64531. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64532. }
  64533. /**
  64534. * Define a task used by AssetsManager to load Equirectangular cube textures
  64535. */
  64536. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  64537. /**
  64538. * Defines the name of the task
  64539. */
  64540. name: string;
  64541. /**
  64542. * Defines the location of the file to load
  64543. */
  64544. url: string;
  64545. /**
  64546. * Defines the desired size (the more it increases the longer the generation will be)
  64547. */
  64548. size: number;
  64549. /**
  64550. * Defines if mipmaps should not be generated (default is false)
  64551. */
  64552. noMipmap: boolean;
  64553. /**
  64554. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  64555. * but the standard material would require them in Gamma space) (default is true)
  64556. */
  64557. gammaSpace: boolean;
  64558. /**
  64559. * Gets the loaded texture
  64560. */
  64561. texture: EquiRectangularCubeTexture;
  64562. /**
  64563. * Callback called when the task is successful
  64564. */
  64565. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  64566. /**
  64567. * Callback called when the task is successful
  64568. */
  64569. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  64570. /**
  64571. * Creates a new EquiRectangularCubeTextureAssetTask object
  64572. * @param name defines the name of the task
  64573. * @param url defines the location of the file to load
  64574. * @param size defines the desired size (the more it increases the longer the generation will be)
  64575. * If the size is omitted this implies you are using a preprocessed cubemap.
  64576. * @param noMipmap defines if mipmaps should not be generated (default is false)
  64577. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  64578. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  64579. * (default is true)
  64580. */
  64581. constructor(
  64582. /**
  64583. * Defines the name of the task
  64584. */
  64585. name: string,
  64586. /**
  64587. * Defines the location of the file to load
  64588. */
  64589. url: string,
  64590. /**
  64591. * Defines the desired size (the more it increases the longer the generation will be)
  64592. */
  64593. size: number,
  64594. /**
  64595. * Defines if mipmaps should not be generated (default is false)
  64596. */
  64597. noMipmap?: boolean,
  64598. /**
  64599. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  64600. * but the standard material would require them in Gamma space) (default is true)
  64601. */
  64602. gammaSpace?: boolean);
  64603. /**
  64604. * Execute the current task
  64605. * @param scene defines the scene where you want your assets to be loaded
  64606. * @param onSuccess is a callback called when the task is successfully executed
  64607. * @param onError is a callback called if an error occurs
  64608. */
  64609. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64610. }
  64611. /**
  64612. * This class can be used to easily import assets into a scene
  64613. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  64614. */
  64615. export class AssetsManager {
  64616. private _scene;
  64617. private _isLoading;
  64618. protected _tasks: AbstractAssetTask[];
  64619. protected _waitingTasksCount: number;
  64620. protected _totalTasksCount: number;
  64621. /**
  64622. * Callback called when all tasks are processed
  64623. */
  64624. onFinish: (tasks: AbstractAssetTask[]) => void;
  64625. /**
  64626. * Callback called when a task is successful
  64627. */
  64628. onTaskSuccess: (task: AbstractAssetTask) => void;
  64629. /**
  64630. * Callback called when a task had an error
  64631. */
  64632. onTaskError: (task: AbstractAssetTask) => void;
  64633. /**
  64634. * Callback called when a task is done (whatever the result is)
  64635. */
  64636. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  64637. /**
  64638. * Observable called when all tasks are processed
  64639. */
  64640. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  64641. /**
  64642. * Observable called when a task had an error
  64643. */
  64644. onTaskErrorObservable: Observable<AbstractAssetTask>;
  64645. /**
  64646. * Observable called when all tasks were executed
  64647. */
  64648. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  64649. /**
  64650. * Observable called when a task is done (whatever the result is)
  64651. */
  64652. onProgressObservable: Observable<IAssetsProgressEvent>;
  64653. /**
  64654. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  64655. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  64656. */
  64657. useDefaultLoadingScreen: boolean;
  64658. /**
  64659. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  64660. * when all assets have been downloaded.
  64661. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  64662. */
  64663. autoHideLoadingUI: boolean;
  64664. /**
  64665. * Creates a new AssetsManager
  64666. * @param scene defines the scene to work on
  64667. */
  64668. constructor(scene: Scene);
  64669. /**
  64670. * Add a MeshAssetTask to the list of active tasks
  64671. * @param taskName defines the name of the new task
  64672. * @param meshesNames defines the name of meshes to load
  64673. * @param rootUrl defines the root url to use to locate files
  64674. * @param sceneFilename defines the filename of the scene file
  64675. * @returns a new MeshAssetTask object
  64676. */
  64677. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  64678. /**
  64679. * Add a TextFileAssetTask to the list of active tasks
  64680. * @param taskName defines the name of the new task
  64681. * @param url defines the url of the file to load
  64682. * @returns a new TextFileAssetTask object
  64683. */
  64684. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  64685. /**
  64686. * Add a BinaryFileAssetTask to the list of active tasks
  64687. * @param taskName defines the name of the new task
  64688. * @param url defines the url of the file to load
  64689. * @returns a new BinaryFileAssetTask object
  64690. */
  64691. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  64692. /**
  64693. * Add a ImageAssetTask to the list of active tasks
  64694. * @param taskName defines the name of the new task
  64695. * @param url defines the url of the file to load
  64696. * @returns a new ImageAssetTask object
  64697. */
  64698. addImageTask(taskName: string, url: string): ImageAssetTask;
  64699. /**
  64700. * Add a TextureAssetTask to the list of active tasks
  64701. * @param taskName defines the name of the new task
  64702. * @param url defines the url of the file to load
  64703. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64704. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  64705. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  64706. * @returns a new TextureAssetTask object
  64707. */
  64708. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  64709. /**
  64710. * Add a CubeTextureAssetTask to the list of active tasks
  64711. * @param taskName defines the name of the new task
  64712. * @param url defines the url of the file to load
  64713. * @param extensions defines the extension to use to load the cube map (can be null)
  64714. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64715. * @param files defines the list of files to load (can be null)
  64716. * @returns a new CubeTextureAssetTask object
  64717. */
  64718. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  64719. /**
  64720. *
  64721. * Add a HDRCubeTextureAssetTask to the list of active tasks
  64722. * @param taskName defines the name of the new task
  64723. * @param url defines the url of the file to load
  64724. * @param size defines the size you want for the cubemap (can be null)
  64725. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64726. * @param generateHarmonics defines if you want to automatically generate (true by default)
  64727. * @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)
  64728. * @param reserved Internal use only
  64729. * @returns a new HDRCubeTextureAssetTask object
  64730. */
  64731. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  64732. /**
  64733. *
  64734. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  64735. * @param taskName defines the name of the new task
  64736. * @param url defines the url of the file to load
  64737. * @param size defines the size you want for the cubemap (can be null)
  64738. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64739. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  64740. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  64741. * @returns a new EquiRectangularCubeTextureAssetTask object
  64742. */
  64743. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  64744. /**
  64745. * Remove a task from the assets manager.
  64746. * @param task the task to remove
  64747. */
  64748. removeTask(task: AbstractAssetTask): void;
  64749. private _decreaseWaitingTasksCount;
  64750. private _runTask;
  64751. /**
  64752. * Reset the AssetsManager and remove all tasks
  64753. * @return the current instance of the AssetsManager
  64754. */
  64755. reset(): AssetsManager;
  64756. /**
  64757. * Start the loading process
  64758. * @return the current instance of the AssetsManager
  64759. */
  64760. load(): AssetsManager;
  64761. /**
  64762. * Start the loading process as an async operation
  64763. * @return a promise returning the list of failed tasks
  64764. */
  64765. loadAsync(): Promise<void>;
  64766. }
  64767. }
  64768. declare module "babylonjs/Misc/deferred" {
  64769. /**
  64770. * Wrapper class for promise with external resolve and reject.
  64771. */
  64772. export class Deferred<T> {
  64773. /**
  64774. * The promise associated with this deferred object.
  64775. */
  64776. readonly promise: Promise<T>;
  64777. private _resolve;
  64778. private _reject;
  64779. /**
  64780. * The resolve method of the promise associated with this deferred object.
  64781. */
  64782. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  64783. /**
  64784. * The reject method of the promise associated with this deferred object.
  64785. */
  64786. readonly reject: (reason?: any) => void;
  64787. /**
  64788. * Constructor for this deferred object.
  64789. */
  64790. constructor();
  64791. }
  64792. }
  64793. declare module "babylonjs/Misc/meshExploder" {
  64794. import { Mesh } from "babylonjs/Meshes/mesh";
  64795. /**
  64796. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  64797. */
  64798. export class MeshExploder {
  64799. private _centerMesh;
  64800. private _meshes;
  64801. private _meshesOrigins;
  64802. private _toCenterVectors;
  64803. private _scaledDirection;
  64804. private _newPosition;
  64805. private _centerPosition;
  64806. /**
  64807. * Explodes meshes from a center mesh.
  64808. * @param meshes The meshes to explode.
  64809. * @param centerMesh The mesh to be center of explosion.
  64810. */
  64811. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  64812. private _setCenterMesh;
  64813. /**
  64814. * Get class name
  64815. * @returns "MeshExploder"
  64816. */
  64817. getClassName(): string;
  64818. /**
  64819. * "Exploded meshes"
  64820. * @returns Array of meshes with the centerMesh at index 0.
  64821. */
  64822. getMeshes(): Array<Mesh>;
  64823. /**
  64824. * Explodes meshes giving a specific direction
  64825. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  64826. */
  64827. explode(direction?: number): void;
  64828. }
  64829. }
  64830. declare module "babylonjs/Misc/filesInput" {
  64831. import { Engine } from "babylonjs/Engines/engine";
  64832. import { Scene } from "babylonjs/scene";
  64833. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  64834. /**
  64835. * Class used to help managing file picking and drag'n'drop
  64836. */
  64837. export class FilesInput {
  64838. /**
  64839. * List of files ready to be loaded
  64840. */
  64841. static readonly FilesToLoad: {
  64842. [key: string]: File;
  64843. };
  64844. /**
  64845. * Callback called when a file is processed
  64846. */
  64847. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  64848. private _engine;
  64849. private _currentScene;
  64850. private _sceneLoadedCallback;
  64851. private _progressCallback;
  64852. private _additionalRenderLoopLogicCallback;
  64853. private _textureLoadingCallback;
  64854. private _startingProcessingFilesCallback;
  64855. private _onReloadCallback;
  64856. private _errorCallback;
  64857. private _elementToMonitor;
  64858. private _sceneFileToLoad;
  64859. private _filesToLoad;
  64860. /**
  64861. * Creates a new FilesInput
  64862. * @param engine defines the rendering engine
  64863. * @param scene defines the hosting scene
  64864. * @param sceneLoadedCallback callback called when scene is loaded
  64865. * @param progressCallback callback called to track progress
  64866. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  64867. * @param textureLoadingCallback callback called when a texture is loading
  64868. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  64869. * @param onReloadCallback callback called when a reload is requested
  64870. * @param errorCallback callback call if an error occurs
  64871. */
  64872. 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);
  64873. private _dragEnterHandler;
  64874. private _dragOverHandler;
  64875. private _dropHandler;
  64876. /**
  64877. * Calls this function to listen to drag'n'drop events on a specific DOM element
  64878. * @param elementToMonitor defines the DOM element to track
  64879. */
  64880. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  64881. /**
  64882. * Release all associated resources
  64883. */
  64884. dispose(): void;
  64885. private renderFunction;
  64886. private drag;
  64887. private drop;
  64888. private _traverseFolder;
  64889. private _processFiles;
  64890. /**
  64891. * Load files from a drop event
  64892. * @param event defines the drop event to use as source
  64893. */
  64894. loadFiles(event: any): void;
  64895. private _processReload;
  64896. /**
  64897. * Reload the current scene from the loaded files
  64898. */
  64899. reload(): void;
  64900. }
  64901. }
  64902. declare module "babylonjs/Misc/HighDynamicRange/index" {
  64903. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  64904. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  64905. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  64906. }
  64907. declare module "babylonjs/Misc/sceneOptimizer" {
  64908. import { Scene, IDisposable } from "babylonjs/scene";
  64909. import { Observable } from "babylonjs/Misc/observable";
  64910. /**
  64911. * Defines the root class used to create scene optimization to use with SceneOptimizer
  64912. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64913. */
  64914. export class SceneOptimization {
  64915. /**
  64916. * Defines the priority of this optimization (0 by default which means first in the list)
  64917. */
  64918. priority: number;
  64919. /**
  64920. * Gets a string describing the action executed by the current optimization
  64921. * @returns description string
  64922. */
  64923. getDescription(): string;
  64924. /**
  64925. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64926. * @param scene defines the current scene where to apply this optimization
  64927. * @param optimizer defines the current optimizer
  64928. * @returns true if everything that can be done was applied
  64929. */
  64930. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64931. /**
  64932. * Creates the SceneOptimization object
  64933. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64934. * @param desc defines the description associated with the optimization
  64935. */
  64936. constructor(
  64937. /**
  64938. * Defines the priority of this optimization (0 by default which means first in the list)
  64939. */
  64940. priority?: number);
  64941. }
  64942. /**
  64943. * Defines an optimization used to reduce the size of render target textures
  64944. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64945. */
  64946. export class TextureOptimization extends SceneOptimization {
  64947. /**
  64948. * Defines the priority of this optimization (0 by default which means first in the list)
  64949. */
  64950. priority: number;
  64951. /**
  64952. * 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
  64953. */
  64954. maximumSize: number;
  64955. /**
  64956. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  64957. */
  64958. step: number;
  64959. /**
  64960. * Gets a string describing the action executed by the current optimization
  64961. * @returns description string
  64962. */
  64963. getDescription(): string;
  64964. /**
  64965. * Creates the TextureOptimization object
  64966. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64967. * @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
  64968. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  64969. */
  64970. constructor(
  64971. /**
  64972. * Defines the priority of this optimization (0 by default which means first in the list)
  64973. */
  64974. priority?: number,
  64975. /**
  64976. * 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
  64977. */
  64978. maximumSize?: number,
  64979. /**
  64980. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  64981. */
  64982. step?: number);
  64983. /**
  64984. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64985. * @param scene defines the current scene where to apply this optimization
  64986. * @param optimizer defines the current optimizer
  64987. * @returns true if everything that can be done was applied
  64988. */
  64989. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64990. }
  64991. /**
  64992. * Defines an optimization used to increase or decrease the rendering resolution
  64993. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64994. */
  64995. export class HardwareScalingOptimization extends SceneOptimization {
  64996. /**
  64997. * Defines the priority of this optimization (0 by default which means first in the list)
  64998. */
  64999. priority: number;
  65000. /**
  65001. * Defines the maximum scale to use (2 by default)
  65002. */
  65003. maximumScale: number;
  65004. /**
  65005. * Defines the step to use between two passes (0.5 by default)
  65006. */
  65007. step: number;
  65008. private _currentScale;
  65009. private _directionOffset;
  65010. /**
  65011. * Gets a string describing the action executed by the current optimization
  65012. * @return description string
  65013. */
  65014. getDescription(): string;
  65015. /**
  65016. * Creates the HardwareScalingOptimization object
  65017. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  65018. * @param maximumScale defines the maximum scale to use (2 by default)
  65019. * @param step defines the step to use between two passes (0.5 by default)
  65020. */
  65021. constructor(
  65022. /**
  65023. * Defines the priority of this optimization (0 by default which means first in the list)
  65024. */
  65025. priority?: number,
  65026. /**
  65027. * Defines the maximum scale to use (2 by default)
  65028. */
  65029. maximumScale?: number,
  65030. /**
  65031. * Defines the step to use between two passes (0.5 by default)
  65032. */
  65033. step?: number);
  65034. /**
  65035. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  65036. * @param scene defines the current scene where to apply this optimization
  65037. * @param optimizer defines the current optimizer
  65038. * @returns true if everything that can be done was applied
  65039. */
  65040. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  65041. }
  65042. /**
  65043. * Defines an optimization used to remove shadows
  65044. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65045. */
  65046. export class ShadowsOptimization extends SceneOptimization {
  65047. /**
  65048. * Gets a string describing the action executed by the current optimization
  65049. * @return description string
  65050. */
  65051. getDescription(): string;
  65052. /**
  65053. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  65054. * @param scene defines the current scene where to apply this optimization
  65055. * @param optimizer defines the current optimizer
  65056. * @returns true if everything that can be done was applied
  65057. */
  65058. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  65059. }
  65060. /**
  65061. * Defines an optimization used to turn post-processes off
  65062. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65063. */
  65064. export class PostProcessesOptimization extends SceneOptimization {
  65065. /**
  65066. * Gets a string describing the action executed by the current optimization
  65067. * @return description string
  65068. */
  65069. getDescription(): string;
  65070. /**
  65071. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  65072. * @param scene defines the current scene where to apply this optimization
  65073. * @param optimizer defines the current optimizer
  65074. * @returns true if everything that can be done was applied
  65075. */
  65076. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  65077. }
  65078. /**
  65079. * Defines an optimization used to turn lens flares off
  65080. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65081. */
  65082. export class LensFlaresOptimization extends SceneOptimization {
  65083. /**
  65084. * Gets a string describing the action executed by the current optimization
  65085. * @return description string
  65086. */
  65087. getDescription(): string;
  65088. /**
  65089. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  65090. * @param scene defines the current scene where to apply this optimization
  65091. * @param optimizer defines the current optimizer
  65092. * @returns true if everything that can be done was applied
  65093. */
  65094. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  65095. }
  65096. /**
  65097. * Defines an optimization based on user defined callback.
  65098. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65099. */
  65100. export class CustomOptimization extends SceneOptimization {
  65101. /**
  65102. * Callback called to apply the custom optimization.
  65103. */
  65104. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  65105. /**
  65106. * Callback called to get custom description
  65107. */
  65108. onGetDescription: () => string;
  65109. /**
  65110. * Gets a string describing the action executed by the current optimization
  65111. * @returns description string
  65112. */
  65113. getDescription(): string;
  65114. /**
  65115. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  65116. * @param scene defines the current scene where to apply this optimization
  65117. * @param optimizer defines the current optimizer
  65118. * @returns true if everything that can be done was applied
  65119. */
  65120. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  65121. }
  65122. /**
  65123. * Defines an optimization used to turn particles off
  65124. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65125. */
  65126. export class ParticlesOptimization extends SceneOptimization {
  65127. /**
  65128. * Gets a string describing the action executed by the current optimization
  65129. * @return description string
  65130. */
  65131. getDescription(): string;
  65132. /**
  65133. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  65134. * @param scene defines the current scene where to apply this optimization
  65135. * @param optimizer defines the current optimizer
  65136. * @returns true if everything that can be done was applied
  65137. */
  65138. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  65139. }
  65140. /**
  65141. * Defines an optimization used to turn render targets off
  65142. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65143. */
  65144. export class RenderTargetsOptimization extends SceneOptimization {
  65145. /**
  65146. * Gets a string describing the action executed by the current optimization
  65147. * @return description string
  65148. */
  65149. getDescription(): string;
  65150. /**
  65151. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  65152. * @param scene defines the current scene where to apply this optimization
  65153. * @param optimizer defines the current optimizer
  65154. * @returns true if everything that can be done was applied
  65155. */
  65156. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  65157. }
  65158. /**
  65159. * Defines an optimization used to merge meshes with compatible materials
  65160. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65161. */
  65162. export class MergeMeshesOptimization extends SceneOptimization {
  65163. private static _UpdateSelectionTree;
  65164. /**
  65165. * Gets or sets a boolean which defines if optimization octree has to be updated
  65166. */
  65167. /**
  65168. * Gets or sets a boolean which defines if optimization octree has to be updated
  65169. */
  65170. static UpdateSelectionTree: boolean;
  65171. /**
  65172. * Gets a string describing the action executed by the current optimization
  65173. * @return description string
  65174. */
  65175. getDescription(): string;
  65176. private _canBeMerged;
  65177. /**
  65178. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  65179. * @param scene defines the current scene where to apply this optimization
  65180. * @param optimizer defines the current optimizer
  65181. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  65182. * @returns true if everything that can be done was applied
  65183. */
  65184. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  65185. }
  65186. /**
  65187. * Defines a list of options used by SceneOptimizer
  65188. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65189. */
  65190. export class SceneOptimizerOptions {
  65191. /**
  65192. * Defines the target frame rate to reach (60 by default)
  65193. */
  65194. targetFrameRate: number;
  65195. /**
  65196. * Defines the interval between two checkes (2000ms by default)
  65197. */
  65198. trackerDuration: number;
  65199. /**
  65200. * Gets the list of optimizations to apply
  65201. */
  65202. optimizations: SceneOptimization[];
  65203. /**
  65204. * Creates a new list of options used by SceneOptimizer
  65205. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  65206. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  65207. */
  65208. constructor(
  65209. /**
  65210. * Defines the target frame rate to reach (60 by default)
  65211. */
  65212. targetFrameRate?: number,
  65213. /**
  65214. * Defines the interval between two checkes (2000ms by default)
  65215. */
  65216. trackerDuration?: number);
  65217. /**
  65218. * Add a new optimization
  65219. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  65220. * @returns the current SceneOptimizerOptions
  65221. */
  65222. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  65223. /**
  65224. * Add a new custom optimization
  65225. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  65226. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  65227. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  65228. * @returns the current SceneOptimizerOptions
  65229. */
  65230. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  65231. /**
  65232. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  65233. * @param targetFrameRate defines the target frame rate (60 by default)
  65234. * @returns a SceneOptimizerOptions object
  65235. */
  65236. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  65237. /**
  65238. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  65239. * @param targetFrameRate defines the target frame rate (60 by default)
  65240. * @returns a SceneOptimizerOptions object
  65241. */
  65242. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  65243. /**
  65244. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  65245. * @param targetFrameRate defines the target frame rate (60 by default)
  65246. * @returns a SceneOptimizerOptions object
  65247. */
  65248. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  65249. }
  65250. /**
  65251. * Class used to run optimizations in order to reach a target frame rate
  65252. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65253. */
  65254. export class SceneOptimizer implements IDisposable {
  65255. private _isRunning;
  65256. private _options;
  65257. private _scene;
  65258. private _currentPriorityLevel;
  65259. private _targetFrameRate;
  65260. private _trackerDuration;
  65261. private _currentFrameRate;
  65262. private _sceneDisposeObserver;
  65263. private _improvementMode;
  65264. /**
  65265. * Defines an observable called when the optimizer reaches the target frame rate
  65266. */
  65267. onSuccessObservable: Observable<SceneOptimizer>;
  65268. /**
  65269. * Defines an observable called when the optimizer enables an optimization
  65270. */
  65271. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  65272. /**
  65273. * Defines an observable called when the optimizer is not able to reach the target frame rate
  65274. */
  65275. onFailureObservable: Observable<SceneOptimizer>;
  65276. /**
  65277. * Gets a boolean indicating if the optimizer is in improvement mode
  65278. */
  65279. readonly isInImprovementMode: boolean;
  65280. /**
  65281. * Gets the current priority level (0 at start)
  65282. */
  65283. readonly currentPriorityLevel: number;
  65284. /**
  65285. * Gets the current frame rate checked by the SceneOptimizer
  65286. */
  65287. readonly currentFrameRate: number;
  65288. /**
  65289. * Gets or sets the current target frame rate (60 by default)
  65290. */
  65291. /**
  65292. * Gets or sets the current target frame rate (60 by default)
  65293. */
  65294. targetFrameRate: number;
  65295. /**
  65296. * Gets or sets the current interval between two checks (every 2000ms by default)
  65297. */
  65298. /**
  65299. * Gets or sets the current interval between two checks (every 2000ms by default)
  65300. */
  65301. trackerDuration: number;
  65302. /**
  65303. * Gets the list of active optimizations
  65304. */
  65305. readonly optimizations: SceneOptimization[];
  65306. /**
  65307. * Creates a new SceneOptimizer
  65308. * @param scene defines the scene to work on
  65309. * @param options defines the options to use with the SceneOptimizer
  65310. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  65311. * @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)
  65312. */
  65313. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  65314. /**
  65315. * Stops the current optimizer
  65316. */
  65317. stop(): void;
  65318. /**
  65319. * Reset the optimizer to initial step (current priority level = 0)
  65320. */
  65321. reset(): void;
  65322. /**
  65323. * Start the optimizer. By default it will try to reach a specific framerate
  65324. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  65325. */
  65326. start(): void;
  65327. private _checkCurrentState;
  65328. /**
  65329. * Release all resources
  65330. */
  65331. dispose(): void;
  65332. /**
  65333. * Helper function to create a SceneOptimizer with one single line of code
  65334. * @param scene defines the scene to work on
  65335. * @param options defines the options to use with the SceneOptimizer
  65336. * @param onSuccess defines a callback to call on success
  65337. * @param onFailure defines a callback to call on failure
  65338. * @returns the new SceneOptimizer object
  65339. */
  65340. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  65341. }
  65342. }
  65343. declare module "babylonjs/Misc/sceneSerializer" {
  65344. import { Scene } from "babylonjs/scene";
  65345. /**
  65346. * Class used to serialize a scene into a string
  65347. */
  65348. export class SceneSerializer {
  65349. /**
  65350. * Clear cache used by a previous serialization
  65351. */
  65352. static ClearCache(): void;
  65353. /**
  65354. * Serialize a scene into a JSON compatible object
  65355. * @param scene defines the scene to serialize
  65356. * @returns a JSON compatible object
  65357. */
  65358. static Serialize(scene: Scene): any;
  65359. /**
  65360. * Serialize a mesh into a JSON compatible object
  65361. * @param toSerialize defines the mesh to serialize
  65362. * @param withParents defines if parents must be serialized as well
  65363. * @param withChildren defines if children must be serialized as well
  65364. * @returns a JSON compatible object
  65365. */
  65366. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  65367. }
  65368. }
  65369. declare module "babylonjs/Misc/textureTools" {
  65370. import { Texture } from "babylonjs/Materials/Textures/texture";
  65371. /**
  65372. * Class used to host texture specific utilities
  65373. */
  65374. export class TextureTools {
  65375. /**
  65376. * Uses the GPU to create a copy texture rescaled at a given size
  65377. * @param texture Texture to copy from
  65378. * @param width defines the desired width
  65379. * @param height defines the desired height
  65380. * @param useBilinearMode defines if bilinear mode has to be used
  65381. * @return the generated texture
  65382. */
  65383. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  65384. }
  65385. }
  65386. declare module "babylonjs/Misc/videoRecorder" {
  65387. import { Nullable } from "babylonjs/types";
  65388. import { Engine } from "babylonjs/Engines/engine";
  65389. /**
  65390. * This represents the different options available for the video capture.
  65391. */
  65392. export interface VideoRecorderOptions {
  65393. /** Defines the mime type of the video. */
  65394. mimeType: string;
  65395. /** Defines the FPS the video should be recorded at. */
  65396. fps: number;
  65397. /** Defines the chunk size for the recording data. */
  65398. recordChunckSize: number;
  65399. /** The audio tracks to attach to the recording. */
  65400. audioTracks?: MediaStreamTrack[];
  65401. }
  65402. /**
  65403. * This can help with recording videos from BabylonJS.
  65404. * This is based on the available WebRTC functionalities of the browser.
  65405. *
  65406. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  65407. */
  65408. export class VideoRecorder {
  65409. private static readonly _defaultOptions;
  65410. /**
  65411. * Returns whether or not the VideoRecorder is available in your browser.
  65412. * @param engine Defines the Babylon Engine.
  65413. * @returns true if supported otherwise false.
  65414. */
  65415. static IsSupported(engine: Engine): boolean;
  65416. private readonly _options;
  65417. private _canvas;
  65418. private _mediaRecorder;
  65419. private _recordedChunks;
  65420. private _fileName;
  65421. private _resolve;
  65422. private _reject;
  65423. /**
  65424. * True when a recording is already in progress.
  65425. */
  65426. readonly isRecording: boolean;
  65427. /**
  65428. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  65429. * @param engine Defines the BabylonJS Engine you wish to record.
  65430. * @param options Defines options that can be used to customize the capture.
  65431. */
  65432. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  65433. /**
  65434. * Stops the current recording before the default capture timeout passed in the startRecording function.
  65435. */
  65436. stopRecording(): void;
  65437. /**
  65438. * Starts recording the canvas for a max duration specified in parameters.
  65439. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  65440. * If null no automatic download will start and you can rely on the promise to get the data back.
  65441. * @param maxDuration Defines the maximum recording time in seconds.
  65442. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  65443. * @return A promise callback at the end of the recording with the video data in Blob.
  65444. */
  65445. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  65446. /**
  65447. * Releases internal resources used during the recording.
  65448. */
  65449. dispose(): void;
  65450. private _handleDataAvailable;
  65451. private _handleError;
  65452. private _handleStop;
  65453. }
  65454. }
  65455. declare module "babylonjs/Misc/screenshotTools" {
  65456. import { Camera } from "babylonjs/Cameras/camera";
  65457. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  65458. import { Engine } from "babylonjs/Engines/engine";
  65459. /**
  65460. * Class containing a set of static utilities functions for screenshots
  65461. */
  65462. export class ScreenshotTools {
  65463. /**
  65464. * Captures a screenshot of the current rendering
  65465. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65466. * @param engine defines the rendering engine
  65467. * @param camera defines the source camera
  65468. * @param size This parameter can be set to a single number or to an object with the
  65469. * following (optional) properties: precision, width, height. If a single number is passed,
  65470. * it will be used for both width and height. If an object is passed, the screenshot size
  65471. * will be derived from the parameters. The precision property is a multiplier allowing
  65472. * rendering at a higher or lower resolution
  65473. * @param successCallback defines the callback receives a single parameter which contains the
  65474. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  65475. * src parameter of an <img> to display it
  65476. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  65477. * Check your browser for supported MIME types
  65478. */
  65479. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  65480. /**
  65481. * Captures a screenshot of the current rendering
  65482. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65483. * @param engine defines the rendering engine
  65484. * @param camera defines the source camera
  65485. * @param size This parameter can be set to a single number or to an object with the
  65486. * following (optional) properties: precision, width, height. If a single number is passed,
  65487. * it will be used for both width and height. If an object is passed, the screenshot size
  65488. * will be derived from the parameters. The precision property is a multiplier allowing
  65489. * rendering at a higher or lower resolution
  65490. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  65491. * Check your browser for supported MIME types
  65492. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  65493. * to the src parameter of an <img> to display it
  65494. */
  65495. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  65496. /**
  65497. * Generates an image screenshot from the specified camera.
  65498. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65499. * @param engine The engine to use for rendering
  65500. * @param camera The camera to use for rendering
  65501. * @param size This parameter can be set to a single number or to an object with the
  65502. * following (optional) properties: precision, width, height. If a single number is passed,
  65503. * it will be used for both width and height. If an object is passed, the screenshot size
  65504. * will be derived from the parameters. The precision property is a multiplier allowing
  65505. * rendering at a higher or lower resolution
  65506. * @param successCallback The callback receives a single parameter which contains the
  65507. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  65508. * src parameter of an <img> to display it
  65509. * @param mimeType The MIME type of the screenshot image (default: image/png).
  65510. * Check your browser for supported MIME types
  65511. * @param samples Texture samples (default: 1)
  65512. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  65513. * @param fileName A name for for the downloaded file.
  65514. */
  65515. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  65516. /**
  65517. * Generates an image screenshot from the specified camera.
  65518. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65519. * @param engine The engine to use for rendering
  65520. * @param camera The camera to use for rendering
  65521. * @param size This parameter can be set to a single number or to an object with the
  65522. * following (optional) properties: precision, width, height. If a single number is passed,
  65523. * it will be used for both width and height. If an object is passed, the screenshot size
  65524. * will be derived from the parameters. The precision property is a multiplier allowing
  65525. * rendering at a higher or lower resolution
  65526. * @param mimeType The MIME type of the screenshot image (default: image/png).
  65527. * Check your browser for supported MIME types
  65528. * @param samples Texture samples (default: 1)
  65529. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  65530. * @param fileName A name for for the downloaded file.
  65531. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  65532. * to the src parameter of an <img> to display it
  65533. */
  65534. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  65535. /**
  65536. * Gets height and width for screenshot size
  65537. * @private
  65538. */
  65539. private static _getScreenshotSize;
  65540. }
  65541. }
  65542. declare module "babylonjs/Misc/index" {
  65543. export * from "babylonjs/Misc/andOrNotEvaluator";
  65544. export * from "babylonjs/Misc/assetsManager";
  65545. export * from "babylonjs/Misc/dds";
  65546. export * from "babylonjs/Misc/decorators";
  65547. export * from "babylonjs/Misc/deferred";
  65548. export * from "babylonjs/Misc/environmentTextureTools";
  65549. export * from "babylonjs/Misc/meshExploder";
  65550. export * from "babylonjs/Misc/filesInput";
  65551. export * from "babylonjs/Misc/HighDynamicRange/index";
  65552. export * from "babylonjs/Misc/khronosTextureContainer";
  65553. export * from "babylonjs/Misc/observable";
  65554. export * from "babylonjs/Misc/performanceMonitor";
  65555. export * from "babylonjs/Misc/promise";
  65556. export * from "babylonjs/Misc/sceneOptimizer";
  65557. export * from "babylonjs/Misc/sceneSerializer";
  65558. export * from "babylonjs/Misc/smartArray";
  65559. export * from "babylonjs/Misc/stringDictionary";
  65560. export * from "babylonjs/Misc/tags";
  65561. export * from "babylonjs/Misc/textureTools";
  65562. export * from "babylonjs/Misc/tga";
  65563. export * from "babylonjs/Misc/tools";
  65564. export * from "babylonjs/Misc/videoRecorder";
  65565. export * from "babylonjs/Misc/virtualJoystick";
  65566. export * from "babylonjs/Misc/workerPool";
  65567. export * from "babylonjs/Misc/logger";
  65568. export * from "babylonjs/Misc/typeStore";
  65569. export * from "babylonjs/Misc/filesInputStore";
  65570. export * from "babylonjs/Misc/deepCopier";
  65571. export * from "babylonjs/Misc/pivotTools";
  65572. export * from "babylonjs/Misc/precisionDate";
  65573. export * from "babylonjs/Misc/screenshotTools";
  65574. export * from "babylonjs/Misc/typeStore";
  65575. export * from "babylonjs/Misc/webRequest";
  65576. export * from "babylonjs/Misc/iInspectable";
  65577. export * from "babylonjs/Misc/brdfTextureTools";
  65578. export * from "babylonjs/Misc/rgbdTextureTools";
  65579. export * from "babylonjs/Misc/gradients";
  65580. export * from "babylonjs/Misc/perfCounter";
  65581. export * from "babylonjs/Misc/fileRequest";
  65582. export * from "babylonjs/Misc/customAnimationFrameRequester";
  65583. export * from "babylonjs/Misc/retryStrategy";
  65584. export * from "babylonjs/Misc/loadFileError";
  65585. }
  65586. declare module "babylonjs/index" {
  65587. export * from "babylonjs/abstractScene";
  65588. export * from "babylonjs/Actions/index";
  65589. export * from "babylonjs/Animations/index";
  65590. export * from "babylonjs/assetContainer";
  65591. export * from "babylonjs/Audio/index";
  65592. export * from "babylonjs/Behaviors/index";
  65593. export * from "babylonjs/Bones/index";
  65594. export * from "babylonjs/Cameras/index";
  65595. export * from "babylonjs/Collisions/index";
  65596. export * from "babylonjs/Culling/index";
  65597. export * from "babylonjs/Debug/index";
  65598. export * from "babylonjs/Engines/index";
  65599. export * from "babylonjs/Events/index";
  65600. export * from "babylonjs/Gamepads/index";
  65601. export * from "babylonjs/Gizmos/index";
  65602. export * from "babylonjs/Helpers/index";
  65603. export * from "babylonjs/Instrumentation/index";
  65604. export * from "babylonjs/Layers/index";
  65605. export * from "babylonjs/LensFlares/index";
  65606. export * from "babylonjs/Lights/index";
  65607. export * from "babylonjs/Loading/index";
  65608. export * from "babylonjs/Materials/index";
  65609. export * from "babylonjs/Maths/index";
  65610. export * from "babylonjs/Meshes/index";
  65611. export * from "babylonjs/Morph/index";
  65612. export * from "babylonjs/Navigation/index";
  65613. export * from "babylonjs/node";
  65614. export * from "babylonjs/Offline/index";
  65615. export * from "babylonjs/Particles/index";
  65616. export * from "babylonjs/Physics/index";
  65617. export * from "babylonjs/PostProcesses/index";
  65618. export * from "babylonjs/Probes/index";
  65619. export * from "babylonjs/Rendering/index";
  65620. export * from "babylonjs/scene";
  65621. export * from "babylonjs/sceneComponent";
  65622. export * from "babylonjs/Sprites/index";
  65623. export * from "babylonjs/States/index";
  65624. export * from "babylonjs/Misc/index";
  65625. export * from "babylonjs/types";
  65626. }
  65627. declare module "babylonjs/Animations/pathCursor" {
  65628. import { Vector3 } from "babylonjs/Maths/math.vector";
  65629. import { Path2 } from "babylonjs/Maths/math.path";
  65630. /**
  65631. * A cursor which tracks a point on a path
  65632. */
  65633. export class PathCursor {
  65634. private path;
  65635. /**
  65636. * Stores path cursor callbacks for when an onchange event is triggered
  65637. */
  65638. private _onchange;
  65639. /**
  65640. * The value of the path cursor
  65641. */
  65642. value: number;
  65643. /**
  65644. * The animation array of the path cursor
  65645. */
  65646. animations: Animation[];
  65647. /**
  65648. * Initializes the path cursor
  65649. * @param path The path to track
  65650. */
  65651. constructor(path: Path2);
  65652. /**
  65653. * Gets the cursor point on the path
  65654. * @returns A point on the path cursor at the cursor location
  65655. */
  65656. getPoint(): Vector3;
  65657. /**
  65658. * Moves the cursor ahead by the step amount
  65659. * @param step The amount to move the cursor forward
  65660. * @returns This path cursor
  65661. */
  65662. moveAhead(step?: number): PathCursor;
  65663. /**
  65664. * Moves the cursor behind by the step amount
  65665. * @param step The amount to move the cursor back
  65666. * @returns This path cursor
  65667. */
  65668. moveBack(step?: number): PathCursor;
  65669. /**
  65670. * Moves the cursor by the step amount
  65671. * If the step amount is greater than one, an exception is thrown
  65672. * @param step The amount to move the cursor
  65673. * @returns This path cursor
  65674. */
  65675. move(step: number): PathCursor;
  65676. /**
  65677. * Ensures that the value is limited between zero and one
  65678. * @returns This path cursor
  65679. */
  65680. private ensureLimits;
  65681. /**
  65682. * Runs onchange callbacks on change (used by the animation engine)
  65683. * @returns This path cursor
  65684. */
  65685. private raiseOnChange;
  65686. /**
  65687. * Executes a function on change
  65688. * @param f A path cursor onchange callback
  65689. * @returns This path cursor
  65690. */
  65691. onchange(f: (cursor: PathCursor) => void): PathCursor;
  65692. }
  65693. }
  65694. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  65695. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  65696. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  65697. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  65698. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  65699. }
  65700. declare module "babylonjs/Engines/Processors/Expressions/index" {
  65701. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  65702. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  65703. }
  65704. declare module "babylonjs/Engines/Processors/index" {
  65705. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  65706. export * from "babylonjs/Engines/Processors/Expressions/index";
  65707. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  65708. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  65709. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  65710. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  65711. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  65712. export * from "babylonjs/Engines/Processors/shaderProcessor";
  65713. }
  65714. declare module "babylonjs/Legacy/legacy" {
  65715. import * as Babylon from "babylonjs/index";
  65716. export * from "babylonjs/index";
  65717. }
  65718. declare module "babylonjs/Shaders/blur.fragment" {
  65719. /** @hidden */
  65720. export var blurPixelShader: {
  65721. name: string;
  65722. shader: string;
  65723. };
  65724. }
  65725. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  65726. /** @hidden */
  65727. export var pointCloudVertexDeclaration: {
  65728. name: string;
  65729. shader: string;
  65730. };
  65731. }
  65732. declare module "babylonjs" {
  65733. export * from "babylonjs/Legacy/legacy";
  65734. }
  65735. declare module BABYLON {
  65736. /** Alias type for value that can be null */
  65737. export type Nullable<T> = T | null;
  65738. /**
  65739. * Alias type for number that are floats
  65740. * @ignorenaming
  65741. */
  65742. export type float = number;
  65743. /**
  65744. * Alias type for number that are doubles.
  65745. * @ignorenaming
  65746. */
  65747. export type double = number;
  65748. /**
  65749. * Alias type for number that are integer
  65750. * @ignorenaming
  65751. */
  65752. export type int = number;
  65753. /** Alias type for number array or Float32Array */
  65754. export type FloatArray = number[] | Float32Array;
  65755. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  65756. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  65757. /**
  65758. * Alias for types that can be used by a Buffer or VertexBuffer.
  65759. */
  65760. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  65761. /**
  65762. * Alias type for primitive types
  65763. * @ignorenaming
  65764. */
  65765. type Primitive = undefined | null | boolean | string | number | Function;
  65766. /**
  65767. * Type modifier to make all the properties of an object Readonly
  65768. */
  65769. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  65770. /**
  65771. * Type modifier to make all the properties of an object Readonly recursively
  65772. */
  65773. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  65774. /** @hidden */
  65775. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  65776. }
  65777. /** @hidden */
  65778. /** @hidden */
  65779. type DeepImmutableObject<T> = {
  65780. readonly [K in keyof T]: DeepImmutable<T[K]>;
  65781. };
  65782. }
  65783. declare module BABYLON {
  65784. /**
  65785. * A class serves as a medium between the observable and its observers
  65786. */
  65787. export class EventState {
  65788. /**
  65789. * Create a new EventState
  65790. * @param mask defines the mask associated with this state
  65791. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  65792. * @param target defines the original target of the state
  65793. * @param currentTarget defines the current target of the state
  65794. */
  65795. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  65796. /**
  65797. * Initialize the current event state
  65798. * @param mask defines the mask associated with this state
  65799. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  65800. * @param target defines the original target of the state
  65801. * @param currentTarget defines the current target of the state
  65802. * @returns the current event state
  65803. */
  65804. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  65805. /**
  65806. * An Observer can set this property to true to prevent subsequent observers of being notified
  65807. */
  65808. skipNextObservers: boolean;
  65809. /**
  65810. * Get the mask value that were used to trigger the event corresponding to this EventState object
  65811. */
  65812. mask: number;
  65813. /**
  65814. * The object that originally notified the event
  65815. */
  65816. target?: any;
  65817. /**
  65818. * The current object in the bubbling phase
  65819. */
  65820. currentTarget?: any;
  65821. /**
  65822. * This will be populated with the return value of the last function that was executed.
  65823. * If it is the first function in the callback chain it will be the event data.
  65824. */
  65825. lastReturnValue?: any;
  65826. }
  65827. /**
  65828. * Represent an Observer registered to a given Observable object.
  65829. */
  65830. export class Observer<T> {
  65831. /**
  65832. * Defines the callback to call when the observer is notified
  65833. */
  65834. callback: (eventData: T, eventState: EventState) => void;
  65835. /**
  65836. * Defines the mask of the observer (used to filter notifications)
  65837. */
  65838. mask: number;
  65839. /**
  65840. * Defines the current scope used to restore the JS context
  65841. */
  65842. scope: any;
  65843. /** @hidden */
  65844. _willBeUnregistered: boolean;
  65845. /**
  65846. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  65847. */
  65848. unregisterOnNextCall: boolean;
  65849. /**
  65850. * Creates a new observer
  65851. * @param callback defines the callback to call when the observer is notified
  65852. * @param mask defines the mask of the observer (used to filter notifications)
  65853. * @param scope defines the current scope used to restore the JS context
  65854. */
  65855. constructor(
  65856. /**
  65857. * Defines the callback to call when the observer is notified
  65858. */
  65859. callback: (eventData: T, eventState: EventState) => void,
  65860. /**
  65861. * Defines the mask of the observer (used to filter notifications)
  65862. */
  65863. mask: number,
  65864. /**
  65865. * Defines the current scope used to restore the JS context
  65866. */
  65867. scope?: any);
  65868. }
  65869. /**
  65870. * Represent a list of observers registered to multiple Observables object.
  65871. */
  65872. export class MultiObserver<T> {
  65873. private _observers;
  65874. private _observables;
  65875. /**
  65876. * Release associated resources
  65877. */
  65878. dispose(): void;
  65879. /**
  65880. * Raise a callback when one of the observable will notify
  65881. * @param observables defines a list of observables to watch
  65882. * @param callback defines the callback to call on notification
  65883. * @param mask defines the mask used to filter notifications
  65884. * @param scope defines the current scope used to restore the JS context
  65885. * @returns the new MultiObserver
  65886. */
  65887. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  65888. }
  65889. /**
  65890. * The Observable class is a simple implementation of the Observable pattern.
  65891. *
  65892. * 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.
  65893. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  65894. * 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).
  65895. * 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.
  65896. */
  65897. export class Observable<T> {
  65898. private _observers;
  65899. private _eventState;
  65900. private _onObserverAdded;
  65901. /**
  65902. * Gets the list of observers
  65903. */
  65904. readonly observers: Array<Observer<T>>;
  65905. /**
  65906. * Creates a new observable
  65907. * @param onObserverAdded defines a callback to call when a new observer is added
  65908. */
  65909. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  65910. /**
  65911. * Create a new Observer with the specified callback
  65912. * @param callback the callback that will be executed for that Observer
  65913. * @param mask the mask used to filter observers
  65914. * @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.
  65915. * @param scope optional scope for the callback to be called from
  65916. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  65917. * @returns the new observer created for the callback
  65918. */
  65919. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  65920. /**
  65921. * Create a new Observer with the specified callback and unregisters after the next notification
  65922. * @param callback the callback that will be executed for that Observer
  65923. * @returns the new observer created for the callback
  65924. */
  65925. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  65926. /**
  65927. * Remove an Observer from the Observable object
  65928. * @param observer the instance of the Observer to remove
  65929. * @returns false if it doesn't belong to this Observable
  65930. */
  65931. remove(observer: Nullable<Observer<T>>): boolean;
  65932. /**
  65933. * Remove a callback from the Observable object
  65934. * @param callback the callback to remove
  65935. * @param scope optional scope. If used only the callbacks with this scope will be removed
  65936. * @returns false if it doesn't belong to this Observable
  65937. */
  65938. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  65939. private _deferUnregister;
  65940. private _remove;
  65941. /**
  65942. * Moves the observable to the top of the observer list making it get called first when notified
  65943. * @param observer the observer to move
  65944. */
  65945. makeObserverTopPriority(observer: Observer<T>): void;
  65946. /**
  65947. * Moves the observable to the bottom of the observer list making it get called last when notified
  65948. * @param observer the observer to move
  65949. */
  65950. makeObserverBottomPriority(observer: Observer<T>): void;
  65951. /**
  65952. * Notify all Observers by calling their respective callback with the given data
  65953. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  65954. * @param eventData defines the data to send to all observers
  65955. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  65956. * @param target defines the original target of the state
  65957. * @param currentTarget defines the current target of the state
  65958. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  65959. */
  65960. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  65961. /**
  65962. * Calling this will execute each callback, expecting it to be a promise or return a value.
  65963. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  65964. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  65965. * and it is crucial that all callbacks will be executed.
  65966. * The order of the callbacks is kept, callbacks are not executed parallel.
  65967. *
  65968. * @param eventData The data to be sent to each callback
  65969. * @param mask is used to filter observers defaults to -1
  65970. * @param target defines the callback target (see EventState)
  65971. * @param currentTarget defines he current object in the bubbling phase
  65972. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  65973. */
  65974. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  65975. /**
  65976. * Notify a specific observer
  65977. * @param observer defines the observer to notify
  65978. * @param eventData defines the data to be sent to each callback
  65979. * @param mask is used to filter observers defaults to -1
  65980. */
  65981. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  65982. /**
  65983. * Gets a boolean indicating if the observable has at least one observer
  65984. * @returns true is the Observable has at least one Observer registered
  65985. */
  65986. hasObservers(): boolean;
  65987. /**
  65988. * Clear the list of observers
  65989. */
  65990. clear(): void;
  65991. /**
  65992. * Clone the current observable
  65993. * @returns a new observable
  65994. */
  65995. clone(): Observable<T>;
  65996. /**
  65997. * Does this observable handles observer registered with a given mask
  65998. * @param mask defines the mask to be tested
  65999. * @return whether or not one observer registered with the given mask is handeled
  66000. **/
  66001. hasSpecificMask(mask?: number): boolean;
  66002. }
  66003. }
  66004. declare module BABYLON {
  66005. /**
  66006. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  66007. * Babylon.js
  66008. */
  66009. export class DomManagement {
  66010. /**
  66011. * Checks if the window object exists
  66012. * @returns true if the window object exists
  66013. */
  66014. static IsWindowObjectExist(): boolean;
  66015. /**
  66016. * Checks if the navigator object exists
  66017. * @returns true if the navigator object exists
  66018. */
  66019. static IsNavigatorAvailable(): boolean;
  66020. /**
  66021. * Extracts text content from a DOM element hierarchy
  66022. * @param element defines the root element
  66023. * @returns a string
  66024. */
  66025. static GetDOMTextContent(element: HTMLElement): string;
  66026. }
  66027. }
  66028. declare module BABYLON {
  66029. /**
  66030. * Logger used througouht the application to allow configuration of
  66031. * the log level required for the messages.
  66032. */
  66033. export class Logger {
  66034. /**
  66035. * No log
  66036. */
  66037. static readonly NoneLogLevel: number;
  66038. /**
  66039. * Only message logs
  66040. */
  66041. static readonly MessageLogLevel: number;
  66042. /**
  66043. * Only warning logs
  66044. */
  66045. static readonly WarningLogLevel: number;
  66046. /**
  66047. * Only error logs
  66048. */
  66049. static readonly ErrorLogLevel: number;
  66050. /**
  66051. * All logs
  66052. */
  66053. static readonly AllLogLevel: number;
  66054. private static _LogCache;
  66055. /**
  66056. * Gets a value indicating the number of loading errors
  66057. * @ignorenaming
  66058. */
  66059. static errorsCount: number;
  66060. /**
  66061. * Callback called when a new log is added
  66062. */
  66063. static OnNewCacheEntry: (entry: string) => void;
  66064. private static _AddLogEntry;
  66065. private static _FormatMessage;
  66066. private static _LogDisabled;
  66067. private static _LogEnabled;
  66068. private static _WarnDisabled;
  66069. private static _WarnEnabled;
  66070. private static _ErrorDisabled;
  66071. private static _ErrorEnabled;
  66072. /**
  66073. * Log a message to the console
  66074. */
  66075. static Log: (message: string) => void;
  66076. /**
  66077. * Write a warning message to the console
  66078. */
  66079. static Warn: (message: string) => void;
  66080. /**
  66081. * Write an error message to the console
  66082. */
  66083. static Error: (message: string) => void;
  66084. /**
  66085. * Gets current log cache (list of logs)
  66086. */
  66087. static readonly LogCache: string;
  66088. /**
  66089. * Clears the log cache
  66090. */
  66091. static ClearLogCache(): void;
  66092. /**
  66093. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  66094. */
  66095. static LogLevels: number;
  66096. }
  66097. }
  66098. declare module BABYLON {
  66099. /** @hidden */
  66100. export class _TypeStore {
  66101. /** @hidden */
  66102. static RegisteredTypes: {
  66103. [key: string]: Object;
  66104. };
  66105. /** @hidden */
  66106. static GetClass(fqdn: string): any;
  66107. }
  66108. }
  66109. declare module BABYLON {
  66110. /**
  66111. * Class containing a set of static utilities functions for deep copy.
  66112. */
  66113. export class DeepCopier {
  66114. /**
  66115. * Tries to copy an object by duplicating every property
  66116. * @param source defines the source object
  66117. * @param destination defines the target object
  66118. * @param doNotCopyList defines a list of properties to avoid
  66119. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  66120. */
  66121. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  66122. }
  66123. }
  66124. declare module BABYLON {
  66125. /**
  66126. * Class containing a set of static utilities functions for precision date
  66127. */
  66128. export class PrecisionDate {
  66129. /**
  66130. * Gets either window.performance.now() if supported or Date.now() else
  66131. */
  66132. static readonly Now: number;
  66133. }
  66134. }
  66135. declare module BABYLON {
  66136. /** @hidden */
  66137. export class _DevTools {
  66138. static WarnImport(name: string): string;
  66139. }
  66140. }
  66141. declare module BABYLON {
  66142. /**
  66143. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  66144. */
  66145. export class WebRequest {
  66146. private _xhr;
  66147. /**
  66148. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  66149. * i.e. when loading files, where the server/service expects an Authorization header
  66150. */
  66151. static CustomRequestHeaders: {
  66152. [key: string]: string;
  66153. };
  66154. /**
  66155. * Add callback functions in this array to update all the requests before they get sent to the network
  66156. */
  66157. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  66158. private _injectCustomRequestHeaders;
  66159. /**
  66160. * Gets or sets a function to be called when loading progress changes
  66161. */
  66162. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  66163. /**
  66164. * Returns client's state
  66165. */
  66166. readonly readyState: number;
  66167. /**
  66168. * Returns client's status
  66169. */
  66170. readonly status: number;
  66171. /**
  66172. * Returns client's status as a text
  66173. */
  66174. readonly statusText: string;
  66175. /**
  66176. * Returns client's response
  66177. */
  66178. readonly response: any;
  66179. /**
  66180. * Returns client's response url
  66181. */
  66182. readonly responseURL: string;
  66183. /**
  66184. * Returns client's response as text
  66185. */
  66186. readonly responseText: string;
  66187. /**
  66188. * Gets or sets the expected response type
  66189. */
  66190. responseType: XMLHttpRequestResponseType;
  66191. /** @hidden */
  66192. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  66193. /** @hidden */
  66194. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  66195. /**
  66196. * Cancels any network activity
  66197. */
  66198. abort(): void;
  66199. /**
  66200. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  66201. * @param body defines an optional request body
  66202. */
  66203. send(body?: Document | BodyInit | null): void;
  66204. /**
  66205. * Sets the request method, request URL
  66206. * @param method defines the method to use (GET, POST, etc..)
  66207. * @param url defines the url to connect with
  66208. */
  66209. open(method: string, url: string): void;
  66210. }
  66211. }
  66212. declare module BABYLON {
  66213. /**
  66214. * File request interface
  66215. */
  66216. export interface IFileRequest {
  66217. /**
  66218. * Raised when the request is complete (success or error).
  66219. */
  66220. onCompleteObservable: Observable<IFileRequest>;
  66221. /**
  66222. * Aborts the request for a file.
  66223. */
  66224. abort: () => void;
  66225. }
  66226. }
  66227. declare module BABYLON {
  66228. /**
  66229. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  66230. */
  66231. export class PerformanceMonitor {
  66232. private _enabled;
  66233. private _rollingFrameTime;
  66234. private _lastFrameTimeMs;
  66235. /**
  66236. * constructor
  66237. * @param frameSampleSize The number of samples required to saturate the sliding window
  66238. */
  66239. constructor(frameSampleSize?: number);
  66240. /**
  66241. * Samples current frame
  66242. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  66243. */
  66244. sampleFrame(timeMs?: number): void;
  66245. /**
  66246. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  66247. */
  66248. readonly averageFrameTime: number;
  66249. /**
  66250. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  66251. */
  66252. readonly averageFrameTimeVariance: number;
  66253. /**
  66254. * Returns the frame time of the most recent frame
  66255. */
  66256. readonly instantaneousFrameTime: number;
  66257. /**
  66258. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  66259. */
  66260. readonly averageFPS: number;
  66261. /**
  66262. * Returns the average framerate in frames per second using the most recent frame time
  66263. */
  66264. readonly instantaneousFPS: number;
  66265. /**
  66266. * Returns true if enough samples have been taken to completely fill the sliding window
  66267. */
  66268. readonly isSaturated: boolean;
  66269. /**
  66270. * Enables contributions to the sliding window sample set
  66271. */
  66272. enable(): void;
  66273. /**
  66274. * Disables contributions to the sliding window sample set
  66275. * Samples will not be interpolated over the disabled period
  66276. */
  66277. disable(): void;
  66278. /**
  66279. * Returns true if sampling is enabled
  66280. */
  66281. readonly isEnabled: boolean;
  66282. /**
  66283. * Resets performance monitor
  66284. */
  66285. reset(): void;
  66286. }
  66287. /**
  66288. * RollingAverage
  66289. *
  66290. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  66291. */
  66292. export class RollingAverage {
  66293. /**
  66294. * Current average
  66295. */
  66296. average: number;
  66297. /**
  66298. * Current variance
  66299. */
  66300. variance: number;
  66301. protected _samples: Array<number>;
  66302. protected _sampleCount: number;
  66303. protected _pos: number;
  66304. protected _m2: number;
  66305. /**
  66306. * constructor
  66307. * @param length The number of samples required to saturate the sliding window
  66308. */
  66309. constructor(length: number);
  66310. /**
  66311. * Adds a sample to the sample set
  66312. * @param v The sample value
  66313. */
  66314. add(v: number): void;
  66315. /**
  66316. * Returns previously added values or null if outside of history or outside the sliding window domain
  66317. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  66318. * @return Value previously recorded with add() or null if outside of range
  66319. */
  66320. history(i: number): number;
  66321. /**
  66322. * Returns true if enough samples have been taken to completely fill the sliding window
  66323. * @return true if sample-set saturated
  66324. */
  66325. isSaturated(): boolean;
  66326. /**
  66327. * Resets the rolling average (equivalent to 0 samples taken so far)
  66328. */
  66329. reset(): void;
  66330. /**
  66331. * Wraps a value around the sample range boundaries
  66332. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  66333. * @return Wrapped position in sample range
  66334. */
  66335. protected _wrapPosition(i: number): number;
  66336. }
  66337. }
  66338. declare module BABYLON {
  66339. /**
  66340. * This class implement a typical dictionary using a string as key and the generic type T as value.
  66341. * The underlying implementation relies on an associative array to ensure the best performances.
  66342. * The value can be anything including 'null' but except 'undefined'
  66343. */
  66344. export class StringDictionary<T> {
  66345. /**
  66346. * This will clear this dictionary and copy the content from the 'source' one.
  66347. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  66348. * @param source the dictionary to take the content from and copy to this dictionary
  66349. */
  66350. copyFrom(source: StringDictionary<T>): void;
  66351. /**
  66352. * Get a value based from its key
  66353. * @param key the given key to get the matching value from
  66354. * @return the value if found, otherwise undefined is returned
  66355. */
  66356. get(key: string): T | undefined;
  66357. /**
  66358. * Get a value from its key or add it if it doesn't exist.
  66359. * This method will ensure you that a given key/data will be present in the dictionary.
  66360. * @param key the given key to get the matching value from
  66361. * @param factory the factory that will create the value if the key is not present in the dictionary.
  66362. * The factory will only be invoked if there's no data for the given key.
  66363. * @return the value corresponding to the key.
  66364. */
  66365. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  66366. /**
  66367. * Get a value from its key if present in the dictionary otherwise add it
  66368. * @param key the key to get the value from
  66369. * @param val if there's no such key/value pair in the dictionary add it with this value
  66370. * @return the value corresponding to the key
  66371. */
  66372. getOrAdd(key: string, val: T): T;
  66373. /**
  66374. * Check if there's a given key in the dictionary
  66375. * @param key the key to check for
  66376. * @return true if the key is present, false otherwise
  66377. */
  66378. contains(key: string): boolean;
  66379. /**
  66380. * Add a new key and its corresponding value
  66381. * @param key the key to add
  66382. * @param value the value corresponding to the key
  66383. * @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
  66384. */
  66385. add(key: string, value: T): boolean;
  66386. /**
  66387. * Update a specific value associated to a key
  66388. * @param key defines the key to use
  66389. * @param value defines the value to store
  66390. * @returns true if the value was updated (or false if the key was not found)
  66391. */
  66392. set(key: string, value: T): boolean;
  66393. /**
  66394. * Get the element of the given key and remove it from the dictionary
  66395. * @param key defines the key to search
  66396. * @returns the value associated with the key or null if not found
  66397. */
  66398. getAndRemove(key: string): Nullable<T>;
  66399. /**
  66400. * Remove a key/value from the dictionary.
  66401. * @param key the key to remove
  66402. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  66403. */
  66404. remove(key: string): boolean;
  66405. /**
  66406. * Clear the whole content of the dictionary
  66407. */
  66408. clear(): void;
  66409. /**
  66410. * Gets the current count
  66411. */
  66412. readonly count: number;
  66413. /**
  66414. * Execute a callback on each key/val of the dictionary.
  66415. * Note that you can remove any element in this dictionary in the callback implementation
  66416. * @param callback the callback to execute on a given key/value pair
  66417. */
  66418. forEach(callback: (key: string, val: T) => void): void;
  66419. /**
  66420. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  66421. * If the callback returns null or undefined the method will iterate to the next key/value pair
  66422. * Note that you can remove any element in this dictionary in the callback implementation
  66423. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  66424. * @returns the first item
  66425. */
  66426. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  66427. private _count;
  66428. private _data;
  66429. }
  66430. }
  66431. declare module BABYLON {
  66432. /**
  66433. * Class used to store gfx data (like WebGLBuffer)
  66434. */
  66435. export class DataBuffer {
  66436. /**
  66437. * Gets or sets the number of objects referencing this buffer
  66438. */
  66439. references: number;
  66440. /** Gets or sets the size of the underlying buffer */
  66441. capacity: number;
  66442. /**
  66443. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  66444. */
  66445. is32Bits: boolean;
  66446. /**
  66447. * Gets the underlying buffer
  66448. */
  66449. readonly underlyingResource: any;
  66450. }
  66451. }
  66452. declare module BABYLON {
  66453. /**
  66454. * Class used to store data that will be store in GPU memory
  66455. */
  66456. export class Buffer {
  66457. private _engine;
  66458. private _buffer;
  66459. /** @hidden */
  66460. _data: Nullable<DataArray>;
  66461. private _updatable;
  66462. private _instanced;
  66463. /**
  66464. * Gets the byte stride.
  66465. */
  66466. readonly byteStride: number;
  66467. /**
  66468. * Constructor
  66469. * @param engine the engine
  66470. * @param data the data to use for this buffer
  66471. * @param updatable whether the data is updatable
  66472. * @param stride the stride (optional)
  66473. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  66474. * @param instanced whether the buffer is instanced (optional)
  66475. * @param useBytes set to true if the stride in in bytes (optional)
  66476. */
  66477. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  66478. /**
  66479. * Create a new VertexBuffer based on the current buffer
  66480. * @param kind defines the vertex buffer kind (position, normal, etc.)
  66481. * @param offset defines offset in the buffer (0 by default)
  66482. * @param size defines the size in floats of attributes (position is 3 for instance)
  66483. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  66484. * @param instanced defines if the vertex buffer contains indexed data
  66485. * @param useBytes defines if the offset and stride are in bytes
  66486. * @returns the new vertex buffer
  66487. */
  66488. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  66489. /**
  66490. * Gets a boolean indicating if the Buffer is updatable?
  66491. * @returns true if the buffer is updatable
  66492. */
  66493. isUpdatable(): boolean;
  66494. /**
  66495. * Gets current buffer's data
  66496. * @returns a DataArray or null
  66497. */
  66498. getData(): Nullable<DataArray>;
  66499. /**
  66500. * Gets underlying native buffer
  66501. * @returns underlying native buffer
  66502. */
  66503. getBuffer(): Nullable<DataBuffer>;
  66504. /**
  66505. * Gets the stride in float32 units (i.e. byte stride / 4).
  66506. * May not be an integer if the byte stride is not divisible by 4.
  66507. * DEPRECATED. Use byteStride instead.
  66508. * @returns the stride in float32 units
  66509. */
  66510. getStrideSize(): number;
  66511. /**
  66512. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  66513. * @param data defines the data to store
  66514. */
  66515. create(data?: Nullable<DataArray>): void;
  66516. /** @hidden */
  66517. _rebuild(): void;
  66518. /**
  66519. * Update current buffer data
  66520. * @param data defines the data to store
  66521. */
  66522. update(data: DataArray): void;
  66523. /**
  66524. * Updates the data directly.
  66525. * @param data the new data
  66526. * @param offset the new offset
  66527. * @param vertexCount the vertex count (optional)
  66528. * @param useBytes set to true if the offset is in bytes
  66529. */
  66530. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  66531. /**
  66532. * Release all resources
  66533. */
  66534. dispose(): void;
  66535. }
  66536. /**
  66537. * Specialized buffer used to store vertex data
  66538. */
  66539. export class VertexBuffer {
  66540. /** @hidden */
  66541. _buffer: Buffer;
  66542. private _kind;
  66543. private _size;
  66544. private _ownsBuffer;
  66545. private _instanced;
  66546. private _instanceDivisor;
  66547. /**
  66548. * The byte type.
  66549. */
  66550. static readonly BYTE: number;
  66551. /**
  66552. * The unsigned byte type.
  66553. */
  66554. static readonly UNSIGNED_BYTE: number;
  66555. /**
  66556. * The short type.
  66557. */
  66558. static readonly SHORT: number;
  66559. /**
  66560. * The unsigned short type.
  66561. */
  66562. static readonly UNSIGNED_SHORT: number;
  66563. /**
  66564. * The integer type.
  66565. */
  66566. static readonly INT: number;
  66567. /**
  66568. * The unsigned integer type.
  66569. */
  66570. static readonly UNSIGNED_INT: number;
  66571. /**
  66572. * The float type.
  66573. */
  66574. static readonly FLOAT: number;
  66575. /**
  66576. * Gets or sets the instance divisor when in instanced mode
  66577. */
  66578. instanceDivisor: number;
  66579. /**
  66580. * Gets the byte stride.
  66581. */
  66582. readonly byteStride: number;
  66583. /**
  66584. * Gets the byte offset.
  66585. */
  66586. readonly byteOffset: number;
  66587. /**
  66588. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  66589. */
  66590. readonly normalized: boolean;
  66591. /**
  66592. * Gets the data type of each component in the array.
  66593. */
  66594. readonly type: number;
  66595. /**
  66596. * Constructor
  66597. * @param engine the engine
  66598. * @param data the data to use for this vertex buffer
  66599. * @param kind the vertex buffer kind
  66600. * @param updatable whether the data is updatable
  66601. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  66602. * @param stride the stride (optional)
  66603. * @param instanced whether the buffer is instanced (optional)
  66604. * @param offset the offset of the data (optional)
  66605. * @param size the number of components (optional)
  66606. * @param type the type of the component (optional)
  66607. * @param normalized whether the data contains normalized data (optional)
  66608. * @param useBytes set to true if stride and offset are in bytes (optional)
  66609. */
  66610. 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);
  66611. /** @hidden */
  66612. _rebuild(): void;
  66613. /**
  66614. * Returns the kind of the VertexBuffer (string)
  66615. * @returns a string
  66616. */
  66617. getKind(): string;
  66618. /**
  66619. * Gets a boolean indicating if the VertexBuffer is updatable?
  66620. * @returns true if the buffer is updatable
  66621. */
  66622. isUpdatable(): boolean;
  66623. /**
  66624. * Gets current buffer's data
  66625. * @returns a DataArray or null
  66626. */
  66627. getData(): Nullable<DataArray>;
  66628. /**
  66629. * Gets underlying native buffer
  66630. * @returns underlying native buffer
  66631. */
  66632. getBuffer(): Nullable<DataBuffer>;
  66633. /**
  66634. * Gets the stride in float32 units (i.e. byte stride / 4).
  66635. * May not be an integer if the byte stride is not divisible by 4.
  66636. * DEPRECATED. Use byteStride instead.
  66637. * @returns the stride in float32 units
  66638. */
  66639. getStrideSize(): number;
  66640. /**
  66641. * Returns the offset as a multiple of the type byte length.
  66642. * DEPRECATED. Use byteOffset instead.
  66643. * @returns the offset in bytes
  66644. */
  66645. getOffset(): number;
  66646. /**
  66647. * Returns the number of components per vertex attribute (integer)
  66648. * @returns the size in float
  66649. */
  66650. getSize(): number;
  66651. /**
  66652. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  66653. * @returns true if this buffer is instanced
  66654. */
  66655. getIsInstanced(): boolean;
  66656. /**
  66657. * Returns the instancing divisor, zero for non-instanced (integer).
  66658. * @returns a number
  66659. */
  66660. getInstanceDivisor(): number;
  66661. /**
  66662. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  66663. * @param data defines the data to store
  66664. */
  66665. create(data?: DataArray): void;
  66666. /**
  66667. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  66668. * This function will create a new buffer if the current one is not updatable
  66669. * @param data defines the data to store
  66670. */
  66671. update(data: DataArray): void;
  66672. /**
  66673. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  66674. * Returns the directly updated WebGLBuffer.
  66675. * @param data the new data
  66676. * @param offset the new offset
  66677. * @param useBytes set to true if the offset is in bytes
  66678. */
  66679. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  66680. /**
  66681. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  66682. */
  66683. dispose(): void;
  66684. /**
  66685. * Enumerates each value of this vertex buffer as numbers.
  66686. * @param count the number of values to enumerate
  66687. * @param callback the callback function called for each value
  66688. */
  66689. forEach(count: number, callback: (value: number, index: number) => void): void;
  66690. /**
  66691. * Positions
  66692. */
  66693. static readonly PositionKind: string;
  66694. /**
  66695. * Normals
  66696. */
  66697. static readonly NormalKind: string;
  66698. /**
  66699. * Tangents
  66700. */
  66701. static readonly TangentKind: string;
  66702. /**
  66703. * Texture coordinates
  66704. */
  66705. static readonly UVKind: string;
  66706. /**
  66707. * Texture coordinates 2
  66708. */
  66709. static readonly UV2Kind: string;
  66710. /**
  66711. * Texture coordinates 3
  66712. */
  66713. static readonly UV3Kind: string;
  66714. /**
  66715. * Texture coordinates 4
  66716. */
  66717. static readonly UV4Kind: string;
  66718. /**
  66719. * Texture coordinates 5
  66720. */
  66721. static readonly UV5Kind: string;
  66722. /**
  66723. * Texture coordinates 6
  66724. */
  66725. static readonly UV6Kind: string;
  66726. /**
  66727. * Colors
  66728. */
  66729. static readonly ColorKind: string;
  66730. /**
  66731. * Matrix indices (for bones)
  66732. */
  66733. static readonly MatricesIndicesKind: string;
  66734. /**
  66735. * Matrix weights (for bones)
  66736. */
  66737. static readonly MatricesWeightsKind: string;
  66738. /**
  66739. * Additional matrix indices (for bones)
  66740. */
  66741. static readonly MatricesIndicesExtraKind: string;
  66742. /**
  66743. * Additional matrix weights (for bones)
  66744. */
  66745. static readonly MatricesWeightsExtraKind: string;
  66746. /**
  66747. * Deduces the stride given a kind.
  66748. * @param kind The kind string to deduce
  66749. * @returns The deduced stride
  66750. */
  66751. static DeduceStride(kind: string): number;
  66752. /**
  66753. * Gets the byte length of the given type.
  66754. * @param type the type
  66755. * @returns the number of bytes
  66756. */
  66757. static GetTypeByteLength(type: number): number;
  66758. /**
  66759. * Enumerates each value of the given parameters as numbers.
  66760. * @param data the data to enumerate
  66761. * @param byteOffset the byte offset of the data
  66762. * @param byteStride the byte stride of the data
  66763. * @param componentCount the number of components per element
  66764. * @param componentType the type of the component
  66765. * @param count the number of values to enumerate
  66766. * @param normalized whether the data is normalized
  66767. * @param callback the callback function called for each value
  66768. */
  66769. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  66770. private static _GetFloatValue;
  66771. }
  66772. }
  66773. declare module BABYLON {
  66774. /**
  66775. * Scalar computation library
  66776. */
  66777. export class Scalar {
  66778. /**
  66779. * Two pi constants convenient for computation.
  66780. */
  66781. static TwoPi: number;
  66782. /**
  66783. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  66784. * @param a number
  66785. * @param b number
  66786. * @param epsilon (default = 1.401298E-45)
  66787. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  66788. */
  66789. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  66790. /**
  66791. * Returns a string : the upper case translation of the number i to hexadecimal.
  66792. * @param i number
  66793. * @returns the upper case translation of the number i to hexadecimal.
  66794. */
  66795. static ToHex(i: number): string;
  66796. /**
  66797. * Returns -1 if value is negative and +1 is value is positive.
  66798. * @param value the value
  66799. * @returns the value itself if it's equal to zero.
  66800. */
  66801. static Sign(value: number): number;
  66802. /**
  66803. * Returns the value itself if it's between min and max.
  66804. * Returns min if the value is lower than min.
  66805. * Returns max if the value is greater than max.
  66806. * @param value the value to clmap
  66807. * @param min the min value to clamp to (default: 0)
  66808. * @param max the max value to clamp to (default: 1)
  66809. * @returns the clamped value
  66810. */
  66811. static Clamp(value: number, min?: number, max?: number): number;
  66812. /**
  66813. * the log2 of value.
  66814. * @param value the value to compute log2 of
  66815. * @returns the log2 of value.
  66816. */
  66817. static Log2(value: number): number;
  66818. /**
  66819. * Loops the value, so that it is never larger than length and never smaller than 0.
  66820. *
  66821. * This is similar to the modulo operator but it works with floating point numbers.
  66822. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  66823. * With t = 5 and length = 2.5, the result would be 0.0.
  66824. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  66825. * @param value the value
  66826. * @param length the length
  66827. * @returns the looped value
  66828. */
  66829. static Repeat(value: number, length: number): number;
  66830. /**
  66831. * Normalize the value between 0.0 and 1.0 using min and max values
  66832. * @param value value to normalize
  66833. * @param min max to normalize between
  66834. * @param max min to normalize between
  66835. * @returns the normalized value
  66836. */
  66837. static Normalize(value: number, min: number, max: number): number;
  66838. /**
  66839. * Denormalize the value from 0.0 and 1.0 using min and max values
  66840. * @param normalized value to denormalize
  66841. * @param min max to denormalize between
  66842. * @param max min to denormalize between
  66843. * @returns the denormalized value
  66844. */
  66845. static Denormalize(normalized: number, min: number, max: number): number;
  66846. /**
  66847. * Calculates the shortest difference between two given angles given in degrees.
  66848. * @param current current angle in degrees
  66849. * @param target target angle in degrees
  66850. * @returns the delta
  66851. */
  66852. static DeltaAngle(current: number, target: number): number;
  66853. /**
  66854. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  66855. * @param tx value
  66856. * @param length length
  66857. * @returns The returned value will move back and forth between 0 and length
  66858. */
  66859. static PingPong(tx: number, length: number): number;
  66860. /**
  66861. * Interpolates between min and max with smoothing at the limits.
  66862. *
  66863. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  66864. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  66865. * @param from from
  66866. * @param to to
  66867. * @param tx value
  66868. * @returns the smooth stepped value
  66869. */
  66870. static SmoothStep(from: number, to: number, tx: number): number;
  66871. /**
  66872. * Moves a value current towards target.
  66873. *
  66874. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  66875. * Negative values of maxDelta pushes the value away from target.
  66876. * @param current current value
  66877. * @param target target value
  66878. * @param maxDelta max distance to move
  66879. * @returns resulting value
  66880. */
  66881. static MoveTowards(current: number, target: number, maxDelta: number): number;
  66882. /**
  66883. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  66884. *
  66885. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  66886. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  66887. * @param current current value
  66888. * @param target target value
  66889. * @param maxDelta max distance to move
  66890. * @returns resulting angle
  66891. */
  66892. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  66893. /**
  66894. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  66895. * @param start start value
  66896. * @param end target value
  66897. * @param amount amount to lerp between
  66898. * @returns the lerped value
  66899. */
  66900. static Lerp(start: number, end: number, amount: number): number;
  66901. /**
  66902. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  66903. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  66904. * @param start start value
  66905. * @param end target value
  66906. * @param amount amount to lerp between
  66907. * @returns the lerped value
  66908. */
  66909. static LerpAngle(start: number, end: number, amount: number): number;
  66910. /**
  66911. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  66912. * @param a start value
  66913. * @param b target value
  66914. * @param value value between a and b
  66915. * @returns the inverseLerp value
  66916. */
  66917. static InverseLerp(a: number, b: number, value: number): number;
  66918. /**
  66919. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  66920. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  66921. * @param value1 spline value
  66922. * @param tangent1 spline value
  66923. * @param value2 spline value
  66924. * @param tangent2 spline value
  66925. * @param amount input value
  66926. * @returns hermite result
  66927. */
  66928. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  66929. /**
  66930. * Returns a random float number between and min and max values
  66931. * @param min min value of random
  66932. * @param max max value of random
  66933. * @returns random value
  66934. */
  66935. static RandomRange(min: number, max: number): number;
  66936. /**
  66937. * This function returns percentage of a number in a given range.
  66938. *
  66939. * RangeToPercent(40,20,60) will return 0.5 (50%)
  66940. * RangeToPercent(34,0,100) will return 0.34 (34%)
  66941. * @param number to convert to percentage
  66942. * @param min min range
  66943. * @param max max range
  66944. * @returns the percentage
  66945. */
  66946. static RangeToPercent(number: number, min: number, max: number): number;
  66947. /**
  66948. * This function returns number that corresponds to the percentage in a given range.
  66949. *
  66950. * PercentToRange(0.34,0,100) will return 34.
  66951. * @param percent to convert to number
  66952. * @param min min range
  66953. * @param max max range
  66954. * @returns the number
  66955. */
  66956. static PercentToRange(percent: number, min: number, max: number): number;
  66957. /**
  66958. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  66959. * @param angle The angle to normalize in radian.
  66960. * @return The converted angle.
  66961. */
  66962. static NormalizeRadians(angle: number): number;
  66963. }
  66964. }
  66965. declare module BABYLON {
  66966. /**
  66967. * Constant used to convert a value to gamma space
  66968. * @ignorenaming
  66969. */
  66970. export const ToGammaSpace: number;
  66971. /**
  66972. * Constant used to convert a value to linear space
  66973. * @ignorenaming
  66974. */
  66975. export const ToLinearSpace = 2.2;
  66976. /**
  66977. * Constant used to define the minimal number value in Babylon.js
  66978. * @ignorenaming
  66979. */
  66980. let Epsilon: number;
  66981. }
  66982. declare module BABYLON {
  66983. /**
  66984. * Class used to represent a viewport on screen
  66985. */
  66986. export class Viewport {
  66987. /** viewport left coordinate */
  66988. x: number;
  66989. /** viewport top coordinate */
  66990. y: number;
  66991. /**viewport width */
  66992. width: number;
  66993. /** viewport height */
  66994. height: number;
  66995. /**
  66996. * Creates a Viewport object located at (x, y) and sized (width, height)
  66997. * @param x defines viewport left coordinate
  66998. * @param y defines viewport top coordinate
  66999. * @param width defines the viewport width
  67000. * @param height defines the viewport height
  67001. */
  67002. constructor(
  67003. /** viewport left coordinate */
  67004. x: number,
  67005. /** viewport top coordinate */
  67006. y: number,
  67007. /**viewport width */
  67008. width: number,
  67009. /** viewport height */
  67010. height: number);
  67011. /**
  67012. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  67013. * @param renderWidth defines the rendering width
  67014. * @param renderHeight defines the rendering height
  67015. * @returns a new Viewport
  67016. */
  67017. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  67018. /**
  67019. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  67020. * @param renderWidth defines the rendering width
  67021. * @param renderHeight defines the rendering height
  67022. * @param ref defines the target viewport
  67023. * @returns the current viewport
  67024. */
  67025. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  67026. /**
  67027. * Returns a new Viewport copied from the current one
  67028. * @returns a new Viewport
  67029. */
  67030. clone(): Viewport;
  67031. }
  67032. }
  67033. declare module BABYLON {
  67034. /**
  67035. * Class containing a set of static utilities functions for arrays.
  67036. */
  67037. export class ArrayTools {
  67038. /**
  67039. * Returns an array of the given size filled with element built from the given constructor and the paramters
  67040. * @param size the number of element to construct and put in the array
  67041. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  67042. * @returns a new array filled with new objects
  67043. */
  67044. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  67045. }
  67046. }
  67047. declare module BABYLON {
  67048. /**
  67049. * @hidden
  67050. */
  67051. export interface IColor4Like {
  67052. r: float;
  67053. g: float;
  67054. b: float;
  67055. a: float;
  67056. }
  67057. /**
  67058. * @hidden
  67059. */
  67060. export interface IColor3Like {
  67061. r: float;
  67062. g: float;
  67063. b: float;
  67064. }
  67065. /**
  67066. * @hidden
  67067. */
  67068. export interface IVector4Like {
  67069. x: float;
  67070. y: float;
  67071. z: float;
  67072. w: float;
  67073. }
  67074. /**
  67075. * @hidden
  67076. */
  67077. export interface IVector3Like {
  67078. x: float;
  67079. y: float;
  67080. z: float;
  67081. }
  67082. /**
  67083. * @hidden
  67084. */
  67085. export interface IVector2Like {
  67086. x: float;
  67087. y: float;
  67088. }
  67089. /**
  67090. * @hidden
  67091. */
  67092. export interface IMatrixLike {
  67093. toArray(): DeepImmutable<Float32Array>;
  67094. updateFlag: int;
  67095. }
  67096. /**
  67097. * @hidden
  67098. */
  67099. export interface IViewportLike {
  67100. x: float;
  67101. y: float;
  67102. width: float;
  67103. height: float;
  67104. }
  67105. /**
  67106. * @hidden
  67107. */
  67108. export interface IPlaneLike {
  67109. normal: IVector3Like;
  67110. d: float;
  67111. normalize(): void;
  67112. }
  67113. }
  67114. declare module BABYLON {
  67115. /**
  67116. * Class representing a vector containing 2 coordinates
  67117. */
  67118. export class Vector2 {
  67119. /** defines the first coordinate */
  67120. x: number;
  67121. /** defines the second coordinate */
  67122. y: number;
  67123. /**
  67124. * Creates a new Vector2 from the given x and y coordinates
  67125. * @param x defines the first coordinate
  67126. * @param y defines the second coordinate
  67127. */
  67128. constructor(
  67129. /** defines the first coordinate */
  67130. x?: number,
  67131. /** defines the second coordinate */
  67132. y?: number);
  67133. /**
  67134. * Gets a string with the Vector2 coordinates
  67135. * @returns a string with the Vector2 coordinates
  67136. */
  67137. toString(): string;
  67138. /**
  67139. * Gets class name
  67140. * @returns the string "Vector2"
  67141. */
  67142. getClassName(): string;
  67143. /**
  67144. * Gets current vector hash code
  67145. * @returns the Vector2 hash code as a number
  67146. */
  67147. getHashCode(): number;
  67148. /**
  67149. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  67150. * @param array defines the source array
  67151. * @param index defines the offset in source array
  67152. * @returns the current Vector2
  67153. */
  67154. toArray(array: FloatArray, index?: number): Vector2;
  67155. /**
  67156. * Copy the current vector to an array
  67157. * @returns a new array with 2 elements: the Vector2 coordinates.
  67158. */
  67159. asArray(): number[];
  67160. /**
  67161. * Sets the Vector2 coordinates with the given Vector2 coordinates
  67162. * @param source defines the source Vector2
  67163. * @returns the current updated Vector2
  67164. */
  67165. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  67166. /**
  67167. * Sets the Vector2 coordinates with the given floats
  67168. * @param x defines the first coordinate
  67169. * @param y defines the second coordinate
  67170. * @returns the current updated Vector2
  67171. */
  67172. copyFromFloats(x: number, y: number): Vector2;
  67173. /**
  67174. * Sets the Vector2 coordinates with the given floats
  67175. * @param x defines the first coordinate
  67176. * @param y defines the second coordinate
  67177. * @returns the current updated Vector2
  67178. */
  67179. set(x: number, y: number): Vector2;
  67180. /**
  67181. * Add another vector with the current one
  67182. * @param otherVector defines the other vector
  67183. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  67184. */
  67185. add(otherVector: DeepImmutable<Vector2>): Vector2;
  67186. /**
  67187. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  67188. * @param otherVector defines the other vector
  67189. * @param result defines the target vector
  67190. * @returns the unmodified current Vector2
  67191. */
  67192. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  67193. /**
  67194. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  67195. * @param otherVector defines the other vector
  67196. * @returns the current updated Vector2
  67197. */
  67198. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  67199. /**
  67200. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  67201. * @param otherVector defines the other vector
  67202. * @returns a new Vector2
  67203. */
  67204. addVector3(otherVector: Vector3): Vector2;
  67205. /**
  67206. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  67207. * @param otherVector defines the other vector
  67208. * @returns a new Vector2
  67209. */
  67210. subtract(otherVector: Vector2): Vector2;
  67211. /**
  67212. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  67213. * @param otherVector defines the other vector
  67214. * @param result defines the target vector
  67215. * @returns the unmodified current Vector2
  67216. */
  67217. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  67218. /**
  67219. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  67220. * @param otherVector defines the other vector
  67221. * @returns the current updated Vector2
  67222. */
  67223. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  67224. /**
  67225. * Multiplies in place the current Vector2 coordinates by the given ones
  67226. * @param otherVector defines the other vector
  67227. * @returns the current updated Vector2
  67228. */
  67229. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  67230. /**
  67231. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  67232. * @param otherVector defines the other vector
  67233. * @returns a new Vector2
  67234. */
  67235. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  67236. /**
  67237. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  67238. * @param otherVector defines the other vector
  67239. * @param result defines the target vector
  67240. * @returns the unmodified current Vector2
  67241. */
  67242. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  67243. /**
  67244. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  67245. * @param x defines the first coordinate
  67246. * @param y defines the second coordinate
  67247. * @returns a new Vector2
  67248. */
  67249. multiplyByFloats(x: number, y: number): Vector2;
  67250. /**
  67251. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  67252. * @param otherVector defines the other vector
  67253. * @returns a new Vector2
  67254. */
  67255. divide(otherVector: Vector2): Vector2;
  67256. /**
  67257. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  67258. * @param otherVector defines the other vector
  67259. * @param result defines the target vector
  67260. * @returns the unmodified current Vector2
  67261. */
  67262. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  67263. /**
  67264. * Divides the current Vector2 coordinates by the given ones
  67265. * @param otherVector defines the other vector
  67266. * @returns the current updated Vector2
  67267. */
  67268. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  67269. /**
  67270. * Gets a new Vector2 with current Vector2 negated coordinates
  67271. * @returns a new Vector2
  67272. */
  67273. negate(): Vector2;
  67274. /**
  67275. * Multiply the Vector2 coordinates by scale
  67276. * @param scale defines the scaling factor
  67277. * @returns the current updated Vector2
  67278. */
  67279. scaleInPlace(scale: number): Vector2;
  67280. /**
  67281. * Returns a new Vector2 scaled by "scale" from the current Vector2
  67282. * @param scale defines the scaling factor
  67283. * @returns a new Vector2
  67284. */
  67285. scale(scale: number): Vector2;
  67286. /**
  67287. * Scale the current Vector2 values by a factor to a given Vector2
  67288. * @param scale defines the scale factor
  67289. * @param result defines the Vector2 object where to store the result
  67290. * @returns the unmodified current Vector2
  67291. */
  67292. scaleToRef(scale: number, result: Vector2): Vector2;
  67293. /**
  67294. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  67295. * @param scale defines the scale factor
  67296. * @param result defines the Vector2 object where to store the result
  67297. * @returns the unmodified current Vector2
  67298. */
  67299. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  67300. /**
  67301. * Gets a boolean if two vectors are equals
  67302. * @param otherVector defines the other vector
  67303. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  67304. */
  67305. equals(otherVector: DeepImmutable<Vector2>): boolean;
  67306. /**
  67307. * Gets a boolean if two vectors are equals (using an epsilon value)
  67308. * @param otherVector defines the other vector
  67309. * @param epsilon defines the minimal distance to consider equality
  67310. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  67311. */
  67312. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  67313. /**
  67314. * Gets a new Vector2 from current Vector2 floored values
  67315. * @returns a new Vector2
  67316. */
  67317. floor(): Vector2;
  67318. /**
  67319. * Gets a new Vector2 from current Vector2 floored values
  67320. * @returns a new Vector2
  67321. */
  67322. fract(): Vector2;
  67323. /**
  67324. * Gets the length of the vector
  67325. * @returns the vector length (float)
  67326. */
  67327. length(): number;
  67328. /**
  67329. * Gets the vector squared length
  67330. * @returns the vector squared length (float)
  67331. */
  67332. lengthSquared(): number;
  67333. /**
  67334. * Normalize the vector
  67335. * @returns the current updated Vector2
  67336. */
  67337. normalize(): Vector2;
  67338. /**
  67339. * Gets a new Vector2 copied from the Vector2
  67340. * @returns a new Vector2
  67341. */
  67342. clone(): Vector2;
  67343. /**
  67344. * Gets a new Vector2(0, 0)
  67345. * @returns a new Vector2
  67346. */
  67347. static Zero(): Vector2;
  67348. /**
  67349. * Gets a new Vector2(1, 1)
  67350. * @returns a new Vector2
  67351. */
  67352. static One(): Vector2;
  67353. /**
  67354. * Gets a new Vector2 set from the given index element of the given array
  67355. * @param array defines the data source
  67356. * @param offset defines the offset in the data source
  67357. * @returns a new Vector2
  67358. */
  67359. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  67360. /**
  67361. * Sets "result" from the given index element of the given array
  67362. * @param array defines the data source
  67363. * @param offset defines the offset in the data source
  67364. * @param result defines the target vector
  67365. */
  67366. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  67367. /**
  67368. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  67369. * @param value1 defines 1st point of control
  67370. * @param value2 defines 2nd point of control
  67371. * @param value3 defines 3rd point of control
  67372. * @param value4 defines 4th point of control
  67373. * @param amount defines the interpolation factor
  67374. * @returns a new Vector2
  67375. */
  67376. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  67377. /**
  67378. * 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".
  67379. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  67380. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  67381. * @param value defines the value to clamp
  67382. * @param min defines the lower limit
  67383. * @param max defines the upper limit
  67384. * @returns a new Vector2
  67385. */
  67386. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  67387. /**
  67388. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  67389. * @param value1 defines the 1st control point
  67390. * @param tangent1 defines the outgoing tangent
  67391. * @param value2 defines the 2nd control point
  67392. * @param tangent2 defines the incoming tangent
  67393. * @param amount defines the interpolation factor
  67394. * @returns a new Vector2
  67395. */
  67396. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  67397. /**
  67398. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  67399. * @param start defines the start vector
  67400. * @param end defines the end vector
  67401. * @param amount defines the interpolation factor
  67402. * @returns a new Vector2
  67403. */
  67404. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  67405. /**
  67406. * Gets the dot product of the vector "left" and the vector "right"
  67407. * @param left defines first vector
  67408. * @param right defines second vector
  67409. * @returns the dot product (float)
  67410. */
  67411. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  67412. /**
  67413. * Returns a new Vector2 equal to the normalized given vector
  67414. * @param vector defines the vector to normalize
  67415. * @returns a new Vector2
  67416. */
  67417. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  67418. /**
  67419. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  67420. * @param left defines 1st vector
  67421. * @param right defines 2nd vector
  67422. * @returns a new Vector2
  67423. */
  67424. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  67425. /**
  67426. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  67427. * @param left defines 1st vector
  67428. * @param right defines 2nd vector
  67429. * @returns a new Vector2
  67430. */
  67431. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  67432. /**
  67433. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  67434. * @param vector defines the vector to transform
  67435. * @param transformation defines the matrix to apply
  67436. * @returns a new Vector2
  67437. */
  67438. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  67439. /**
  67440. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  67441. * @param vector defines the vector to transform
  67442. * @param transformation defines the matrix to apply
  67443. * @param result defines the target vector
  67444. */
  67445. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  67446. /**
  67447. * Determines if a given vector is included in a triangle
  67448. * @param p defines the vector to test
  67449. * @param p0 defines 1st triangle point
  67450. * @param p1 defines 2nd triangle point
  67451. * @param p2 defines 3rd triangle point
  67452. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  67453. */
  67454. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  67455. /**
  67456. * Gets the distance between the vectors "value1" and "value2"
  67457. * @param value1 defines first vector
  67458. * @param value2 defines second vector
  67459. * @returns the distance between vectors
  67460. */
  67461. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  67462. /**
  67463. * Returns the squared distance between the vectors "value1" and "value2"
  67464. * @param value1 defines first vector
  67465. * @param value2 defines second vector
  67466. * @returns the squared distance between vectors
  67467. */
  67468. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  67469. /**
  67470. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  67471. * @param value1 defines first vector
  67472. * @param value2 defines second vector
  67473. * @returns a new Vector2
  67474. */
  67475. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  67476. /**
  67477. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  67478. * @param p defines the middle point
  67479. * @param segA defines one point of the segment
  67480. * @param segB defines the other point of the segment
  67481. * @returns the shortest distance
  67482. */
  67483. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  67484. }
  67485. /**
  67486. * Classed used to store (x,y,z) vector representation
  67487. * A Vector3 is the main object used in 3D geometry
  67488. * It can represent etiher the coordinates of a point the space, either a direction
  67489. * Reminder: js uses a left handed forward facing system
  67490. */
  67491. export class Vector3 {
  67492. /**
  67493. * Defines the first coordinates (on X axis)
  67494. */
  67495. x: number;
  67496. /**
  67497. * Defines the second coordinates (on Y axis)
  67498. */
  67499. y: number;
  67500. /**
  67501. * Defines the third coordinates (on Z axis)
  67502. */
  67503. z: number;
  67504. private static _UpReadOnly;
  67505. private static _ZeroReadOnly;
  67506. /**
  67507. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  67508. * @param x defines the first coordinates (on X axis)
  67509. * @param y defines the second coordinates (on Y axis)
  67510. * @param z defines the third coordinates (on Z axis)
  67511. */
  67512. constructor(
  67513. /**
  67514. * Defines the first coordinates (on X axis)
  67515. */
  67516. x?: number,
  67517. /**
  67518. * Defines the second coordinates (on Y axis)
  67519. */
  67520. y?: number,
  67521. /**
  67522. * Defines the third coordinates (on Z axis)
  67523. */
  67524. z?: number);
  67525. /**
  67526. * Creates a string representation of the Vector3
  67527. * @returns a string with the Vector3 coordinates.
  67528. */
  67529. toString(): string;
  67530. /**
  67531. * Gets the class name
  67532. * @returns the string "Vector3"
  67533. */
  67534. getClassName(): string;
  67535. /**
  67536. * Creates the Vector3 hash code
  67537. * @returns a number which tends to be unique between Vector3 instances
  67538. */
  67539. getHashCode(): number;
  67540. /**
  67541. * Creates an array containing three elements : the coordinates of the Vector3
  67542. * @returns a new array of numbers
  67543. */
  67544. asArray(): number[];
  67545. /**
  67546. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  67547. * @param array defines the destination array
  67548. * @param index defines the offset in the destination array
  67549. * @returns the current Vector3
  67550. */
  67551. toArray(array: FloatArray, index?: number): Vector3;
  67552. /**
  67553. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  67554. * @returns a new Quaternion object, computed from the Vector3 coordinates
  67555. */
  67556. toQuaternion(): Quaternion;
  67557. /**
  67558. * Adds the given vector to the current Vector3
  67559. * @param otherVector defines the second operand
  67560. * @returns the current updated Vector3
  67561. */
  67562. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  67563. /**
  67564. * Adds the given coordinates to the current Vector3
  67565. * @param x defines the x coordinate of the operand
  67566. * @param y defines the y coordinate of the operand
  67567. * @param z defines the z coordinate of the operand
  67568. * @returns the current updated Vector3
  67569. */
  67570. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  67571. /**
  67572. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  67573. * @param otherVector defines the second operand
  67574. * @returns the resulting Vector3
  67575. */
  67576. add(otherVector: DeepImmutable<Vector3>): Vector3;
  67577. /**
  67578. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  67579. * @param otherVector defines the second operand
  67580. * @param result defines the Vector3 object where to store the result
  67581. * @returns the current Vector3
  67582. */
  67583. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67584. /**
  67585. * Subtract the given vector from the current Vector3
  67586. * @param otherVector defines the second operand
  67587. * @returns the current updated Vector3
  67588. */
  67589. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  67590. /**
  67591. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  67592. * @param otherVector defines the second operand
  67593. * @returns the resulting Vector3
  67594. */
  67595. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  67596. /**
  67597. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  67598. * @param otherVector defines the second operand
  67599. * @param result defines the Vector3 object where to store the result
  67600. * @returns the current Vector3
  67601. */
  67602. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67603. /**
  67604. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  67605. * @param x defines the x coordinate of the operand
  67606. * @param y defines the y coordinate of the operand
  67607. * @param z defines the z coordinate of the operand
  67608. * @returns the resulting Vector3
  67609. */
  67610. subtractFromFloats(x: number, y: number, z: number): Vector3;
  67611. /**
  67612. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  67613. * @param x defines the x coordinate of the operand
  67614. * @param y defines the y coordinate of the operand
  67615. * @param z defines the z coordinate of the operand
  67616. * @param result defines the Vector3 object where to store the result
  67617. * @returns the current Vector3
  67618. */
  67619. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  67620. /**
  67621. * Gets a new Vector3 set with the current Vector3 negated coordinates
  67622. * @returns a new Vector3
  67623. */
  67624. negate(): Vector3;
  67625. /**
  67626. * Multiplies the Vector3 coordinates by the float "scale"
  67627. * @param scale defines the multiplier factor
  67628. * @returns the current updated Vector3
  67629. */
  67630. scaleInPlace(scale: number): Vector3;
  67631. /**
  67632. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  67633. * @param scale defines the multiplier factor
  67634. * @returns a new Vector3
  67635. */
  67636. scale(scale: number): Vector3;
  67637. /**
  67638. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  67639. * @param scale defines the multiplier factor
  67640. * @param result defines the Vector3 object where to store the result
  67641. * @returns the current Vector3
  67642. */
  67643. scaleToRef(scale: number, result: Vector3): Vector3;
  67644. /**
  67645. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  67646. * @param scale defines the scale factor
  67647. * @param result defines the Vector3 object where to store the result
  67648. * @returns the unmodified current Vector3
  67649. */
  67650. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  67651. /**
  67652. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  67653. * @param otherVector defines the second operand
  67654. * @returns true if both vectors are equals
  67655. */
  67656. equals(otherVector: DeepImmutable<Vector3>): boolean;
  67657. /**
  67658. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  67659. * @param otherVector defines the second operand
  67660. * @param epsilon defines the minimal distance to define values as equals
  67661. * @returns true if both vectors are distant less than epsilon
  67662. */
  67663. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  67664. /**
  67665. * Returns true if the current Vector3 coordinates equals the given floats
  67666. * @param x defines the x coordinate of the operand
  67667. * @param y defines the y coordinate of the operand
  67668. * @param z defines the z coordinate of the operand
  67669. * @returns true if both vectors are equals
  67670. */
  67671. equalsToFloats(x: number, y: number, z: number): boolean;
  67672. /**
  67673. * Multiplies the current Vector3 coordinates by the given ones
  67674. * @param otherVector defines the second operand
  67675. * @returns the current updated Vector3
  67676. */
  67677. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  67678. /**
  67679. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  67680. * @param otherVector defines the second operand
  67681. * @returns the new Vector3
  67682. */
  67683. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  67684. /**
  67685. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  67686. * @param otherVector defines the second operand
  67687. * @param result defines the Vector3 object where to store the result
  67688. * @returns the current Vector3
  67689. */
  67690. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67691. /**
  67692. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  67693. * @param x defines the x coordinate of the operand
  67694. * @param y defines the y coordinate of the operand
  67695. * @param z defines the z coordinate of the operand
  67696. * @returns the new Vector3
  67697. */
  67698. multiplyByFloats(x: number, y: number, z: number): Vector3;
  67699. /**
  67700. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  67701. * @param otherVector defines the second operand
  67702. * @returns the new Vector3
  67703. */
  67704. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  67705. /**
  67706. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  67707. * @param otherVector defines the second operand
  67708. * @param result defines the Vector3 object where to store the result
  67709. * @returns the current Vector3
  67710. */
  67711. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67712. /**
  67713. * Divides the current Vector3 coordinates by the given ones.
  67714. * @param otherVector defines the second operand
  67715. * @returns the current updated Vector3
  67716. */
  67717. divideInPlace(otherVector: Vector3): Vector3;
  67718. /**
  67719. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  67720. * @param other defines the second operand
  67721. * @returns the current updated Vector3
  67722. */
  67723. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  67724. /**
  67725. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  67726. * @param other defines the second operand
  67727. * @returns the current updated Vector3
  67728. */
  67729. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  67730. /**
  67731. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  67732. * @param x defines the x coordinate of the operand
  67733. * @param y defines the y coordinate of the operand
  67734. * @param z defines the z coordinate of the operand
  67735. * @returns the current updated Vector3
  67736. */
  67737. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  67738. /**
  67739. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  67740. * @param x defines the x coordinate of the operand
  67741. * @param y defines the y coordinate of the operand
  67742. * @param z defines the z coordinate of the operand
  67743. * @returns the current updated Vector3
  67744. */
  67745. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  67746. /**
  67747. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  67748. * Check if is non uniform within a certain amount of decimal places to account for this
  67749. * @param epsilon the amount the values can differ
  67750. * @returns if the the vector is non uniform to a certain number of decimal places
  67751. */
  67752. isNonUniformWithinEpsilon(epsilon: number): boolean;
  67753. /**
  67754. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  67755. */
  67756. readonly isNonUniform: boolean;
  67757. /**
  67758. * Gets a new Vector3 from current Vector3 floored values
  67759. * @returns a new Vector3
  67760. */
  67761. floor(): Vector3;
  67762. /**
  67763. * Gets a new Vector3 from current Vector3 floored values
  67764. * @returns a new Vector3
  67765. */
  67766. fract(): Vector3;
  67767. /**
  67768. * Gets the length of the Vector3
  67769. * @returns the length of the Vector3
  67770. */
  67771. length(): number;
  67772. /**
  67773. * Gets the squared length of the Vector3
  67774. * @returns squared length of the Vector3
  67775. */
  67776. lengthSquared(): number;
  67777. /**
  67778. * Normalize the current Vector3.
  67779. * Please note that this is an in place operation.
  67780. * @returns the current updated Vector3
  67781. */
  67782. normalize(): Vector3;
  67783. /**
  67784. * Reorders the x y z properties of the vector in place
  67785. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  67786. * @returns the current updated vector
  67787. */
  67788. reorderInPlace(order: string): this;
  67789. /**
  67790. * Rotates the vector around 0,0,0 by a quaternion
  67791. * @param quaternion the rotation quaternion
  67792. * @param result vector to store the result
  67793. * @returns the resulting vector
  67794. */
  67795. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  67796. /**
  67797. * Rotates a vector around a given point
  67798. * @param quaternion the rotation quaternion
  67799. * @param point the point to rotate around
  67800. * @param result vector to store the result
  67801. * @returns the resulting vector
  67802. */
  67803. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  67804. /**
  67805. * Normalize the current Vector3 with the given input length.
  67806. * Please note that this is an in place operation.
  67807. * @param len the length of the vector
  67808. * @returns the current updated Vector3
  67809. */
  67810. normalizeFromLength(len: number): Vector3;
  67811. /**
  67812. * Normalize the current Vector3 to a new vector
  67813. * @returns the new Vector3
  67814. */
  67815. normalizeToNew(): Vector3;
  67816. /**
  67817. * Normalize the current Vector3 to the reference
  67818. * @param reference define the Vector3 to update
  67819. * @returns the updated Vector3
  67820. */
  67821. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  67822. /**
  67823. * Creates a new Vector3 copied from the current Vector3
  67824. * @returns the new Vector3
  67825. */
  67826. clone(): Vector3;
  67827. /**
  67828. * Copies the given vector coordinates to the current Vector3 ones
  67829. * @param source defines the source Vector3
  67830. * @returns the current updated Vector3
  67831. */
  67832. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  67833. /**
  67834. * Copies the given floats to the current Vector3 coordinates
  67835. * @param x defines the x coordinate of the operand
  67836. * @param y defines the y coordinate of the operand
  67837. * @param z defines the z coordinate of the operand
  67838. * @returns the current updated Vector3
  67839. */
  67840. copyFromFloats(x: number, y: number, z: number): Vector3;
  67841. /**
  67842. * Copies the given floats to the current Vector3 coordinates
  67843. * @param x defines the x coordinate of the operand
  67844. * @param y defines the y coordinate of the operand
  67845. * @param z defines the z coordinate of the operand
  67846. * @returns the current updated Vector3
  67847. */
  67848. set(x: number, y: number, z: number): Vector3;
  67849. /**
  67850. * Copies the given float to the current Vector3 coordinates
  67851. * @param v defines the x, y and z coordinates of the operand
  67852. * @returns the current updated Vector3
  67853. */
  67854. setAll(v: number): Vector3;
  67855. /**
  67856. * Get the clip factor between two vectors
  67857. * @param vector0 defines the first operand
  67858. * @param vector1 defines the second operand
  67859. * @param axis defines the axis to use
  67860. * @param size defines the size along the axis
  67861. * @returns the clip factor
  67862. */
  67863. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  67864. /**
  67865. * Get angle between two vectors
  67866. * @param vector0 angle between vector0 and vector1
  67867. * @param vector1 angle between vector0 and vector1
  67868. * @param normal direction of the normal
  67869. * @return the angle between vector0 and vector1
  67870. */
  67871. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  67872. /**
  67873. * Returns a new Vector3 set from the index "offset" of the given array
  67874. * @param array defines the source array
  67875. * @param offset defines the offset in the source array
  67876. * @returns the new Vector3
  67877. */
  67878. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  67879. /**
  67880. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  67881. * This function is deprecated. Use FromArray instead
  67882. * @param array defines the source array
  67883. * @param offset defines the offset in the source array
  67884. * @returns the new Vector3
  67885. */
  67886. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  67887. /**
  67888. * Sets the given vector "result" with the element values from the index "offset" of the given array
  67889. * @param array defines the source array
  67890. * @param offset defines the offset in the source array
  67891. * @param result defines the Vector3 where to store the result
  67892. */
  67893. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  67894. /**
  67895. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  67896. * This function is deprecated. Use FromArrayToRef instead.
  67897. * @param array defines the source array
  67898. * @param offset defines the offset in the source array
  67899. * @param result defines the Vector3 where to store the result
  67900. */
  67901. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  67902. /**
  67903. * Sets the given vector "result" with the given floats.
  67904. * @param x defines the x coordinate of the source
  67905. * @param y defines the y coordinate of the source
  67906. * @param z defines the z coordinate of the source
  67907. * @param result defines the Vector3 where to store the result
  67908. */
  67909. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  67910. /**
  67911. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  67912. * @returns a new empty Vector3
  67913. */
  67914. static Zero(): Vector3;
  67915. /**
  67916. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  67917. * @returns a new unit Vector3
  67918. */
  67919. static One(): Vector3;
  67920. /**
  67921. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  67922. * @returns a new up Vector3
  67923. */
  67924. static Up(): Vector3;
  67925. /**
  67926. * Gets a up Vector3 that must not be updated
  67927. */
  67928. static readonly UpReadOnly: DeepImmutable<Vector3>;
  67929. /**
  67930. * Gets a zero Vector3 that must not be updated
  67931. */
  67932. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  67933. /**
  67934. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  67935. * @returns a new down Vector3
  67936. */
  67937. static Down(): Vector3;
  67938. /**
  67939. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  67940. * @returns a new forward Vector3
  67941. */
  67942. static Forward(): Vector3;
  67943. /**
  67944. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  67945. * @returns a new forward Vector3
  67946. */
  67947. static Backward(): Vector3;
  67948. /**
  67949. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  67950. * @returns a new right Vector3
  67951. */
  67952. static Right(): Vector3;
  67953. /**
  67954. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  67955. * @returns a new left Vector3
  67956. */
  67957. static Left(): Vector3;
  67958. /**
  67959. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  67960. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  67961. * @param vector defines the Vector3 to transform
  67962. * @param transformation defines the transformation matrix
  67963. * @returns the transformed Vector3
  67964. */
  67965. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  67966. /**
  67967. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  67968. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  67969. * @param vector defines the Vector3 to transform
  67970. * @param transformation defines the transformation matrix
  67971. * @param result defines the Vector3 where to store the result
  67972. */
  67973. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67974. /**
  67975. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  67976. * This method computes tranformed coordinates only, not transformed direction vectors
  67977. * @param x define the x coordinate of the source vector
  67978. * @param y define the y coordinate of the source vector
  67979. * @param z define the z coordinate of the source vector
  67980. * @param transformation defines the transformation matrix
  67981. * @param result defines the Vector3 where to store the result
  67982. */
  67983. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67984. /**
  67985. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  67986. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  67987. * @param vector defines the Vector3 to transform
  67988. * @param transformation defines the transformation matrix
  67989. * @returns the new Vector3
  67990. */
  67991. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  67992. /**
  67993. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  67994. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  67995. * @param vector defines the Vector3 to transform
  67996. * @param transformation defines the transformation matrix
  67997. * @param result defines the Vector3 where to store the result
  67998. */
  67999. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  68000. /**
  68001. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  68002. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  68003. * @param x define the x coordinate of the source vector
  68004. * @param y define the y coordinate of the source vector
  68005. * @param z define the z coordinate of the source vector
  68006. * @param transformation defines the transformation matrix
  68007. * @param result defines the Vector3 where to store the result
  68008. */
  68009. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  68010. /**
  68011. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  68012. * @param value1 defines the first control point
  68013. * @param value2 defines the second control point
  68014. * @param value3 defines the third control point
  68015. * @param value4 defines the fourth control point
  68016. * @param amount defines the amount on the spline to use
  68017. * @returns the new Vector3
  68018. */
  68019. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  68020. /**
  68021. * 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"
  68022. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  68023. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  68024. * @param value defines the current value
  68025. * @param min defines the lower range value
  68026. * @param max defines the upper range value
  68027. * @returns the new Vector3
  68028. */
  68029. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  68030. /**
  68031. * 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"
  68032. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  68033. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  68034. * @param value defines the current value
  68035. * @param min defines the lower range value
  68036. * @param max defines the upper range value
  68037. * @param result defines the Vector3 where to store the result
  68038. */
  68039. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  68040. /**
  68041. * Checks if a given vector is inside a specific range
  68042. * @param v defines the vector to test
  68043. * @param min defines the minimum range
  68044. * @param max defines the maximum range
  68045. */
  68046. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  68047. /**
  68048. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  68049. * @param value1 defines the first control point
  68050. * @param tangent1 defines the first tangent vector
  68051. * @param value2 defines the second control point
  68052. * @param tangent2 defines the second tangent vector
  68053. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  68054. * @returns the new Vector3
  68055. */
  68056. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  68057. /**
  68058. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  68059. * @param start defines the start value
  68060. * @param end defines the end value
  68061. * @param amount max defines amount between both (between 0 and 1)
  68062. * @returns the new Vector3
  68063. */
  68064. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  68065. /**
  68066. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  68067. * @param start defines the start value
  68068. * @param end defines the end value
  68069. * @param amount max defines amount between both (between 0 and 1)
  68070. * @param result defines the Vector3 where to store the result
  68071. */
  68072. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  68073. /**
  68074. * Returns the dot product (float) between the vectors "left" and "right"
  68075. * @param left defines the left operand
  68076. * @param right defines the right operand
  68077. * @returns the dot product
  68078. */
  68079. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  68080. /**
  68081. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  68082. * The cross product is then orthogonal to both "left" and "right"
  68083. * @param left defines the left operand
  68084. * @param right defines the right operand
  68085. * @returns the cross product
  68086. */
  68087. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  68088. /**
  68089. * Sets the given vector "result" with the cross product of "left" and "right"
  68090. * The cross product is then orthogonal to both "left" and "right"
  68091. * @param left defines the left operand
  68092. * @param right defines the right operand
  68093. * @param result defines the Vector3 where to store the result
  68094. */
  68095. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  68096. /**
  68097. * Returns a new Vector3 as the normalization of the given vector
  68098. * @param vector defines the Vector3 to normalize
  68099. * @returns the new Vector3
  68100. */
  68101. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  68102. /**
  68103. * Sets the given vector "result" with the normalization of the given first vector
  68104. * @param vector defines the Vector3 to normalize
  68105. * @param result defines the Vector3 where to store the result
  68106. */
  68107. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  68108. /**
  68109. * Project a Vector3 onto screen space
  68110. * @param vector defines the Vector3 to project
  68111. * @param world defines the world matrix to use
  68112. * @param transform defines the transform (view x projection) matrix to use
  68113. * @param viewport defines the screen viewport to use
  68114. * @returns the new Vector3
  68115. */
  68116. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  68117. /** @hidden */
  68118. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  68119. /**
  68120. * Unproject from screen space to object space
  68121. * @param source defines the screen space Vector3 to use
  68122. * @param viewportWidth defines the current width of the viewport
  68123. * @param viewportHeight defines the current height of the viewport
  68124. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  68125. * @param transform defines the transform (view x projection) matrix to use
  68126. * @returns the new Vector3
  68127. */
  68128. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  68129. /**
  68130. * Unproject from screen space to object space
  68131. * @param source defines the screen space Vector3 to use
  68132. * @param viewportWidth defines the current width of the viewport
  68133. * @param viewportHeight defines the current height of the viewport
  68134. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  68135. * @param view defines the view matrix to use
  68136. * @param projection defines the projection matrix to use
  68137. * @returns the new Vector3
  68138. */
  68139. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  68140. /**
  68141. * Unproject from screen space to object space
  68142. * @param source defines the screen space Vector3 to use
  68143. * @param viewportWidth defines the current width of the viewport
  68144. * @param viewportHeight defines the current height of the viewport
  68145. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  68146. * @param view defines the view matrix to use
  68147. * @param projection defines the projection matrix to use
  68148. * @param result defines the Vector3 where to store the result
  68149. */
  68150. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  68151. /**
  68152. * Unproject from screen space to object space
  68153. * @param sourceX defines the screen space x coordinate to use
  68154. * @param sourceY defines the screen space y coordinate to use
  68155. * @param sourceZ defines the screen space z coordinate to use
  68156. * @param viewportWidth defines the current width of the viewport
  68157. * @param viewportHeight defines the current height of the viewport
  68158. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  68159. * @param view defines the view matrix to use
  68160. * @param projection defines the projection matrix to use
  68161. * @param result defines the Vector3 where to store the result
  68162. */
  68163. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  68164. /**
  68165. * Gets the minimal coordinate values between two Vector3
  68166. * @param left defines the first operand
  68167. * @param right defines the second operand
  68168. * @returns the new Vector3
  68169. */
  68170. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  68171. /**
  68172. * Gets the maximal coordinate values between two Vector3
  68173. * @param left defines the first operand
  68174. * @param right defines the second operand
  68175. * @returns the new Vector3
  68176. */
  68177. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  68178. /**
  68179. * Returns the distance between the vectors "value1" and "value2"
  68180. * @param value1 defines the first operand
  68181. * @param value2 defines the second operand
  68182. * @returns the distance
  68183. */
  68184. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  68185. /**
  68186. * Returns the squared distance between the vectors "value1" and "value2"
  68187. * @param value1 defines the first operand
  68188. * @param value2 defines the second operand
  68189. * @returns the squared distance
  68190. */
  68191. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  68192. /**
  68193. * Returns a new Vector3 located at the center between "value1" and "value2"
  68194. * @param value1 defines the first operand
  68195. * @param value2 defines the second operand
  68196. * @returns the new Vector3
  68197. */
  68198. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  68199. /**
  68200. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  68201. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  68202. * to something in order to rotate it from its local system to the given target system
  68203. * Note: axis1, axis2 and axis3 are normalized during this operation
  68204. * @param axis1 defines the first axis
  68205. * @param axis2 defines the second axis
  68206. * @param axis3 defines the third axis
  68207. * @returns a new Vector3
  68208. */
  68209. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  68210. /**
  68211. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  68212. * @param axis1 defines the first axis
  68213. * @param axis2 defines the second axis
  68214. * @param axis3 defines the third axis
  68215. * @param ref defines the Vector3 where to store the result
  68216. */
  68217. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  68218. }
  68219. /**
  68220. * Vector4 class created for EulerAngle class conversion to Quaternion
  68221. */
  68222. export class Vector4 {
  68223. /** x value of the vector */
  68224. x: number;
  68225. /** y value of the vector */
  68226. y: number;
  68227. /** z value of the vector */
  68228. z: number;
  68229. /** w value of the vector */
  68230. w: number;
  68231. /**
  68232. * Creates a Vector4 object from the given floats.
  68233. * @param x x value of the vector
  68234. * @param y y value of the vector
  68235. * @param z z value of the vector
  68236. * @param w w value of the vector
  68237. */
  68238. constructor(
  68239. /** x value of the vector */
  68240. x: number,
  68241. /** y value of the vector */
  68242. y: number,
  68243. /** z value of the vector */
  68244. z: number,
  68245. /** w value of the vector */
  68246. w: number);
  68247. /**
  68248. * Returns the string with the Vector4 coordinates.
  68249. * @returns a string containing all the vector values
  68250. */
  68251. toString(): string;
  68252. /**
  68253. * Returns the string "Vector4".
  68254. * @returns "Vector4"
  68255. */
  68256. getClassName(): string;
  68257. /**
  68258. * Returns the Vector4 hash code.
  68259. * @returns a unique hash code
  68260. */
  68261. getHashCode(): number;
  68262. /**
  68263. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  68264. * @returns the resulting array
  68265. */
  68266. asArray(): number[];
  68267. /**
  68268. * Populates the given array from the given index with the Vector4 coordinates.
  68269. * @param array array to populate
  68270. * @param index index of the array to start at (default: 0)
  68271. * @returns the Vector4.
  68272. */
  68273. toArray(array: FloatArray, index?: number): Vector4;
  68274. /**
  68275. * Adds the given vector to the current Vector4.
  68276. * @param otherVector the vector to add
  68277. * @returns the updated Vector4.
  68278. */
  68279. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  68280. /**
  68281. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  68282. * @param otherVector the vector to add
  68283. * @returns the resulting vector
  68284. */
  68285. add(otherVector: DeepImmutable<Vector4>): Vector4;
  68286. /**
  68287. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  68288. * @param otherVector the vector to add
  68289. * @param result the vector to store the result
  68290. * @returns the current Vector4.
  68291. */
  68292. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68293. /**
  68294. * Subtract in place the given vector from the current Vector4.
  68295. * @param otherVector the vector to subtract
  68296. * @returns the updated Vector4.
  68297. */
  68298. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  68299. /**
  68300. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  68301. * @param otherVector the vector to add
  68302. * @returns the new vector with the result
  68303. */
  68304. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  68305. /**
  68306. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  68307. * @param otherVector the vector to subtract
  68308. * @param result the vector to store the result
  68309. * @returns the current Vector4.
  68310. */
  68311. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68312. /**
  68313. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  68314. */
  68315. /**
  68316. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  68317. * @param x value to subtract
  68318. * @param y value to subtract
  68319. * @param z value to subtract
  68320. * @param w value to subtract
  68321. * @returns new vector containing the result
  68322. */
  68323. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  68324. /**
  68325. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  68326. * @param x value to subtract
  68327. * @param y value to subtract
  68328. * @param z value to subtract
  68329. * @param w value to subtract
  68330. * @param result the vector to store the result in
  68331. * @returns the current Vector4.
  68332. */
  68333. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  68334. /**
  68335. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  68336. * @returns a new vector with the negated values
  68337. */
  68338. negate(): Vector4;
  68339. /**
  68340. * Multiplies the current Vector4 coordinates by scale (float).
  68341. * @param scale the number to scale with
  68342. * @returns the updated Vector4.
  68343. */
  68344. scaleInPlace(scale: number): Vector4;
  68345. /**
  68346. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  68347. * @param scale the number to scale with
  68348. * @returns a new vector with the result
  68349. */
  68350. scale(scale: number): Vector4;
  68351. /**
  68352. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  68353. * @param scale the number to scale with
  68354. * @param result a vector to store the result in
  68355. * @returns the current Vector4.
  68356. */
  68357. scaleToRef(scale: number, result: Vector4): Vector4;
  68358. /**
  68359. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  68360. * @param scale defines the scale factor
  68361. * @param result defines the Vector4 object where to store the result
  68362. * @returns the unmodified current Vector4
  68363. */
  68364. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  68365. /**
  68366. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  68367. * @param otherVector the vector to compare against
  68368. * @returns true if they are equal
  68369. */
  68370. equals(otherVector: DeepImmutable<Vector4>): boolean;
  68371. /**
  68372. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  68373. * @param otherVector vector to compare against
  68374. * @param epsilon (Default: very small number)
  68375. * @returns true if they are equal
  68376. */
  68377. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  68378. /**
  68379. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  68380. * @param x x value to compare against
  68381. * @param y y value to compare against
  68382. * @param z z value to compare against
  68383. * @param w w value to compare against
  68384. * @returns true if equal
  68385. */
  68386. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  68387. /**
  68388. * Multiplies in place the current Vector4 by the given one.
  68389. * @param otherVector vector to multiple with
  68390. * @returns the updated Vector4.
  68391. */
  68392. multiplyInPlace(otherVector: Vector4): Vector4;
  68393. /**
  68394. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  68395. * @param otherVector vector to multiple with
  68396. * @returns resulting new vector
  68397. */
  68398. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  68399. /**
  68400. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  68401. * @param otherVector vector to multiple with
  68402. * @param result vector to store the result
  68403. * @returns the current Vector4.
  68404. */
  68405. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68406. /**
  68407. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  68408. * @param x x value multiply with
  68409. * @param y y value multiply with
  68410. * @param z z value multiply with
  68411. * @param w w value multiply with
  68412. * @returns resulting new vector
  68413. */
  68414. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  68415. /**
  68416. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  68417. * @param otherVector vector to devide with
  68418. * @returns resulting new vector
  68419. */
  68420. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  68421. /**
  68422. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  68423. * @param otherVector vector to devide with
  68424. * @param result vector to store the result
  68425. * @returns the current Vector4.
  68426. */
  68427. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68428. /**
  68429. * Divides the current Vector3 coordinates by the given ones.
  68430. * @param otherVector vector to devide with
  68431. * @returns the updated Vector3.
  68432. */
  68433. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  68434. /**
  68435. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  68436. * @param other defines the second operand
  68437. * @returns the current updated Vector4
  68438. */
  68439. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  68440. /**
  68441. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  68442. * @param other defines the second operand
  68443. * @returns the current updated Vector4
  68444. */
  68445. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  68446. /**
  68447. * Gets a new Vector4 from current Vector4 floored values
  68448. * @returns a new Vector4
  68449. */
  68450. floor(): Vector4;
  68451. /**
  68452. * Gets a new Vector4 from current Vector3 floored values
  68453. * @returns a new Vector4
  68454. */
  68455. fract(): Vector4;
  68456. /**
  68457. * Returns the Vector4 length (float).
  68458. * @returns the length
  68459. */
  68460. length(): number;
  68461. /**
  68462. * Returns the Vector4 squared length (float).
  68463. * @returns the length squared
  68464. */
  68465. lengthSquared(): number;
  68466. /**
  68467. * Normalizes in place the Vector4.
  68468. * @returns the updated Vector4.
  68469. */
  68470. normalize(): Vector4;
  68471. /**
  68472. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  68473. * @returns this converted to a new vector3
  68474. */
  68475. toVector3(): Vector3;
  68476. /**
  68477. * Returns a new Vector4 copied from the current one.
  68478. * @returns the new cloned vector
  68479. */
  68480. clone(): Vector4;
  68481. /**
  68482. * Updates the current Vector4 with the given one coordinates.
  68483. * @param source the source vector to copy from
  68484. * @returns the updated Vector4.
  68485. */
  68486. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  68487. /**
  68488. * Updates the current Vector4 coordinates with the given floats.
  68489. * @param x float to copy from
  68490. * @param y float to copy from
  68491. * @param z float to copy from
  68492. * @param w float to copy from
  68493. * @returns the updated Vector4.
  68494. */
  68495. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  68496. /**
  68497. * Updates the current Vector4 coordinates with the given floats.
  68498. * @param x float to set from
  68499. * @param y float to set from
  68500. * @param z float to set from
  68501. * @param w float to set from
  68502. * @returns the updated Vector4.
  68503. */
  68504. set(x: number, y: number, z: number, w: number): Vector4;
  68505. /**
  68506. * Copies the given float to the current Vector3 coordinates
  68507. * @param v defines the x, y, z and w coordinates of the operand
  68508. * @returns the current updated Vector3
  68509. */
  68510. setAll(v: number): Vector4;
  68511. /**
  68512. * Returns a new Vector4 set from the starting index of the given array.
  68513. * @param array the array to pull values from
  68514. * @param offset the offset into the array to start at
  68515. * @returns the new vector
  68516. */
  68517. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  68518. /**
  68519. * Updates the given vector "result" from the starting index of the given array.
  68520. * @param array the array to pull values from
  68521. * @param offset the offset into the array to start at
  68522. * @param result the vector to store the result in
  68523. */
  68524. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  68525. /**
  68526. * Updates the given vector "result" from the starting index of the given Float32Array.
  68527. * @param array the array to pull values from
  68528. * @param offset the offset into the array to start at
  68529. * @param result the vector to store the result in
  68530. */
  68531. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  68532. /**
  68533. * Updates the given vector "result" coordinates from the given floats.
  68534. * @param x float to set from
  68535. * @param y float to set from
  68536. * @param z float to set from
  68537. * @param w float to set from
  68538. * @param result the vector to the floats in
  68539. */
  68540. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  68541. /**
  68542. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  68543. * @returns the new vector
  68544. */
  68545. static Zero(): Vector4;
  68546. /**
  68547. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  68548. * @returns the new vector
  68549. */
  68550. static One(): Vector4;
  68551. /**
  68552. * Returns a new normalized Vector4 from the given one.
  68553. * @param vector the vector to normalize
  68554. * @returns the vector
  68555. */
  68556. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  68557. /**
  68558. * Updates the given vector "result" from the normalization of the given one.
  68559. * @param vector the vector to normalize
  68560. * @param result the vector to store the result in
  68561. */
  68562. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  68563. /**
  68564. * Returns a vector with the minimum values from the left and right vectors
  68565. * @param left left vector to minimize
  68566. * @param right right vector to minimize
  68567. * @returns a new vector with the minimum of the left and right vector values
  68568. */
  68569. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  68570. /**
  68571. * Returns a vector with the maximum values from the left and right vectors
  68572. * @param left left vector to maximize
  68573. * @param right right vector to maximize
  68574. * @returns a new vector with the maximum of the left and right vector values
  68575. */
  68576. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  68577. /**
  68578. * Returns the distance (float) between the vectors "value1" and "value2".
  68579. * @param value1 value to calulate the distance between
  68580. * @param value2 value to calulate the distance between
  68581. * @return the distance between the two vectors
  68582. */
  68583. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  68584. /**
  68585. * Returns the squared distance (float) between the vectors "value1" and "value2".
  68586. * @param value1 value to calulate the distance between
  68587. * @param value2 value to calulate the distance between
  68588. * @return the distance between the two vectors squared
  68589. */
  68590. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  68591. /**
  68592. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  68593. * @param value1 value to calulate the center between
  68594. * @param value2 value to calulate the center between
  68595. * @return the center between the two vectors
  68596. */
  68597. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  68598. /**
  68599. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  68600. * This methods computes transformed normalized direction vectors only.
  68601. * @param vector the vector to transform
  68602. * @param transformation the transformation matrix to apply
  68603. * @returns the new vector
  68604. */
  68605. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  68606. /**
  68607. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  68608. * This methods computes transformed normalized direction vectors only.
  68609. * @param vector the vector to transform
  68610. * @param transformation the transformation matrix to apply
  68611. * @param result the vector to store the result in
  68612. */
  68613. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  68614. /**
  68615. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  68616. * This methods computes transformed normalized direction vectors only.
  68617. * @param x value to transform
  68618. * @param y value to transform
  68619. * @param z value to transform
  68620. * @param w value to transform
  68621. * @param transformation the transformation matrix to apply
  68622. * @param result the vector to store the results in
  68623. */
  68624. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  68625. /**
  68626. * Creates a new Vector4 from a Vector3
  68627. * @param source defines the source data
  68628. * @param w defines the 4th component (default is 0)
  68629. * @returns a new Vector4
  68630. */
  68631. static FromVector3(source: Vector3, w?: number): Vector4;
  68632. }
  68633. /**
  68634. * Class used to store quaternion data
  68635. * @see https://en.wikipedia.org/wiki/Quaternion
  68636. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  68637. */
  68638. export class Quaternion {
  68639. /** defines the first component (0 by default) */
  68640. x: number;
  68641. /** defines the second component (0 by default) */
  68642. y: number;
  68643. /** defines the third component (0 by default) */
  68644. z: number;
  68645. /** defines the fourth component (1.0 by default) */
  68646. w: number;
  68647. /**
  68648. * Creates a new Quaternion from the given floats
  68649. * @param x defines the first component (0 by default)
  68650. * @param y defines the second component (0 by default)
  68651. * @param z defines the third component (0 by default)
  68652. * @param w defines the fourth component (1.0 by default)
  68653. */
  68654. constructor(
  68655. /** defines the first component (0 by default) */
  68656. x?: number,
  68657. /** defines the second component (0 by default) */
  68658. y?: number,
  68659. /** defines the third component (0 by default) */
  68660. z?: number,
  68661. /** defines the fourth component (1.0 by default) */
  68662. w?: number);
  68663. /**
  68664. * Gets a string representation for the current quaternion
  68665. * @returns a string with the Quaternion coordinates
  68666. */
  68667. toString(): string;
  68668. /**
  68669. * Gets the class name of the quaternion
  68670. * @returns the string "Quaternion"
  68671. */
  68672. getClassName(): string;
  68673. /**
  68674. * Gets a hash code for this quaternion
  68675. * @returns the quaternion hash code
  68676. */
  68677. getHashCode(): number;
  68678. /**
  68679. * Copy the quaternion to an array
  68680. * @returns a new array populated with 4 elements from the quaternion coordinates
  68681. */
  68682. asArray(): number[];
  68683. /**
  68684. * Check if two quaternions are equals
  68685. * @param otherQuaternion defines the second operand
  68686. * @return true if the current quaternion and the given one coordinates are strictly equals
  68687. */
  68688. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  68689. /**
  68690. * Clone the current quaternion
  68691. * @returns a new quaternion copied from the current one
  68692. */
  68693. clone(): Quaternion;
  68694. /**
  68695. * Copy a quaternion to the current one
  68696. * @param other defines the other quaternion
  68697. * @returns the updated current quaternion
  68698. */
  68699. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  68700. /**
  68701. * Updates the current quaternion with the given float coordinates
  68702. * @param x defines the x coordinate
  68703. * @param y defines the y coordinate
  68704. * @param z defines the z coordinate
  68705. * @param w defines the w coordinate
  68706. * @returns the updated current quaternion
  68707. */
  68708. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  68709. /**
  68710. * Updates the current quaternion from the given float coordinates
  68711. * @param x defines the x coordinate
  68712. * @param y defines the y coordinate
  68713. * @param z defines the z coordinate
  68714. * @param w defines the w coordinate
  68715. * @returns the updated current quaternion
  68716. */
  68717. set(x: number, y: number, z: number, w: number): Quaternion;
  68718. /**
  68719. * Adds two quaternions
  68720. * @param other defines the second operand
  68721. * @returns a new quaternion as the addition result of the given one and the current quaternion
  68722. */
  68723. add(other: DeepImmutable<Quaternion>): Quaternion;
  68724. /**
  68725. * Add a quaternion to the current one
  68726. * @param other defines the quaternion to add
  68727. * @returns the current quaternion
  68728. */
  68729. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  68730. /**
  68731. * Subtract two quaternions
  68732. * @param other defines the second operand
  68733. * @returns a new quaternion as the subtraction result of the given one from the current one
  68734. */
  68735. subtract(other: Quaternion): Quaternion;
  68736. /**
  68737. * Multiplies the current quaternion by a scale factor
  68738. * @param value defines the scale factor
  68739. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  68740. */
  68741. scale(value: number): Quaternion;
  68742. /**
  68743. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  68744. * @param scale defines the scale factor
  68745. * @param result defines the Quaternion object where to store the result
  68746. * @returns the unmodified current quaternion
  68747. */
  68748. scaleToRef(scale: number, result: Quaternion): Quaternion;
  68749. /**
  68750. * Multiplies in place the current quaternion by a scale factor
  68751. * @param value defines the scale factor
  68752. * @returns the current modified quaternion
  68753. */
  68754. scaleInPlace(value: number): Quaternion;
  68755. /**
  68756. * Scale the current quaternion values by a factor and add the result to a given quaternion
  68757. * @param scale defines the scale factor
  68758. * @param result defines the Quaternion object where to store the result
  68759. * @returns the unmodified current quaternion
  68760. */
  68761. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  68762. /**
  68763. * Multiplies two quaternions
  68764. * @param q1 defines the second operand
  68765. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  68766. */
  68767. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  68768. /**
  68769. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  68770. * @param q1 defines the second operand
  68771. * @param result defines the target quaternion
  68772. * @returns the current quaternion
  68773. */
  68774. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  68775. /**
  68776. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  68777. * @param q1 defines the second operand
  68778. * @returns the currentupdated quaternion
  68779. */
  68780. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  68781. /**
  68782. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  68783. * @param ref defines the target quaternion
  68784. * @returns the current quaternion
  68785. */
  68786. conjugateToRef(ref: Quaternion): Quaternion;
  68787. /**
  68788. * Conjugates in place (1-q) the current quaternion
  68789. * @returns the current updated quaternion
  68790. */
  68791. conjugateInPlace(): Quaternion;
  68792. /**
  68793. * Conjugates in place (1-q) the current quaternion
  68794. * @returns a new quaternion
  68795. */
  68796. conjugate(): Quaternion;
  68797. /**
  68798. * Gets length of current quaternion
  68799. * @returns the quaternion length (float)
  68800. */
  68801. length(): number;
  68802. /**
  68803. * Normalize in place the current quaternion
  68804. * @returns the current updated quaternion
  68805. */
  68806. normalize(): Quaternion;
  68807. /**
  68808. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  68809. * @param order is a reserved parameter and is ignore for now
  68810. * @returns a new Vector3 containing the Euler angles
  68811. */
  68812. toEulerAngles(order?: string): Vector3;
  68813. /**
  68814. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  68815. * @param result defines the vector which will be filled with the Euler angles
  68816. * @param order is a reserved parameter and is ignore for now
  68817. * @returns the current unchanged quaternion
  68818. */
  68819. toEulerAnglesToRef(result: Vector3): Quaternion;
  68820. /**
  68821. * Updates the given rotation matrix with the current quaternion values
  68822. * @param result defines the target matrix
  68823. * @returns the current unchanged quaternion
  68824. */
  68825. toRotationMatrix(result: Matrix): Quaternion;
  68826. /**
  68827. * Updates the current quaternion from the given rotation matrix values
  68828. * @param matrix defines the source matrix
  68829. * @returns the current updated quaternion
  68830. */
  68831. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  68832. /**
  68833. * Creates a new quaternion from a rotation matrix
  68834. * @param matrix defines the source matrix
  68835. * @returns a new quaternion created from the given rotation matrix values
  68836. */
  68837. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  68838. /**
  68839. * Updates the given quaternion with the given rotation matrix values
  68840. * @param matrix defines the source matrix
  68841. * @param result defines the target quaternion
  68842. */
  68843. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  68844. /**
  68845. * Returns the dot product (float) between the quaternions "left" and "right"
  68846. * @param left defines the left operand
  68847. * @param right defines the right operand
  68848. * @returns the dot product
  68849. */
  68850. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  68851. /**
  68852. * Checks if the two quaternions are close to each other
  68853. * @param quat0 defines the first quaternion to check
  68854. * @param quat1 defines the second quaternion to check
  68855. * @returns true if the two quaternions are close to each other
  68856. */
  68857. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  68858. /**
  68859. * Creates an empty quaternion
  68860. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  68861. */
  68862. static Zero(): Quaternion;
  68863. /**
  68864. * Inverse a given quaternion
  68865. * @param q defines the source quaternion
  68866. * @returns a new quaternion as the inverted current quaternion
  68867. */
  68868. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  68869. /**
  68870. * Inverse a given quaternion
  68871. * @param q defines the source quaternion
  68872. * @param result the quaternion the result will be stored in
  68873. * @returns the result quaternion
  68874. */
  68875. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  68876. /**
  68877. * Creates an identity quaternion
  68878. * @returns the identity quaternion
  68879. */
  68880. static Identity(): Quaternion;
  68881. /**
  68882. * Gets a boolean indicating if the given quaternion is identity
  68883. * @param quaternion defines the quaternion to check
  68884. * @returns true if the quaternion is identity
  68885. */
  68886. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  68887. /**
  68888. * Creates a quaternion from a rotation around an axis
  68889. * @param axis defines the axis to use
  68890. * @param angle defines the angle to use
  68891. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  68892. */
  68893. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  68894. /**
  68895. * Creates a rotation around an axis and stores it into the given quaternion
  68896. * @param axis defines the axis to use
  68897. * @param angle defines the angle to use
  68898. * @param result defines the target quaternion
  68899. * @returns the target quaternion
  68900. */
  68901. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  68902. /**
  68903. * Creates a new quaternion from data stored into an array
  68904. * @param array defines the data source
  68905. * @param offset defines the offset in the source array where the data starts
  68906. * @returns a new quaternion
  68907. */
  68908. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  68909. /**
  68910. * Create a quaternion from Euler rotation angles
  68911. * @param x Pitch
  68912. * @param y Yaw
  68913. * @param z Roll
  68914. * @returns the new Quaternion
  68915. */
  68916. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  68917. /**
  68918. * Updates a quaternion from Euler rotation angles
  68919. * @param x Pitch
  68920. * @param y Yaw
  68921. * @param z Roll
  68922. * @param result the quaternion to store the result
  68923. * @returns the updated quaternion
  68924. */
  68925. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  68926. /**
  68927. * Create a quaternion from Euler rotation vector
  68928. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  68929. * @returns the new Quaternion
  68930. */
  68931. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  68932. /**
  68933. * Updates a quaternion from Euler rotation vector
  68934. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  68935. * @param result the quaternion to store the result
  68936. * @returns the updated quaternion
  68937. */
  68938. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  68939. /**
  68940. * Creates a new quaternion from the given Euler float angles (y, x, z)
  68941. * @param yaw defines the rotation around Y axis
  68942. * @param pitch defines the rotation around X axis
  68943. * @param roll defines the rotation around Z axis
  68944. * @returns the new quaternion
  68945. */
  68946. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  68947. /**
  68948. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  68949. * @param yaw defines the rotation around Y axis
  68950. * @param pitch defines the rotation around X axis
  68951. * @param roll defines the rotation around Z axis
  68952. * @param result defines the target quaternion
  68953. */
  68954. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  68955. /**
  68956. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  68957. * @param alpha defines the rotation around first axis
  68958. * @param beta defines the rotation around second axis
  68959. * @param gamma defines the rotation around third axis
  68960. * @returns the new quaternion
  68961. */
  68962. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  68963. /**
  68964. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  68965. * @param alpha defines the rotation around first axis
  68966. * @param beta defines the rotation around second axis
  68967. * @param gamma defines the rotation around third axis
  68968. * @param result defines the target quaternion
  68969. */
  68970. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  68971. /**
  68972. * 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)
  68973. * @param axis1 defines the first axis
  68974. * @param axis2 defines the second axis
  68975. * @param axis3 defines the third axis
  68976. * @returns the new quaternion
  68977. */
  68978. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  68979. /**
  68980. * 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
  68981. * @param axis1 defines the first axis
  68982. * @param axis2 defines the second axis
  68983. * @param axis3 defines the third axis
  68984. * @param ref defines the target quaternion
  68985. */
  68986. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  68987. /**
  68988. * Interpolates between two quaternions
  68989. * @param left defines first quaternion
  68990. * @param right defines second quaternion
  68991. * @param amount defines the gradient to use
  68992. * @returns the new interpolated quaternion
  68993. */
  68994. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  68995. /**
  68996. * Interpolates between two quaternions and stores it into a target quaternion
  68997. * @param left defines first quaternion
  68998. * @param right defines second quaternion
  68999. * @param amount defines the gradient to use
  69000. * @param result defines the target quaternion
  69001. */
  69002. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  69003. /**
  69004. * Interpolate between two quaternions using Hermite interpolation
  69005. * @param value1 defines first quaternion
  69006. * @param tangent1 defines the incoming tangent
  69007. * @param value2 defines second quaternion
  69008. * @param tangent2 defines the outgoing tangent
  69009. * @param amount defines the target quaternion
  69010. * @returns the new interpolated quaternion
  69011. */
  69012. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  69013. }
  69014. /**
  69015. * Class used to store matrix data (4x4)
  69016. */
  69017. export class Matrix {
  69018. private static _updateFlagSeed;
  69019. private static _identityReadOnly;
  69020. private _isIdentity;
  69021. private _isIdentityDirty;
  69022. private _isIdentity3x2;
  69023. private _isIdentity3x2Dirty;
  69024. /**
  69025. * Gets the update flag of the matrix which is an unique number for the matrix.
  69026. * It will be incremented every time the matrix data change.
  69027. * You can use it to speed the comparison between two versions of the same matrix.
  69028. */
  69029. updateFlag: number;
  69030. private readonly _m;
  69031. /**
  69032. * Gets the internal data of the matrix
  69033. */
  69034. readonly m: DeepImmutable<Float32Array>;
  69035. /** @hidden */
  69036. _markAsUpdated(): void;
  69037. /** @hidden */
  69038. private _updateIdentityStatus;
  69039. /**
  69040. * Creates an empty matrix (filled with zeros)
  69041. */
  69042. constructor();
  69043. /**
  69044. * Check if the current matrix is identity
  69045. * @returns true is the matrix is the identity matrix
  69046. */
  69047. isIdentity(): boolean;
  69048. /**
  69049. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  69050. * @returns true is the matrix is the identity matrix
  69051. */
  69052. isIdentityAs3x2(): boolean;
  69053. /**
  69054. * Gets the determinant of the matrix
  69055. * @returns the matrix determinant
  69056. */
  69057. determinant(): number;
  69058. /**
  69059. * Returns the matrix as a Float32Array
  69060. * @returns the matrix underlying array
  69061. */
  69062. toArray(): DeepImmutable<Float32Array>;
  69063. /**
  69064. * Returns the matrix as a Float32Array
  69065. * @returns the matrix underlying array.
  69066. */
  69067. asArray(): DeepImmutable<Float32Array>;
  69068. /**
  69069. * Inverts the current matrix in place
  69070. * @returns the current inverted matrix
  69071. */
  69072. invert(): Matrix;
  69073. /**
  69074. * Sets all the matrix elements to zero
  69075. * @returns the current matrix
  69076. */
  69077. reset(): Matrix;
  69078. /**
  69079. * Adds the current matrix with a second one
  69080. * @param other defines the matrix to add
  69081. * @returns a new matrix as the addition of the current matrix and the given one
  69082. */
  69083. add(other: DeepImmutable<Matrix>): Matrix;
  69084. /**
  69085. * Sets the given matrix "result" to the addition of the current matrix and the given one
  69086. * @param other defines the matrix to add
  69087. * @param result defines the target matrix
  69088. * @returns the current matrix
  69089. */
  69090. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  69091. /**
  69092. * Adds in place the given matrix to the current matrix
  69093. * @param other defines the second operand
  69094. * @returns the current updated matrix
  69095. */
  69096. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  69097. /**
  69098. * Sets the given matrix to the current inverted Matrix
  69099. * @param other defines the target matrix
  69100. * @returns the unmodified current matrix
  69101. */
  69102. invertToRef(other: Matrix): Matrix;
  69103. /**
  69104. * add a value at the specified position in the current Matrix
  69105. * @param index the index of the value within the matrix. between 0 and 15.
  69106. * @param value the value to be added
  69107. * @returns the current updated matrix
  69108. */
  69109. addAtIndex(index: number, value: number): Matrix;
  69110. /**
  69111. * mutiply the specified position in the current Matrix by a value
  69112. * @param index the index of the value within the matrix. between 0 and 15.
  69113. * @param value the value to be added
  69114. * @returns the current updated matrix
  69115. */
  69116. multiplyAtIndex(index: number, value: number): Matrix;
  69117. /**
  69118. * Inserts the translation vector (using 3 floats) in the current matrix
  69119. * @param x defines the 1st component of the translation
  69120. * @param y defines the 2nd component of the translation
  69121. * @param z defines the 3rd component of the translation
  69122. * @returns the current updated matrix
  69123. */
  69124. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  69125. /**
  69126. * Adds the translation vector (using 3 floats) in the current matrix
  69127. * @param x defines the 1st component of the translation
  69128. * @param y defines the 2nd component of the translation
  69129. * @param z defines the 3rd component of the translation
  69130. * @returns the current updated matrix
  69131. */
  69132. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  69133. /**
  69134. * Inserts the translation vector in the current matrix
  69135. * @param vector3 defines the translation to insert
  69136. * @returns the current updated matrix
  69137. */
  69138. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  69139. /**
  69140. * Gets the translation value of the current matrix
  69141. * @returns a new Vector3 as the extracted translation from the matrix
  69142. */
  69143. getTranslation(): Vector3;
  69144. /**
  69145. * Fill a Vector3 with the extracted translation from the matrix
  69146. * @param result defines the Vector3 where to store the translation
  69147. * @returns the current matrix
  69148. */
  69149. getTranslationToRef(result: Vector3): Matrix;
  69150. /**
  69151. * Remove rotation and scaling part from the matrix
  69152. * @returns the updated matrix
  69153. */
  69154. removeRotationAndScaling(): Matrix;
  69155. /**
  69156. * Multiply two matrices
  69157. * @param other defines the second operand
  69158. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  69159. */
  69160. multiply(other: DeepImmutable<Matrix>): Matrix;
  69161. /**
  69162. * Copy the current matrix from the given one
  69163. * @param other defines the source matrix
  69164. * @returns the current updated matrix
  69165. */
  69166. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  69167. /**
  69168. * Populates the given array from the starting index with the current matrix values
  69169. * @param array defines the target array
  69170. * @param offset defines the offset in the target array where to start storing values
  69171. * @returns the current matrix
  69172. */
  69173. copyToArray(array: Float32Array, offset?: number): Matrix;
  69174. /**
  69175. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  69176. * @param other defines the second operand
  69177. * @param result defines the matrix where to store the multiplication
  69178. * @returns the current matrix
  69179. */
  69180. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  69181. /**
  69182. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  69183. * @param other defines the second operand
  69184. * @param result defines the array where to store the multiplication
  69185. * @param offset defines the offset in the target array where to start storing values
  69186. * @returns the current matrix
  69187. */
  69188. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  69189. /**
  69190. * Check equality between this matrix and a second one
  69191. * @param value defines the second matrix to compare
  69192. * @returns true is the current matrix and the given one values are strictly equal
  69193. */
  69194. equals(value: DeepImmutable<Matrix>): boolean;
  69195. /**
  69196. * Clone the current matrix
  69197. * @returns a new matrix from the current matrix
  69198. */
  69199. clone(): Matrix;
  69200. /**
  69201. * Returns the name of the current matrix class
  69202. * @returns the string "Matrix"
  69203. */
  69204. getClassName(): string;
  69205. /**
  69206. * Gets the hash code of the current matrix
  69207. * @returns the hash code
  69208. */
  69209. getHashCode(): number;
  69210. /**
  69211. * Decomposes the current Matrix into a translation, rotation and scaling components
  69212. * @param scale defines the scale vector3 given as a reference to update
  69213. * @param rotation defines the rotation quaternion given as a reference to update
  69214. * @param translation defines the translation vector3 given as a reference to update
  69215. * @returns true if operation was successful
  69216. */
  69217. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  69218. /**
  69219. * Gets specific row of the matrix
  69220. * @param index defines the number of the row to get
  69221. * @returns the index-th row of the current matrix as a new Vector4
  69222. */
  69223. getRow(index: number): Nullable<Vector4>;
  69224. /**
  69225. * Sets the index-th row of the current matrix to the vector4 values
  69226. * @param index defines the number of the row to set
  69227. * @param row defines the target vector4
  69228. * @returns the updated current matrix
  69229. */
  69230. setRow(index: number, row: Vector4): Matrix;
  69231. /**
  69232. * Compute the transpose of the matrix
  69233. * @returns the new transposed matrix
  69234. */
  69235. transpose(): Matrix;
  69236. /**
  69237. * Compute the transpose of the matrix and store it in a given matrix
  69238. * @param result defines the target matrix
  69239. * @returns the current matrix
  69240. */
  69241. transposeToRef(result: Matrix): Matrix;
  69242. /**
  69243. * Sets the index-th row of the current matrix with the given 4 x float values
  69244. * @param index defines the row index
  69245. * @param x defines the x component to set
  69246. * @param y defines the y component to set
  69247. * @param z defines the z component to set
  69248. * @param w defines the w component to set
  69249. * @returns the updated current matrix
  69250. */
  69251. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  69252. /**
  69253. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  69254. * @param scale defines the scale factor
  69255. * @returns a new matrix
  69256. */
  69257. scale(scale: number): Matrix;
  69258. /**
  69259. * Scale the current matrix values by a factor to a given result matrix
  69260. * @param scale defines the scale factor
  69261. * @param result defines the matrix to store the result
  69262. * @returns the current matrix
  69263. */
  69264. scaleToRef(scale: number, result: Matrix): Matrix;
  69265. /**
  69266. * Scale the current matrix values by a factor and add the result to a given matrix
  69267. * @param scale defines the scale factor
  69268. * @param result defines the Matrix to store the result
  69269. * @returns the current matrix
  69270. */
  69271. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  69272. /**
  69273. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  69274. * @param ref matrix to store the result
  69275. */
  69276. toNormalMatrix(ref: Matrix): void;
  69277. /**
  69278. * Gets only rotation part of the current matrix
  69279. * @returns a new matrix sets to the extracted rotation matrix from the current one
  69280. */
  69281. getRotationMatrix(): Matrix;
  69282. /**
  69283. * Extracts the rotation matrix from the current one and sets it as the given "result"
  69284. * @param result defines the target matrix to store data to
  69285. * @returns the current matrix
  69286. */
  69287. getRotationMatrixToRef(result: Matrix): Matrix;
  69288. /**
  69289. * Toggles model matrix from being right handed to left handed in place and vice versa
  69290. */
  69291. toggleModelMatrixHandInPlace(): void;
  69292. /**
  69293. * Toggles projection matrix from being right handed to left handed in place and vice versa
  69294. */
  69295. toggleProjectionMatrixHandInPlace(): void;
  69296. /**
  69297. * Creates a matrix from an array
  69298. * @param array defines the source array
  69299. * @param offset defines an offset in the source array
  69300. * @returns a new Matrix set from the starting index of the given array
  69301. */
  69302. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  69303. /**
  69304. * Copy the content of an array into a given matrix
  69305. * @param array defines the source array
  69306. * @param offset defines an offset in the source array
  69307. * @param result defines the target matrix
  69308. */
  69309. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  69310. /**
  69311. * Stores an array into a matrix after having multiplied each component by a given factor
  69312. * @param array defines the source array
  69313. * @param offset defines the offset in the source array
  69314. * @param scale defines the scaling factor
  69315. * @param result defines the target matrix
  69316. */
  69317. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  69318. /**
  69319. * Gets an identity matrix that must not be updated
  69320. */
  69321. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  69322. /**
  69323. * Stores a list of values (16) inside a given matrix
  69324. * @param initialM11 defines 1st value of 1st row
  69325. * @param initialM12 defines 2nd value of 1st row
  69326. * @param initialM13 defines 3rd value of 1st row
  69327. * @param initialM14 defines 4th value of 1st row
  69328. * @param initialM21 defines 1st value of 2nd row
  69329. * @param initialM22 defines 2nd value of 2nd row
  69330. * @param initialM23 defines 3rd value of 2nd row
  69331. * @param initialM24 defines 4th value of 2nd row
  69332. * @param initialM31 defines 1st value of 3rd row
  69333. * @param initialM32 defines 2nd value of 3rd row
  69334. * @param initialM33 defines 3rd value of 3rd row
  69335. * @param initialM34 defines 4th value of 3rd row
  69336. * @param initialM41 defines 1st value of 4th row
  69337. * @param initialM42 defines 2nd value of 4th row
  69338. * @param initialM43 defines 3rd value of 4th row
  69339. * @param initialM44 defines 4th value of 4th row
  69340. * @param result defines the target matrix
  69341. */
  69342. 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;
  69343. /**
  69344. * Creates new matrix from a list of values (16)
  69345. * @param initialM11 defines 1st value of 1st row
  69346. * @param initialM12 defines 2nd value of 1st row
  69347. * @param initialM13 defines 3rd value of 1st row
  69348. * @param initialM14 defines 4th value of 1st row
  69349. * @param initialM21 defines 1st value of 2nd row
  69350. * @param initialM22 defines 2nd value of 2nd row
  69351. * @param initialM23 defines 3rd value of 2nd row
  69352. * @param initialM24 defines 4th value of 2nd row
  69353. * @param initialM31 defines 1st value of 3rd row
  69354. * @param initialM32 defines 2nd value of 3rd row
  69355. * @param initialM33 defines 3rd value of 3rd row
  69356. * @param initialM34 defines 4th value of 3rd row
  69357. * @param initialM41 defines 1st value of 4th row
  69358. * @param initialM42 defines 2nd value of 4th row
  69359. * @param initialM43 defines 3rd value of 4th row
  69360. * @param initialM44 defines 4th value of 4th row
  69361. * @returns the new matrix
  69362. */
  69363. 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;
  69364. /**
  69365. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  69366. * @param scale defines the scale vector3
  69367. * @param rotation defines the rotation quaternion
  69368. * @param translation defines the translation vector3
  69369. * @returns a new matrix
  69370. */
  69371. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  69372. /**
  69373. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  69374. * @param scale defines the scale vector3
  69375. * @param rotation defines the rotation quaternion
  69376. * @param translation defines the translation vector3
  69377. * @param result defines the target matrix
  69378. */
  69379. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  69380. /**
  69381. * Creates a new identity matrix
  69382. * @returns a new identity matrix
  69383. */
  69384. static Identity(): Matrix;
  69385. /**
  69386. * Creates a new identity matrix and stores the result in a given matrix
  69387. * @param result defines the target matrix
  69388. */
  69389. static IdentityToRef(result: Matrix): void;
  69390. /**
  69391. * Creates a new zero matrix
  69392. * @returns a new zero matrix
  69393. */
  69394. static Zero(): Matrix;
  69395. /**
  69396. * Creates a new rotation matrix for "angle" radians around the X axis
  69397. * @param angle defines the angle (in radians) to use
  69398. * @return the new matrix
  69399. */
  69400. static RotationX(angle: number): Matrix;
  69401. /**
  69402. * Creates a new matrix as the invert of a given matrix
  69403. * @param source defines the source matrix
  69404. * @returns the new matrix
  69405. */
  69406. static Invert(source: DeepImmutable<Matrix>): Matrix;
  69407. /**
  69408. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  69409. * @param angle defines the angle (in radians) to use
  69410. * @param result defines the target matrix
  69411. */
  69412. static RotationXToRef(angle: number, result: Matrix): void;
  69413. /**
  69414. * Creates a new rotation matrix for "angle" radians around the Y axis
  69415. * @param angle defines the angle (in radians) to use
  69416. * @return the new matrix
  69417. */
  69418. static RotationY(angle: number): Matrix;
  69419. /**
  69420. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  69421. * @param angle defines the angle (in radians) to use
  69422. * @param result defines the target matrix
  69423. */
  69424. static RotationYToRef(angle: number, result: Matrix): void;
  69425. /**
  69426. * Creates a new rotation matrix for "angle" radians around the Z axis
  69427. * @param angle defines the angle (in radians) to use
  69428. * @return the new matrix
  69429. */
  69430. static RotationZ(angle: number): Matrix;
  69431. /**
  69432. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  69433. * @param angle defines the angle (in radians) to use
  69434. * @param result defines the target matrix
  69435. */
  69436. static RotationZToRef(angle: number, result: Matrix): void;
  69437. /**
  69438. * Creates a new rotation matrix for "angle" radians around the given axis
  69439. * @param axis defines the axis to use
  69440. * @param angle defines the angle (in radians) to use
  69441. * @return the new matrix
  69442. */
  69443. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  69444. /**
  69445. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  69446. * @param axis defines the axis to use
  69447. * @param angle defines the angle (in radians) to use
  69448. * @param result defines the target matrix
  69449. */
  69450. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  69451. /**
  69452. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  69453. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  69454. * @param from defines the vector to align
  69455. * @param to defines the vector to align to
  69456. * @param result defines the target matrix
  69457. */
  69458. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  69459. /**
  69460. * Creates a rotation matrix
  69461. * @param yaw defines the yaw angle in radians (Y axis)
  69462. * @param pitch defines the pitch angle in radians (X axis)
  69463. * @param roll defines the roll angle in radians (X axis)
  69464. * @returns the new rotation matrix
  69465. */
  69466. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  69467. /**
  69468. * Creates a rotation matrix and stores it in a given matrix
  69469. * @param yaw defines the yaw angle in radians (Y axis)
  69470. * @param pitch defines the pitch angle in radians (X axis)
  69471. * @param roll defines the roll angle in radians (X axis)
  69472. * @param result defines the target matrix
  69473. */
  69474. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  69475. /**
  69476. * Creates a scaling matrix
  69477. * @param x defines the scale factor on X axis
  69478. * @param y defines the scale factor on Y axis
  69479. * @param z defines the scale factor on Z axis
  69480. * @returns the new matrix
  69481. */
  69482. static Scaling(x: number, y: number, z: number): Matrix;
  69483. /**
  69484. * Creates a scaling matrix and stores it in a given matrix
  69485. * @param x defines the scale factor on X axis
  69486. * @param y defines the scale factor on Y axis
  69487. * @param z defines the scale factor on Z axis
  69488. * @param result defines the target matrix
  69489. */
  69490. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  69491. /**
  69492. * Creates a translation matrix
  69493. * @param x defines the translation on X axis
  69494. * @param y defines the translation on Y axis
  69495. * @param z defines the translationon Z axis
  69496. * @returns the new matrix
  69497. */
  69498. static Translation(x: number, y: number, z: number): Matrix;
  69499. /**
  69500. * Creates a translation matrix and stores it in a given matrix
  69501. * @param x defines the translation on X axis
  69502. * @param y defines the translation on Y axis
  69503. * @param z defines the translationon Z axis
  69504. * @param result defines the target matrix
  69505. */
  69506. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  69507. /**
  69508. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  69509. * @param startValue defines the start value
  69510. * @param endValue defines the end value
  69511. * @param gradient defines the gradient factor
  69512. * @returns the new matrix
  69513. */
  69514. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  69515. /**
  69516. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  69517. * @param startValue defines the start value
  69518. * @param endValue defines the end value
  69519. * @param gradient defines the gradient factor
  69520. * @param result defines the Matrix object where to store data
  69521. */
  69522. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  69523. /**
  69524. * Builds a new matrix whose values are computed by:
  69525. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  69526. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  69527. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  69528. * @param startValue defines the first matrix
  69529. * @param endValue defines the second matrix
  69530. * @param gradient defines the gradient between the two matrices
  69531. * @returns the new matrix
  69532. */
  69533. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  69534. /**
  69535. * Update a matrix to values which are computed by:
  69536. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  69537. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  69538. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  69539. * @param startValue defines the first matrix
  69540. * @param endValue defines the second matrix
  69541. * @param gradient defines the gradient between the two matrices
  69542. * @param result defines the target matrix
  69543. */
  69544. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  69545. /**
  69546. * 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"
  69547. * This function works in left handed mode
  69548. * @param eye defines the final position of the entity
  69549. * @param target defines where the entity should look at
  69550. * @param up defines the up vector for the entity
  69551. * @returns the new matrix
  69552. */
  69553. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  69554. /**
  69555. * 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".
  69556. * This function works in left handed mode
  69557. * @param eye defines the final position of the entity
  69558. * @param target defines where the entity should look at
  69559. * @param up defines the up vector for the entity
  69560. * @param result defines the target matrix
  69561. */
  69562. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  69563. /**
  69564. * 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"
  69565. * This function works in right handed mode
  69566. * @param eye defines the final position of the entity
  69567. * @param target defines where the entity should look at
  69568. * @param up defines the up vector for the entity
  69569. * @returns the new matrix
  69570. */
  69571. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  69572. /**
  69573. * 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".
  69574. * This function works in right handed mode
  69575. * @param eye defines the final position of the entity
  69576. * @param target defines where the entity should look at
  69577. * @param up defines the up vector for the entity
  69578. * @param result defines the target matrix
  69579. */
  69580. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  69581. /**
  69582. * Create a left-handed orthographic projection matrix
  69583. * @param width defines the viewport width
  69584. * @param height defines the viewport height
  69585. * @param znear defines the near clip plane
  69586. * @param zfar defines the far clip plane
  69587. * @returns a new matrix as a left-handed orthographic projection matrix
  69588. */
  69589. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  69590. /**
  69591. * Store a left-handed orthographic projection to a given matrix
  69592. * @param width defines the viewport width
  69593. * @param height defines the viewport height
  69594. * @param znear defines the near clip plane
  69595. * @param zfar defines the far clip plane
  69596. * @param result defines the target matrix
  69597. */
  69598. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  69599. /**
  69600. * Create a left-handed orthographic projection matrix
  69601. * @param left defines the viewport left coordinate
  69602. * @param right defines the viewport right coordinate
  69603. * @param bottom defines the viewport bottom coordinate
  69604. * @param top defines the viewport top coordinate
  69605. * @param znear defines the near clip plane
  69606. * @param zfar defines the far clip plane
  69607. * @returns a new matrix as a left-handed orthographic projection matrix
  69608. */
  69609. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  69610. /**
  69611. * Stores a left-handed orthographic projection into a given matrix
  69612. * @param left defines the viewport left coordinate
  69613. * @param right defines the viewport right coordinate
  69614. * @param bottom defines the viewport bottom coordinate
  69615. * @param top defines the viewport top coordinate
  69616. * @param znear defines the near clip plane
  69617. * @param zfar defines the far clip plane
  69618. * @param result defines the target matrix
  69619. */
  69620. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  69621. /**
  69622. * Creates a right-handed orthographic projection matrix
  69623. * @param left defines the viewport left coordinate
  69624. * @param right defines the viewport right coordinate
  69625. * @param bottom defines the viewport bottom coordinate
  69626. * @param top defines the viewport top coordinate
  69627. * @param znear defines the near clip plane
  69628. * @param zfar defines the far clip plane
  69629. * @returns a new matrix as a right-handed orthographic projection matrix
  69630. */
  69631. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  69632. /**
  69633. * Stores a right-handed orthographic projection into a given matrix
  69634. * @param left defines the viewport left coordinate
  69635. * @param right defines the viewport right coordinate
  69636. * @param bottom defines the viewport bottom coordinate
  69637. * @param top defines the viewport top coordinate
  69638. * @param znear defines the near clip plane
  69639. * @param zfar defines the far clip plane
  69640. * @param result defines the target matrix
  69641. */
  69642. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  69643. /**
  69644. * Creates a left-handed perspective projection matrix
  69645. * @param width defines the viewport width
  69646. * @param height defines the viewport height
  69647. * @param znear defines the near clip plane
  69648. * @param zfar defines the far clip plane
  69649. * @returns a new matrix as a left-handed perspective projection matrix
  69650. */
  69651. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  69652. /**
  69653. * Creates a left-handed perspective projection matrix
  69654. * @param fov defines the horizontal field of view
  69655. * @param aspect defines the aspect ratio
  69656. * @param znear defines the near clip plane
  69657. * @param zfar defines the far clip plane
  69658. * @returns a new matrix as a left-handed perspective projection matrix
  69659. */
  69660. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  69661. /**
  69662. * Stores a left-handed perspective projection into a given matrix
  69663. * @param fov defines the horizontal field of view
  69664. * @param aspect defines the aspect ratio
  69665. * @param znear defines the near clip plane
  69666. * @param zfar defines the far clip plane
  69667. * @param result defines the target matrix
  69668. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  69669. */
  69670. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  69671. /**
  69672. * Creates a right-handed perspective projection matrix
  69673. * @param fov defines the horizontal field of view
  69674. * @param aspect defines the aspect ratio
  69675. * @param znear defines the near clip plane
  69676. * @param zfar defines the far clip plane
  69677. * @returns a new matrix as a right-handed perspective projection matrix
  69678. */
  69679. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  69680. /**
  69681. * Stores a right-handed perspective projection into a given matrix
  69682. * @param fov defines the horizontal field of view
  69683. * @param aspect defines the aspect ratio
  69684. * @param znear defines the near clip plane
  69685. * @param zfar defines the far clip plane
  69686. * @param result defines the target matrix
  69687. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  69688. */
  69689. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  69690. /**
  69691. * Stores a perspective projection for WebVR info a given matrix
  69692. * @param fov defines the field of view
  69693. * @param znear defines the near clip plane
  69694. * @param zfar defines the far clip plane
  69695. * @param result defines the target matrix
  69696. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  69697. */
  69698. static PerspectiveFovWebVRToRef(fov: {
  69699. upDegrees: number;
  69700. downDegrees: number;
  69701. leftDegrees: number;
  69702. rightDegrees: number;
  69703. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  69704. /**
  69705. * Computes a complete transformation matrix
  69706. * @param viewport defines the viewport to use
  69707. * @param world defines the world matrix
  69708. * @param view defines the view matrix
  69709. * @param projection defines the projection matrix
  69710. * @param zmin defines the near clip plane
  69711. * @param zmax defines the far clip plane
  69712. * @returns the transformation matrix
  69713. */
  69714. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  69715. /**
  69716. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  69717. * @param matrix defines the matrix to use
  69718. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  69719. */
  69720. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  69721. /**
  69722. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  69723. * @param matrix defines the matrix to use
  69724. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  69725. */
  69726. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  69727. /**
  69728. * Compute the transpose of a given matrix
  69729. * @param matrix defines the matrix to transpose
  69730. * @returns the new matrix
  69731. */
  69732. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  69733. /**
  69734. * Compute the transpose of a matrix and store it in a target matrix
  69735. * @param matrix defines the matrix to transpose
  69736. * @param result defines the target matrix
  69737. */
  69738. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  69739. /**
  69740. * Computes a reflection matrix from a plane
  69741. * @param plane defines the reflection plane
  69742. * @returns a new matrix
  69743. */
  69744. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  69745. /**
  69746. * Computes a reflection matrix from a plane
  69747. * @param plane defines the reflection plane
  69748. * @param result defines the target matrix
  69749. */
  69750. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  69751. /**
  69752. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  69753. * @param xaxis defines the value of the 1st axis
  69754. * @param yaxis defines the value of the 2nd axis
  69755. * @param zaxis defines the value of the 3rd axis
  69756. * @param result defines the target matrix
  69757. */
  69758. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  69759. /**
  69760. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  69761. * @param quat defines the quaternion to use
  69762. * @param result defines the target matrix
  69763. */
  69764. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  69765. }
  69766. /**
  69767. * @hidden
  69768. */
  69769. export class TmpVectors {
  69770. static Vector2: Vector2[];
  69771. static Vector3: Vector3[];
  69772. static Vector4: Vector4[];
  69773. static Quaternion: Quaternion[];
  69774. static Matrix: Matrix[];
  69775. }
  69776. }
  69777. declare module BABYLON {
  69778. /** Defines the cross module used constants to avoid circular dependncies */
  69779. export class Constants {
  69780. /** Defines that alpha blending is disabled */
  69781. static readonly ALPHA_DISABLE: number;
  69782. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  69783. static readonly ALPHA_ADD: number;
  69784. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  69785. static readonly ALPHA_COMBINE: number;
  69786. /** Defines that alpha blending to DEST - SRC * DEST */
  69787. static readonly ALPHA_SUBTRACT: number;
  69788. /** Defines that alpha blending to SRC * DEST */
  69789. static readonly ALPHA_MULTIPLY: number;
  69790. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  69791. static readonly ALPHA_MAXIMIZED: number;
  69792. /** Defines that alpha blending to SRC + DEST */
  69793. static readonly ALPHA_ONEONE: number;
  69794. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  69795. static readonly ALPHA_PREMULTIPLIED: number;
  69796. /**
  69797. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  69798. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  69799. */
  69800. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  69801. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  69802. static readonly ALPHA_INTERPOLATE: number;
  69803. /**
  69804. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  69805. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  69806. */
  69807. static readonly ALPHA_SCREENMODE: number;
  69808. /** Defines that the ressource is not delayed*/
  69809. static readonly DELAYLOADSTATE_NONE: number;
  69810. /** Defines that the ressource was successfully delay loaded */
  69811. static readonly DELAYLOADSTATE_LOADED: number;
  69812. /** Defines that the ressource is currently delay loading */
  69813. static readonly DELAYLOADSTATE_LOADING: number;
  69814. /** Defines that the ressource is delayed and has not started loading */
  69815. static readonly DELAYLOADSTATE_NOTLOADED: number;
  69816. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  69817. static readonly NEVER: number;
  69818. /** 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 */
  69819. static readonly ALWAYS: number;
  69820. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  69821. static readonly LESS: number;
  69822. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  69823. static readonly EQUAL: number;
  69824. /** 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 */
  69825. static readonly LEQUAL: number;
  69826. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  69827. static readonly GREATER: number;
  69828. /** 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 */
  69829. static readonly GEQUAL: number;
  69830. /** 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 */
  69831. static readonly NOTEQUAL: number;
  69832. /** Passed to stencilOperation to specify that stencil value must be kept */
  69833. static readonly KEEP: number;
  69834. /** Passed to stencilOperation to specify that stencil value must be replaced */
  69835. static readonly REPLACE: number;
  69836. /** Passed to stencilOperation to specify that stencil value must be incremented */
  69837. static readonly INCR: number;
  69838. /** Passed to stencilOperation to specify that stencil value must be decremented */
  69839. static readonly DECR: number;
  69840. /** Passed to stencilOperation to specify that stencil value must be inverted */
  69841. static readonly INVERT: number;
  69842. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  69843. static readonly INCR_WRAP: number;
  69844. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  69845. static readonly DECR_WRAP: number;
  69846. /** Texture is not repeating outside of 0..1 UVs */
  69847. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  69848. /** Texture is repeating outside of 0..1 UVs */
  69849. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  69850. /** Texture is repeating and mirrored */
  69851. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  69852. /** ALPHA */
  69853. static readonly TEXTUREFORMAT_ALPHA: number;
  69854. /** LUMINANCE */
  69855. static readonly TEXTUREFORMAT_LUMINANCE: number;
  69856. /** LUMINANCE_ALPHA */
  69857. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  69858. /** RGB */
  69859. static readonly TEXTUREFORMAT_RGB: number;
  69860. /** RGBA */
  69861. static readonly TEXTUREFORMAT_RGBA: number;
  69862. /** RED */
  69863. static readonly TEXTUREFORMAT_RED: number;
  69864. /** RED (2nd reference) */
  69865. static readonly TEXTUREFORMAT_R: number;
  69866. /** RG */
  69867. static readonly TEXTUREFORMAT_RG: number;
  69868. /** RED_INTEGER */
  69869. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  69870. /** RED_INTEGER (2nd reference) */
  69871. static readonly TEXTUREFORMAT_R_INTEGER: number;
  69872. /** RG_INTEGER */
  69873. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  69874. /** RGB_INTEGER */
  69875. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  69876. /** RGBA_INTEGER */
  69877. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  69878. /** UNSIGNED_BYTE */
  69879. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  69880. /** UNSIGNED_BYTE (2nd reference) */
  69881. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  69882. /** FLOAT */
  69883. static readonly TEXTURETYPE_FLOAT: number;
  69884. /** HALF_FLOAT */
  69885. static readonly TEXTURETYPE_HALF_FLOAT: number;
  69886. /** BYTE */
  69887. static readonly TEXTURETYPE_BYTE: number;
  69888. /** SHORT */
  69889. static readonly TEXTURETYPE_SHORT: number;
  69890. /** UNSIGNED_SHORT */
  69891. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  69892. /** INT */
  69893. static readonly TEXTURETYPE_INT: number;
  69894. /** UNSIGNED_INT */
  69895. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  69896. /** UNSIGNED_SHORT_4_4_4_4 */
  69897. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  69898. /** UNSIGNED_SHORT_5_5_5_1 */
  69899. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  69900. /** UNSIGNED_SHORT_5_6_5 */
  69901. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  69902. /** UNSIGNED_INT_2_10_10_10_REV */
  69903. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  69904. /** UNSIGNED_INT_24_8 */
  69905. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  69906. /** UNSIGNED_INT_10F_11F_11F_REV */
  69907. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  69908. /** UNSIGNED_INT_5_9_9_9_REV */
  69909. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  69910. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  69911. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  69912. /** nearest is mag = nearest and min = nearest and mip = linear */
  69913. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  69914. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69915. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  69916. /** Trilinear is mag = linear and min = linear and mip = linear */
  69917. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  69918. /** nearest is mag = nearest and min = nearest and mip = linear */
  69919. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  69920. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69921. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  69922. /** Trilinear is mag = linear and min = linear and mip = linear */
  69923. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  69924. /** mag = nearest and min = nearest and mip = nearest */
  69925. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  69926. /** mag = nearest and min = linear and mip = nearest */
  69927. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  69928. /** mag = nearest and min = linear and mip = linear */
  69929. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  69930. /** mag = nearest and min = linear and mip = none */
  69931. static readonly TEXTURE_NEAREST_LINEAR: number;
  69932. /** mag = nearest and min = nearest and mip = none */
  69933. static readonly TEXTURE_NEAREST_NEAREST: number;
  69934. /** mag = linear and min = nearest and mip = nearest */
  69935. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  69936. /** mag = linear and min = nearest and mip = linear */
  69937. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  69938. /** mag = linear and min = linear and mip = none */
  69939. static readonly TEXTURE_LINEAR_LINEAR: number;
  69940. /** mag = linear and min = nearest and mip = none */
  69941. static readonly TEXTURE_LINEAR_NEAREST: number;
  69942. /** Explicit coordinates mode */
  69943. static readonly TEXTURE_EXPLICIT_MODE: number;
  69944. /** Spherical coordinates mode */
  69945. static readonly TEXTURE_SPHERICAL_MODE: number;
  69946. /** Planar coordinates mode */
  69947. static readonly TEXTURE_PLANAR_MODE: number;
  69948. /** Cubic coordinates mode */
  69949. static readonly TEXTURE_CUBIC_MODE: number;
  69950. /** Projection coordinates mode */
  69951. static readonly TEXTURE_PROJECTION_MODE: number;
  69952. /** Skybox coordinates mode */
  69953. static readonly TEXTURE_SKYBOX_MODE: number;
  69954. /** Inverse Cubic coordinates mode */
  69955. static readonly TEXTURE_INVCUBIC_MODE: number;
  69956. /** Equirectangular coordinates mode */
  69957. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  69958. /** Equirectangular Fixed coordinates mode */
  69959. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  69960. /** Equirectangular Fixed Mirrored coordinates mode */
  69961. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  69962. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  69963. static readonly SCALEMODE_FLOOR: number;
  69964. /** Defines that texture rescaling will look for the nearest power of 2 size */
  69965. static readonly SCALEMODE_NEAREST: number;
  69966. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  69967. static readonly SCALEMODE_CEILING: number;
  69968. /**
  69969. * The dirty texture flag value
  69970. */
  69971. static readonly MATERIAL_TextureDirtyFlag: number;
  69972. /**
  69973. * The dirty light flag value
  69974. */
  69975. static readonly MATERIAL_LightDirtyFlag: number;
  69976. /**
  69977. * The dirty fresnel flag value
  69978. */
  69979. static readonly MATERIAL_FresnelDirtyFlag: number;
  69980. /**
  69981. * The dirty attribute flag value
  69982. */
  69983. static readonly MATERIAL_AttributesDirtyFlag: number;
  69984. /**
  69985. * The dirty misc flag value
  69986. */
  69987. static readonly MATERIAL_MiscDirtyFlag: number;
  69988. /**
  69989. * The all dirty flag value
  69990. */
  69991. static readonly MATERIAL_AllDirtyFlag: number;
  69992. /**
  69993. * Returns the triangle fill mode
  69994. */
  69995. static readonly MATERIAL_TriangleFillMode: number;
  69996. /**
  69997. * Returns the wireframe mode
  69998. */
  69999. static readonly MATERIAL_WireFrameFillMode: number;
  70000. /**
  70001. * Returns the point fill mode
  70002. */
  70003. static readonly MATERIAL_PointFillMode: number;
  70004. /**
  70005. * Returns the point list draw mode
  70006. */
  70007. static readonly MATERIAL_PointListDrawMode: number;
  70008. /**
  70009. * Returns the line list draw mode
  70010. */
  70011. static readonly MATERIAL_LineListDrawMode: number;
  70012. /**
  70013. * Returns the line loop draw mode
  70014. */
  70015. static readonly MATERIAL_LineLoopDrawMode: number;
  70016. /**
  70017. * Returns the line strip draw mode
  70018. */
  70019. static readonly MATERIAL_LineStripDrawMode: number;
  70020. /**
  70021. * Returns the triangle strip draw mode
  70022. */
  70023. static readonly MATERIAL_TriangleStripDrawMode: number;
  70024. /**
  70025. * Returns the triangle fan draw mode
  70026. */
  70027. static readonly MATERIAL_TriangleFanDrawMode: number;
  70028. /**
  70029. * Stores the clock-wise side orientation
  70030. */
  70031. static readonly MATERIAL_ClockWiseSideOrientation: number;
  70032. /**
  70033. * Stores the counter clock-wise side orientation
  70034. */
  70035. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  70036. /**
  70037. * Nothing
  70038. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70039. */
  70040. static readonly ACTION_NothingTrigger: number;
  70041. /**
  70042. * On pick
  70043. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70044. */
  70045. static readonly ACTION_OnPickTrigger: number;
  70046. /**
  70047. * On left pick
  70048. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70049. */
  70050. static readonly ACTION_OnLeftPickTrigger: number;
  70051. /**
  70052. * On right pick
  70053. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70054. */
  70055. static readonly ACTION_OnRightPickTrigger: number;
  70056. /**
  70057. * On center pick
  70058. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70059. */
  70060. static readonly ACTION_OnCenterPickTrigger: number;
  70061. /**
  70062. * On pick down
  70063. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70064. */
  70065. static readonly ACTION_OnPickDownTrigger: number;
  70066. /**
  70067. * On double pick
  70068. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70069. */
  70070. static readonly ACTION_OnDoublePickTrigger: number;
  70071. /**
  70072. * On pick up
  70073. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70074. */
  70075. static readonly ACTION_OnPickUpTrigger: number;
  70076. /**
  70077. * On pick out.
  70078. * This trigger will only be raised if you also declared a OnPickDown
  70079. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70080. */
  70081. static readonly ACTION_OnPickOutTrigger: number;
  70082. /**
  70083. * On long press
  70084. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70085. */
  70086. static readonly ACTION_OnLongPressTrigger: number;
  70087. /**
  70088. * On pointer over
  70089. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70090. */
  70091. static readonly ACTION_OnPointerOverTrigger: number;
  70092. /**
  70093. * On pointer out
  70094. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70095. */
  70096. static readonly ACTION_OnPointerOutTrigger: number;
  70097. /**
  70098. * On every frame
  70099. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70100. */
  70101. static readonly ACTION_OnEveryFrameTrigger: number;
  70102. /**
  70103. * On intersection enter
  70104. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70105. */
  70106. static readonly ACTION_OnIntersectionEnterTrigger: number;
  70107. /**
  70108. * On intersection exit
  70109. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70110. */
  70111. static readonly ACTION_OnIntersectionExitTrigger: number;
  70112. /**
  70113. * On key down
  70114. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70115. */
  70116. static readonly ACTION_OnKeyDownTrigger: number;
  70117. /**
  70118. * On key up
  70119. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  70120. */
  70121. static readonly ACTION_OnKeyUpTrigger: number;
  70122. /**
  70123. * Billboard mode will only apply to Y axis
  70124. */
  70125. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  70126. /**
  70127. * Billboard mode will apply to all axes
  70128. */
  70129. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  70130. /**
  70131. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  70132. */
  70133. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  70134. /**
  70135. * Gets or sets base Assets URL
  70136. */
  70137. static PARTICLES_BaseAssetsUrl: string;
  70138. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  70139. * Test order :
  70140. * Is the bounding sphere outside the frustum ?
  70141. * If not, are the bounding box vertices outside the frustum ?
  70142. * It not, then the cullable object is in the frustum.
  70143. */
  70144. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  70145. /** Culling strategy : Bounding Sphere Only.
  70146. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  70147. * It's also less accurate than the standard because some not visible objects can still be selected.
  70148. * Test : is the bounding sphere outside the frustum ?
  70149. * If not, then the cullable object is in the frustum.
  70150. */
  70151. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  70152. /** Culling strategy : Optimistic Inclusion.
  70153. * This in an inclusion test first, then the standard exclusion test.
  70154. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  70155. * 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.
  70156. * Anyway, it's as accurate as the standard strategy.
  70157. * Test :
  70158. * Is the cullable object bounding sphere center in the frustum ?
  70159. * If not, apply the default culling strategy.
  70160. */
  70161. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  70162. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  70163. * This in an inclusion test first, then the bounding sphere only exclusion test.
  70164. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  70165. * 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.
  70166. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  70167. * Test :
  70168. * Is the cullable object bounding sphere center in the frustum ?
  70169. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  70170. */
  70171. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  70172. /**
  70173. * No logging while loading
  70174. */
  70175. static readonly SCENELOADER_NO_LOGGING: number;
  70176. /**
  70177. * Minimal logging while loading
  70178. */
  70179. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  70180. /**
  70181. * Summary logging while loading
  70182. */
  70183. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  70184. /**
  70185. * Detailled logging while loading
  70186. */
  70187. static readonly SCENELOADER_DETAILED_LOGGING: number;
  70188. }
  70189. }
  70190. declare module BABYLON {
  70191. /**
  70192. * Class used to store and describe the pipeline context associated with an effect
  70193. */
  70194. export interface IPipelineContext {
  70195. /**
  70196. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  70197. */
  70198. isAsync: boolean;
  70199. /**
  70200. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  70201. */
  70202. isReady: boolean;
  70203. /** @hidden */
  70204. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  70205. }
  70206. }
  70207. declare module BABYLON {
  70208. /** @hidden */
  70209. export interface IShaderProcessor {
  70210. attributeProcessor?: (attribute: string) => string;
  70211. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  70212. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  70213. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  70214. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  70215. lineProcessor?: (line: string, isFragment: boolean) => string;
  70216. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  70217. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  70218. }
  70219. }
  70220. declare module BABYLON {
  70221. /** @hidden */
  70222. export interface ProcessingOptions {
  70223. defines: string[];
  70224. indexParameters: any;
  70225. isFragment: boolean;
  70226. shouldUseHighPrecisionShader: boolean;
  70227. supportsUniformBuffers: boolean;
  70228. shadersRepository: string;
  70229. includesShadersStore: {
  70230. [key: string]: string;
  70231. };
  70232. processor?: IShaderProcessor;
  70233. version: string;
  70234. platformName: string;
  70235. lookForClosingBracketForUniformBuffer?: boolean;
  70236. }
  70237. }
  70238. declare module BABYLON {
  70239. /**
  70240. * Helper to manipulate strings
  70241. */
  70242. export class StringTools {
  70243. /**
  70244. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  70245. * @param str Source string
  70246. * @param suffix Suffix to search for in the source string
  70247. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  70248. */
  70249. static EndsWith(str: string, suffix: string): boolean;
  70250. /**
  70251. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  70252. * @param str Source string
  70253. * @param suffix Suffix to search for in the source string
  70254. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  70255. */
  70256. static StartsWith(str: string, suffix: string): boolean;
  70257. }
  70258. }
  70259. declare module BABYLON {
  70260. /** @hidden */
  70261. export class ShaderCodeNode {
  70262. line: string;
  70263. children: ShaderCodeNode[];
  70264. additionalDefineKey?: string;
  70265. additionalDefineValue?: string;
  70266. isValid(preprocessors: {
  70267. [key: string]: string;
  70268. }): boolean;
  70269. process(preprocessors: {
  70270. [key: string]: string;
  70271. }, options: ProcessingOptions): string;
  70272. }
  70273. }
  70274. declare module BABYLON {
  70275. /** @hidden */
  70276. export class ShaderCodeCursor {
  70277. private _lines;
  70278. lineIndex: number;
  70279. readonly currentLine: string;
  70280. readonly canRead: boolean;
  70281. lines: string[];
  70282. }
  70283. }
  70284. declare module BABYLON {
  70285. /** @hidden */
  70286. export class ShaderCodeConditionNode extends ShaderCodeNode {
  70287. process(preprocessors: {
  70288. [key: string]: string;
  70289. }, options: ProcessingOptions): string;
  70290. }
  70291. }
  70292. declare module BABYLON {
  70293. /** @hidden */
  70294. export class ShaderDefineExpression {
  70295. isTrue(preprocessors: {
  70296. [key: string]: string;
  70297. }): boolean;
  70298. }
  70299. }
  70300. declare module BABYLON {
  70301. /** @hidden */
  70302. export class ShaderCodeTestNode extends ShaderCodeNode {
  70303. testExpression: ShaderDefineExpression;
  70304. isValid(preprocessors: {
  70305. [key: string]: string;
  70306. }): boolean;
  70307. }
  70308. }
  70309. declare module BABYLON {
  70310. /** @hidden */
  70311. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  70312. define: string;
  70313. not: boolean;
  70314. constructor(define: string, not?: boolean);
  70315. isTrue(preprocessors: {
  70316. [key: string]: string;
  70317. }): boolean;
  70318. }
  70319. }
  70320. declare module BABYLON {
  70321. /** @hidden */
  70322. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  70323. leftOperand: ShaderDefineExpression;
  70324. rightOperand: ShaderDefineExpression;
  70325. isTrue(preprocessors: {
  70326. [key: string]: string;
  70327. }): boolean;
  70328. }
  70329. }
  70330. declare module BABYLON {
  70331. /** @hidden */
  70332. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  70333. leftOperand: ShaderDefineExpression;
  70334. rightOperand: ShaderDefineExpression;
  70335. isTrue(preprocessors: {
  70336. [key: string]: string;
  70337. }): boolean;
  70338. }
  70339. }
  70340. declare module BABYLON {
  70341. /** @hidden */
  70342. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  70343. define: string;
  70344. operand: string;
  70345. testValue: string;
  70346. constructor(define: string, operand: string, testValue: string);
  70347. isTrue(preprocessors: {
  70348. [key: string]: string;
  70349. }): boolean;
  70350. }
  70351. }
  70352. declare module BABYLON {
  70353. /**
  70354. * @ignore
  70355. * Application error to support additional information when loading a file
  70356. */
  70357. export class LoadFileError extends Error {
  70358. /** defines the optional web request */
  70359. request?: WebRequest | undefined;
  70360. private static _setPrototypeOf;
  70361. /**
  70362. * Creates a new LoadFileError
  70363. * @param message defines the message of the error
  70364. * @param request defines the optional web request
  70365. */
  70366. constructor(message: string,
  70367. /** defines the optional web request */
  70368. request?: WebRequest | undefined);
  70369. }
  70370. }
  70371. declare module BABYLON {
  70372. /**
  70373. * Class used to enable access to offline support
  70374. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  70375. */
  70376. export interface IOfflineProvider {
  70377. /**
  70378. * Gets a boolean indicating if scene must be saved in the database
  70379. */
  70380. enableSceneOffline: boolean;
  70381. /**
  70382. * Gets a boolean indicating if textures must be saved in the database
  70383. */
  70384. enableTexturesOffline: boolean;
  70385. /**
  70386. * Open the offline support and make it available
  70387. * @param successCallback defines the callback to call on success
  70388. * @param errorCallback defines the callback to call on error
  70389. */
  70390. open(successCallback: () => void, errorCallback: () => void): void;
  70391. /**
  70392. * Loads an image from the offline support
  70393. * @param url defines the url to load from
  70394. * @param image defines the target DOM image
  70395. */
  70396. loadImage(url: string, image: HTMLImageElement): void;
  70397. /**
  70398. * Loads a file from offline support
  70399. * @param url defines the URL to load from
  70400. * @param sceneLoaded defines a callback to call on success
  70401. * @param progressCallBack defines a callback to call when progress changed
  70402. * @param errorCallback defines a callback to call on error
  70403. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  70404. */
  70405. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  70406. }
  70407. }
  70408. declare module BABYLON {
  70409. /**
  70410. * Class used to help managing file picking and drag'n'drop
  70411. * File Storage
  70412. */
  70413. export class FilesInputStore {
  70414. /**
  70415. * List of files ready to be loaded
  70416. */
  70417. static FilesToLoad: {
  70418. [key: string]: File;
  70419. };
  70420. }
  70421. }
  70422. declare module BABYLON {
  70423. /**
  70424. * Class used to define a retry strategy when error happens while loading assets
  70425. */
  70426. export class RetryStrategy {
  70427. /**
  70428. * Function used to defines an exponential back off strategy
  70429. * @param maxRetries defines the maximum number of retries (3 by default)
  70430. * @param baseInterval defines the interval between retries
  70431. * @returns the strategy function to use
  70432. */
  70433. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  70434. }
  70435. }
  70436. declare module BABYLON {
  70437. /**
  70438. * @hidden
  70439. */
  70440. export class FileTools {
  70441. /**
  70442. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  70443. */
  70444. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  70445. /**
  70446. * Gets or sets the base URL to use to load assets
  70447. */
  70448. static BaseUrl: string;
  70449. /**
  70450. * Default behaviour for cors in the application.
  70451. * It can be a string if the expected behavior is identical in the entire app.
  70452. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  70453. */
  70454. static CorsBehavior: string | ((url: string | string[]) => string);
  70455. /**
  70456. * Gets or sets a function used to pre-process url before using them to load assets
  70457. */
  70458. static PreprocessUrl: (url: string) => string;
  70459. /**
  70460. * Removes unwanted characters from an url
  70461. * @param url defines the url to clean
  70462. * @returns the cleaned url
  70463. */
  70464. private static _CleanUrl;
  70465. /**
  70466. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  70467. * @param url define the url we are trying
  70468. * @param element define the dom element where to configure the cors policy
  70469. */
  70470. static SetCorsBehavior(url: string | string[], element: {
  70471. crossOrigin: string | null;
  70472. }): void;
  70473. /**
  70474. * Loads an image as an HTMLImageElement.
  70475. * @param input url string, ArrayBuffer, or Blob to load
  70476. * @param onLoad callback called when the image successfully loads
  70477. * @param onError callback called when the image fails to load
  70478. * @param offlineProvider offline provider for caching
  70479. * @returns the HTMLImageElement of the loaded image
  70480. */
  70481. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  70482. /**
  70483. * Loads a file
  70484. * @param fileToLoad defines the file to load
  70485. * @param callback defines the callback to call when data is loaded
  70486. * @param progressCallBack defines the callback to call during loading process
  70487. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  70488. * @returns a file request object
  70489. */
  70490. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  70491. /**
  70492. * Loads a file
  70493. * @param url url string, ArrayBuffer, or Blob to load
  70494. * @param onSuccess callback called when the file successfully loads
  70495. * @param onProgress callback called while file is loading (if the server supports this mode)
  70496. * @param offlineProvider defines the offline provider for caching
  70497. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  70498. * @param onError callback called when the file fails to load
  70499. * @returns a file request object
  70500. */
  70501. 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;
  70502. /**
  70503. * Checks if the loaded document was accessed via `file:`-Protocol.
  70504. * @returns boolean
  70505. */
  70506. static IsFileURL(): boolean;
  70507. }
  70508. }
  70509. declare module BABYLON {
  70510. /** @hidden */
  70511. export class ShaderProcessor {
  70512. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  70513. private static _ProcessPrecision;
  70514. private static _ExtractOperation;
  70515. private static _BuildSubExpression;
  70516. private static _BuildExpression;
  70517. private static _MoveCursorWithinIf;
  70518. private static _MoveCursor;
  70519. private static _EvaluatePreProcessors;
  70520. private static _PreparePreProcessors;
  70521. private static _ProcessShaderConversion;
  70522. private static _ProcessIncludes;
  70523. }
  70524. }
  70525. declare module BABYLON {
  70526. /**
  70527. * Class used to hold a RBG color
  70528. */
  70529. export class Color3 {
  70530. /**
  70531. * Defines the red component (between 0 and 1, default is 0)
  70532. */
  70533. r: number;
  70534. /**
  70535. * Defines the green component (between 0 and 1, default is 0)
  70536. */
  70537. g: number;
  70538. /**
  70539. * Defines the blue component (between 0 and 1, default is 0)
  70540. */
  70541. b: number;
  70542. /**
  70543. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  70544. * @param r defines the red component (between 0 and 1, default is 0)
  70545. * @param g defines the green component (between 0 and 1, default is 0)
  70546. * @param b defines the blue component (between 0 and 1, default is 0)
  70547. */
  70548. constructor(
  70549. /**
  70550. * Defines the red component (between 0 and 1, default is 0)
  70551. */
  70552. r?: number,
  70553. /**
  70554. * Defines the green component (between 0 and 1, default is 0)
  70555. */
  70556. g?: number,
  70557. /**
  70558. * Defines the blue component (between 0 and 1, default is 0)
  70559. */
  70560. b?: number);
  70561. /**
  70562. * Creates a string with the Color3 current values
  70563. * @returns the string representation of the Color3 object
  70564. */
  70565. toString(): string;
  70566. /**
  70567. * Returns the string "Color3"
  70568. * @returns "Color3"
  70569. */
  70570. getClassName(): string;
  70571. /**
  70572. * Compute the Color3 hash code
  70573. * @returns an unique number that can be used to hash Color3 objects
  70574. */
  70575. getHashCode(): number;
  70576. /**
  70577. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  70578. * @param array defines the array where to store the r,g,b components
  70579. * @param index defines an optional index in the target array to define where to start storing values
  70580. * @returns the current Color3 object
  70581. */
  70582. toArray(array: FloatArray, index?: number): Color3;
  70583. /**
  70584. * Returns a new Color4 object from the current Color3 and the given alpha
  70585. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  70586. * @returns a new Color4 object
  70587. */
  70588. toColor4(alpha?: number): Color4;
  70589. /**
  70590. * Returns a new array populated with 3 numeric elements : red, green and blue values
  70591. * @returns the new array
  70592. */
  70593. asArray(): number[];
  70594. /**
  70595. * Returns the luminance value
  70596. * @returns a float value
  70597. */
  70598. toLuminance(): number;
  70599. /**
  70600. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  70601. * @param otherColor defines the second operand
  70602. * @returns the new Color3 object
  70603. */
  70604. multiply(otherColor: DeepImmutable<Color3>): Color3;
  70605. /**
  70606. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  70607. * @param otherColor defines the second operand
  70608. * @param result defines the Color3 object where to store the result
  70609. * @returns the current Color3
  70610. */
  70611. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  70612. /**
  70613. * Determines equality between Color3 objects
  70614. * @param otherColor defines the second operand
  70615. * @returns true if the rgb values are equal to the given ones
  70616. */
  70617. equals(otherColor: DeepImmutable<Color3>): boolean;
  70618. /**
  70619. * Determines equality between the current Color3 object and a set of r,b,g values
  70620. * @param r defines the red component to check
  70621. * @param g defines the green component to check
  70622. * @param b defines the blue component to check
  70623. * @returns true if the rgb values are equal to the given ones
  70624. */
  70625. equalsFloats(r: number, g: number, b: number): boolean;
  70626. /**
  70627. * Multiplies in place each rgb value by scale
  70628. * @param scale defines the scaling factor
  70629. * @returns the updated Color3
  70630. */
  70631. scale(scale: number): Color3;
  70632. /**
  70633. * Multiplies the rgb values by scale and stores the result into "result"
  70634. * @param scale defines the scaling factor
  70635. * @param result defines the Color3 object where to store the result
  70636. * @returns the unmodified current Color3
  70637. */
  70638. scaleToRef(scale: number, result: Color3): Color3;
  70639. /**
  70640. * Scale the current Color3 values by a factor and add the result to a given Color3
  70641. * @param scale defines the scale factor
  70642. * @param result defines color to store the result into
  70643. * @returns the unmodified current Color3
  70644. */
  70645. scaleAndAddToRef(scale: number, result: Color3): Color3;
  70646. /**
  70647. * Clamps the rgb values by the min and max values and stores the result into "result"
  70648. * @param min defines minimum clamping value (default is 0)
  70649. * @param max defines maximum clamping value (default is 1)
  70650. * @param result defines color to store the result into
  70651. * @returns the original Color3
  70652. */
  70653. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  70654. /**
  70655. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  70656. * @param otherColor defines the second operand
  70657. * @returns the new Color3
  70658. */
  70659. add(otherColor: DeepImmutable<Color3>): Color3;
  70660. /**
  70661. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  70662. * @param otherColor defines the second operand
  70663. * @param result defines Color3 object to store the result into
  70664. * @returns the unmodified current Color3
  70665. */
  70666. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  70667. /**
  70668. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  70669. * @param otherColor defines the second operand
  70670. * @returns the new Color3
  70671. */
  70672. subtract(otherColor: DeepImmutable<Color3>): Color3;
  70673. /**
  70674. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  70675. * @param otherColor defines the second operand
  70676. * @param result defines Color3 object to store the result into
  70677. * @returns the unmodified current Color3
  70678. */
  70679. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  70680. /**
  70681. * Copy the current object
  70682. * @returns a new Color3 copied the current one
  70683. */
  70684. clone(): Color3;
  70685. /**
  70686. * Copies the rgb values from the source in the current Color3
  70687. * @param source defines the source Color3 object
  70688. * @returns the updated Color3 object
  70689. */
  70690. copyFrom(source: DeepImmutable<Color3>): Color3;
  70691. /**
  70692. * Updates the Color3 rgb values from the given floats
  70693. * @param r defines the red component to read from
  70694. * @param g defines the green component to read from
  70695. * @param b defines the blue component to read from
  70696. * @returns the current Color3 object
  70697. */
  70698. copyFromFloats(r: number, g: number, b: number): Color3;
  70699. /**
  70700. * Updates the Color3 rgb values from the given floats
  70701. * @param r defines the red component to read from
  70702. * @param g defines the green component to read from
  70703. * @param b defines the blue component to read from
  70704. * @returns the current Color3 object
  70705. */
  70706. set(r: number, g: number, b: number): Color3;
  70707. /**
  70708. * Compute the Color3 hexadecimal code as a string
  70709. * @returns a string containing the hexadecimal representation of the Color3 object
  70710. */
  70711. toHexString(): string;
  70712. /**
  70713. * Computes a new Color3 converted from the current one to linear space
  70714. * @returns a new Color3 object
  70715. */
  70716. toLinearSpace(): Color3;
  70717. /**
  70718. * Converts current color in rgb space to HSV values
  70719. * @returns a new color3 representing the HSV values
  70720. */
  70721. toHSV(): Color3;
  70722. /**
  70723. * Converts current color in rgb space to HSV values
  70724. * @param result defines the Color3 where to store the HSV values
  70725. */
  70726. toHSVToRef(result: Color3): void;
  70727. /**
  70728. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  70729. * @param convertedColor defines the Color3 object where to store the linear space version
  70730. * @returns the unmodified Color3
  70731. */
  70732. toLinearSpaceToRef(convertedColor: Color3): Color3;
  70733. /**
  70734. * Computes a new Color3 converted from the current one to gamma space
  70735. * @returns a new Color3 object
  70736. */
  70737. toGammaSpace(): Color3;
  70738. /**
  70739. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  70740. * @param convertedColor defines the Color3 object where to store the gamma space version
  70741. * @returns the unmodified Color3
  70742. */
  70743. toGammaSpaceToRef(convertedColor: Color3): Color3;
  70744. private static _BlackReadOnly;
  70745. /**
  70746. * Convert Hue, saturation and value to a Color3 (RGB)
  70747. * @param hue defines the hue
  70748. * @param saturation defines the saturation
  70749. * @param value defines the value
  70750. * @param result defines the Color3 where to store the RGB values
  70751. */
  70752. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  70753. /**
  70754. * Creates a new Color3 from the string containing valid hexadecimal values
  70755. * @param hex defines a string containing valid hexadecimal values
  70756. * @returns a new Color3 object
  70757. */
  70758. static FromHexString(hex: string): Color3;
  70759. /**
  70760. * Creates a new Color3 from the starting index of the given array
  70761. * @param array defines the source array
  70762. * @param offset defines an offset in the source array
  70763. * @returns a new Color3 object
  70764. */
  70765. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  70766. /**
  70767. * Creates a new Color3 from integer values (< 256)
  70768. * @param r defines the red component to read from (value between 0 and 255)
  70769. * @param g defines the green component to read from (value between 0 and 255)
  70770. * @param b defines the blue component to read from (value between 0 and 255)
  70771. * @returns a new Color3 object
  70772. */
  70773. static FromInts(r: number, g: number, b: number): Color3;
  70774. /**
  70775. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  70776. * @param start defines the start Color3 value
  70777. * @param end defines the end Color3 value
  70778. * @param amount defines the gradient value between start and end
  70779. * @returns a new Color3 object
  70780. */
  70781. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  70782. /**
  70783. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  70784. * @param left defines the start value
  70785. * @param right defines the end value
  70786. * @param amount defines the gradient factor
  70787. * @param result defines the Color3 object where to store the result
  70788. */
  70789. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  70790. /**
  70791. * Returns a Color3 value containing a red color
  70792. * @returns a new Color3 object
  70793. */
  70794. static Red(): Color3;
  70795. /**
  70796. * Returns a Color3 value containing a green color
  70797. * @returns a new Color3 object
  70798. */
  70799. static Green(): Color3;
  70800. /**
  70801. * Returns a Color3 value containing a blue color
  70802. * @returns a new Color3 object
  70803. */
  70804. static Blue(): Color3;
  70805. /**
  70806. * Returns a Color3 value containing a black color
  70807. * @returns a new Color3 object
  70808. */
  70809. static Black(): Color3;
  70810. /**
  70811. * Gets a Color3 value containing a black color that must not be updated
  70812. */
  70813. static readonly BlackReadOnly: DeepImmutable<Color3>;
  70814. /**
  70815. * Returns a Color3 value containing a white color
  70816. * @returns a new Color3 object
  70817. */
  70818. static White(): Color3;
  70819. /**
  70820. * Returns a Color3 value containing a purple color
  70821. * @returns a new Color3 object
  70822. */
  70823. static Purple(): Color3;
  70824. /**
  70825. * Returns a Color3 value containing a magenta color
  70826. * @returns a new Color3 object
  70827. */
  70828. static Magenta(): Color3;
  70829. /**
  70830. * Returns a Color3 value containing a yellow color
  70831. * @returns a new Color3 object
  70832. */
  70833. static Yellow(): Color3;
  70834. /**
  70835. * Returns a Color3 value containing a gray color
  70836. * @returns a new Color3 object
  70837. */
  70838. static Gray(): Color3;
  70839. /**
  70840. * Returns a Color3 value containing a teal color
  70841. * @returns a new Color3 object
  70842. */
  70843. static Teal(): Color3;
  70844. /**
  70845. * Returns a Color3 value containing a random color
  70846. * @returns a new Color3 object
  70847. */
  70848. static Random(): Color3;
  70849. }
  70850. /**
  70851. * Class used to hold a RBGA color
  70852. */
  70853. export class Color4 {
  70854. /**
  70855. * Defines the red component (between 0 and 1, default is 0)
  70856. */
  70857. r: number;
  70858. /**
  70859. * Defines the green component (between 0 and 1, default is 0)
  70860. */
  70861. g: number;
  70862. /**
  70863. * Defines the blue component (between 0 and 1, default is 0)
  70864. */
  70865. b: number;
  70866. /**
  70867. * Defines the alpha component (between 0 and 1, default is 1)
  70868. */
  70869. a: number;
  70870. /**
  70871. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  70872. * @param r defines the red component (between 0 and 1, default is 0)
  70873. * @param g defines the green component (between 0 and 1, default is 0)
  70874. * @param b defines the blue component (between 0 and 1, default is 0)
  70875. * @param a defines the alpha component (between 0 and 1, default is 1)
  70876. */
  70877. constructor(
  70878. /**
  70879. * Defines the red component (between 0 and 1, default is 0)
  70880. */
  70881. r?: number,
  70882. /**
  70883. * Defines the green component (between 0 and 1, default is 0)
  70884. */
  70885. g?: number,
  70886. /**
  70887. * Defines the blue component (between 0 and 1, default is 0)
  70888. */
  70889. b?: number,
  70890. /**
  70891. * Defines the alpha component (between 0 and 1, default is 1)
  70892. */
  70893. a?: number);
  70894. /**
  70895. * Adds in place the given Color4 values to the current Color4 object
  70896. * @param right defines the second operand
  70897. * @returns the current updated Color4 object
  70898. */
  70899. addInPlace(right: DeepImmutable<Color4>): Color4;
  70900. /**
  70901. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  70902. * @returns the new array
  70903. */
  70904. asArray(): number[];
  70905. /**
  70906. * Stores from the starting index in the given array the Color4 successive values
  70907. * @param array defines the array where to store the r,g,b components
  70908. * @param index defines an optional index in the target array to define where to start storing values
  70909. * @returns the current Color4 object
  70910. */
  70911. toArray(array: number[], index?: number): Color4;
  70912. /**
  70913. * Determines equality between Color4 objects
  70914. * @param otherColor defines the second operand
  70915. * @returns true if the rgba values are equal to the given ones
  70916. */
  70917. equals(otherColor: DeepImmutable<Color4>): boolean;
  70918. /**
  70919. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  70920. * @param right defines the second operand
  70921. * @returns a new Color4 object
  70922. */
  70923. add(right: DeepImmutable<Color4>): Color4;
  70924. /**
  70925. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  70926. * @param right defines the second operand
  70927. * @returns a new Color4 object
  70928. */
  70929. subtract(right: DeepImmutable<Color4>): Color4;
  70930. /**
  70931. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  70932. * @param right defines the second operand
  70933. * @param result defines the Color4 object where to store the result
  70934. * @returns the current Color4 object
  70935. */
  70936. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  70937. /**
  70938. * Creates a new Color4 with the current Color4 values multiplied by scale
  70939. * @param scale defines the scaling factor to apply
  70940. * @returns a new Color4 object
  70941. */
  70942. scale(scale: number): Color4;
  70943. /**
  70944. * Multiplies the current Color4 values by scale and stores the result in "result"
  70945. * @param scale defines the scaling factor to apply
  70946. * @param result defines the Color4 object where to store the result
  70947. * @returns the current unmodified Color4
  70948. */
  70949. scaleToRef(scale: number, result: Color4): Color4;
  70950. /**
  70951. * Scale the current Color4 values by a factor and add the result to a given Color4
  70952. * @param scale defines the scale factor
  70953. * @param result defines the Color4 object where to store the result
  70954. * @returns the unmodified current Color4
  70955. */
  70956. scaleAndAddToRef(scale: number, result: Color4): Color4;
  70957. /**
  70958. * Clamps the rgb values by the min and max values and stores the result into "result"
  70959. * @param min defines minimum clamping value (default is 0)
  70960. * @param max defines maximum clamping value (default is 1)
  70961. * @param result defines color to store the result into.
  70962. * @returns the cuurent Color4
  70963. */
  70964. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  70965. /**
  70966. * Multipy an Color4 value by another and return a new Color4 object
  70967. * @param color defines the Color4 value to multiply by
  70968. * @returns a new Color4 object
  70969. */
  70970. multiply(color: Color4): Color4;
  70971. /**
  70972. * Multipy a Color4 value by another and push the result in a reference value
  70973. * @param color defines the Color4 value to multiply by
  70974. * @param result defines the Color4 to fill the result in
  70975. * @returns the result Color4
  70976. */
  70977. multiplyToRef(color: Color4, result: Color4): Color4;
  70978. /**
  70979. * Creates a string with the Color4 current values
  70980. * @returns the string representation of the Color4 object
  70981. */
  70982. toString(): string;
  70983. /**
  70984. * Returns the string "Color4"
  70985. * @returns "Color4"
  70986. */
  70987. getClassName(): string;
  70988. /**
  70989. * Compute the Color4 hash code
  70990. * @returns an unique number that can be used to hash Color4 objects
  70991. */
  70992. getHashCode(): number;
  70993. /**
  70994. * Creates a new Color4 copied from the current one
  70995. * @returns a new Color4 object
  70996. */
  70997. clone(): Color4;
  70998. /**
  70999. * Copies the given Color4 values into the current one
  71000. * @param source defines the source Color4 object
  71001. * @returns the current updated Color4 object
  71002. */
  71003. copyFrom(source: Color4): Color4;
  71004. /**
  71005. * Copies the given float values into the current one
  71006. * @param r defines the red component to read from
  71007. * @param g defines the green component to read from
  71008. * @param b defines the blue component to read from
  71009. * @param a defines the alpha component to read from
  71010. * @returns the current updated Color4 object
  71011. */
  71012. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  71013. /**
  71014. * Copies the given float values into the current one
  71015. * @param r defines the red component to read from
  71016. * @param g defines the green component to read from
  71017. * @param b defines the blue component to read from
  71018. * @param a defines the alpha component to read from
  71019. * @returns the current updated Color4 object
  71020. */
  71021. set(r: number, g: number, b: number, a: number): Color4;
  71022. /**
  71023. * Compute the Color4 hexadecimal code as a string
  71024. * @returns a string containing the hexadecimal representation of the Color4 object
  71025. */
  71026. toHexString(): string;
  71027. /**
  71028. * Computes a new Color4 converted from the current one to linear space
  71029. * @returns a new Color4 object
  71030. */
  71031. toLinearSpace(): Color4;
  71032. /**
  71033. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  71034. * @param convertedColor defines the Color4 object where to store the linear space version
  71035. * @returns the unmodified Color4
  71036. */
  71037. toLinearSpaceToRef(convertedColor: Color4): Color4;
  71038. /**
  71039. * Computes a new Color4 converted from the current one to gamma space
  71040. * @returns a new Color4 object
  71041. */
  71042. toGammaSpace(): Color4;
  71043. /**
  71044. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  71045. * @param convertedColor defines the Color4 object where to store the gamma space version
  71046. * @returns the unmodified Color4
  71047. */
  71048. toGammaSpaceToRef(convertedColor: Color4): Color4;
  71049. /**
  71050. * Creates a new Color4 from the string containing valid hexadecimal values
  71051. * @param hex defines a string containing valid hexadecimal values
  71052. * @returns a new Color4 object
  71053. */
  71054. static FromHexString(hex: string): Color4;
  71055. /**
  71056. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  71057. * @param left defines the start value
  71058. * @param right defines the end value
  71059. * @param amount defines the gradient factor
  71060. * @returns a new Color4 object
  71061. */
  71062. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  71063. /**
  71064. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  71065. * @param left defines the start value
  71066. * @param right defines the end value
  71067. * @param amount defines the gradient factor
  71068. * @param result defines the Color4 object where to store data
  71069. */
  71070. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  71071. /**
  71072. * Creates a new Color4 from a Color3 and an alpha value
  71073. * @param color3 defines the source Color3 to read from
  71074. * @param alpha defines the alpha component (1.0 by default)
  71075. * @returns a new Color4 object
  71076. */
  71077. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  71078. /**
  71079. * Creates a new Color4 from the starting index element of the given array
  71080. * @param array defines the source array to read from
  71081. * @param offset defines the offset in the source array
  71082. * @returns a new Color4 object
  71083. */
  71084. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  71085. /**
  71086. * Creates a new Color3 from integer values (< 256)
  71087. * @param r defines the red component to read from (value between 0 and 255)
  71088. * @param g defines the green component to read from (value between 0 and 255)
  71089. * @param b defines the blue component to read from (value between 0 and 255)
  71090. * @param a defines the alpha component to read from (value between 0 and 255)
  71091. * @returns a new Color3 object
  71092. */
  71093. static FromInts(r: number, g: number, b: number, a: number): Color4;
  71094. /**
  71095. * Check the content of a given array and convert it to an array containing RGBA data
  71096. * If the original array was already containing count * 4 values then it is returned directly
  71097. * @param colors defines the array to check
  71098. * @param count defines the number of RGBA data to expect
  71099. * @returns an array containing count * 4 values (RGBA)
  71100. */
  71101. static CheckColors4(colors: number[], count: number): number[];
  71102. }
  71103. /**
  71104. * @hidden
  71105. */
  71106. export class TmpColors {
  71107. static Color3: Color3[];
  71108. static Color4: Color4[];
  71109. }
  71110. }
  71111. declare module BABYLON {
  71112. /**
  71113. * Class representing spherical harmonics coefficients to the 3rd degree
  71114. */
  71115. export class SphericalHarmonics {
  71116. /**
  71117. * Defines whether or not the harmonics have been prescaled for rendering.
  71118. */
  71119. preScaled: boolean;
  71120. /**
  71121. * The l0,0 coefficients of the spherical harmonics
  71122. */
  71123. l00: Vector3;
  71124. /**
  71125. * The l1,-1 coefficients of the spherical harmonics
  71126. */
  71127. l1_1: Vector3;
  71128. /**
  71129. * The l1,0 coefficients of the spherical harmonics
  71130. */
  71131. l10: Vector3;
  71132. /**
  71133. * The l1,1 coefficients of the spherical harmonics
  71134. */
  71135. l11: Vector3;
  71136. /**
  71137. * The l2,-2 coefficients of the spherical harmonics
  71138. */
  71139. l2_2: Vector3;
  71140. /**
  71141. * The l2,-1 coefficients of the spherical harmonics
  71142. */
  71143. l2_1: Vector3;
  71144. /**
  71145. * The l2,0 coefficients of the spherical harmonics
  71146. */
  71147. l20: Vector3;
  71148. /**
  71149. * The l2,1 coefficients of the spherical harmonics
  71150. */
  71151. l21: Vector3;
  71152. /**
  71153. * The l2,2 coefficients of the spherical harmonics
  71154. */
  71155. l22: Vector3;
  71156. /**
  71157. * Adds a light to the spherical harmonics
  71158. * @param direction the direction of the light
  71159. * @param color the color of the light
  71160. * @param deltaSolidAngle the delta solid angle of the light
  71161. */
  71162. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  71163. /**
  71164. * Scales the spherical harmonics by the given amount
  71165. * @param scale the amount to scale
  71166. */
  71167. scaleInPlace(scale: number): void;
  71168. /**
  71169. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  71170. *
  71171. * ```
  71172. * E_lm = A_l * L_lm
  71173. * ```
  71174. *
  71175. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  71176. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  71177. * the scaling factors are given in equation 9.
  71178. */
  71179. convertIncidentRadianceToIrradiance(): void;
  71180. /**
  71181. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  71182. *
  71183. * ```
  71184. * L = (1/pi) * E * rho
  71185. * ```
  71186. *
  71187. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  71188. */
  71189. convertIrradianceToLambertianRadiance(): void;
  71190. /**
  71191. * Integrates the reconstruction coefficients directly in to the SH preventing further
  71192. * required operations at run time.
  71193. *
  71194. * This is simply done by scaling back the SH with Ylm constants parameter.
  71195. * The trigonometric part being applied by the shader at run time.
  71196. */
  71197. preScaleForRendering(): void;
  71198. /**
  71199. * Constructs a spherical harmonics from an array.
  71200. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  71201. * @returns the spherical harmonics
  71202. */
  71203. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  71204. /**
  71205. * Gets the spherical harmonics from polynomial
  71206. * @param polynomial the spherical polynomial
  71207. * @returns the spherical harmonics
  71208. */
  71209. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  71210. }
  71211. /**
  71212. * Class representing spherical polynomial coefficients to the 3rd degree
  71213. */
  71214. export class SphericalPolynomial {
  71215. private _harmonics;
  71216. /**
  71217. * The spherical harmonics used to create the polynomials.
  71218. */
  71219. readonly preScaledHarmonics: SphericalHarmonics;
  71220. /**
  71221. * The x coefficients of the spherical polynomial
  71222. */
  71223. x: Vector3;
  71224. /**
  71225. * The y coefficients of the spherical polynomial
  71226. */
  71227. y: Vector3;
  71228. /**
  71229. * The z coefficients of the spherical polynomial
  71230. */
  71231. z: Vector3;
  71232. /**
  71233. * The xx coefficients of the spherical polynomial
  71234. */
  71235. xx: Vector3;
  71236. /**
  71237. * The yy coefficients of the spherical polynomial
  71238. */
  71239. yy: Vector3;
  71240. /**
  71241. * The zz coefficients of the spherical polynomial
  71242. */
  71243. zz: Vector3;
  71244. /**
  71245. * The xy coefficients of the spherical polynomial
  71246. */
  71247. xy: Vector3;
  71248. /**
  71249. * The yz coefficients of the spherical polynomial
  71250. */
  71251. yz: Vector3;
  71252. /**
  71253. * The zx coefficients of the spherical polynomial
  71254. */
  71255. zx: Vector3;
  71256. /**
  71257. * Adds an ambient color to the spherical polynomial
  71258. * @param color the color to add
  71259. */
  71260. addAmbient(color: Color3): void;
  71261. /**
  71262. * Scales the spherical polynomial by the given amount
  71263. * @param scale the amount to scale
  71264. */
  71265. scaleInPlace(scale: number): void;
  71266. /**
  71267. * Gets the spherical polynomial from harmonics
  71268. * @param harmonics the spherical harmonics
  71269. * @returns the spherical polynomial
  71270. */
  71271. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  71272. /**
  71273. * Constructs a spherical polynomial from an array.
  71274. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  71275. * @returns the spherical polynomial
  71276. */
  71277. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  71278. }
  71279. }
  71280. declare module BABYLON {
  71281. /**
  71282. * Define options used to create a render target texture
  71283. */
  71284. export class RenderTargetCreationOptions {
  71285. /**
  71286. * Specifies is mipmaps must be generated
  71287. */
  71288. generateMipMaps?: boolean;
  71289. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  71290. generateDepthBuffer?: boolean;
  71291. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  71292. generateStencilBuffer?: boolean;
  71293. /** Defines texture type (int by default) */
  71294. type?: number;
  71295. /** Defines sampling mode (trilinear by default) */
  71296. samplingMode?: number;
  71297. /** Defines format (RGBA by default) */
  71298. format?: number;
  71299. }
  71300. }
  71301. declare module BABYLON {
  71302. /**
  71303. * @hidden
  71304. **/
  71305. export class _AlphaState {
  71306. private _isAlphaBlendDirty;
  71307. private _isBlendFunctionParametersDirty;
  71308. private _isBlendEquationParametersDirty;
  71309. private _isBlendConstantsDirty;
  71310. private _alphaBlend;
  71311. private _blendFunctionParameters;
  71312. private _blendEquationParameters;
  71313. private _blendConstants;
  71314. /**
  71315. * Initializes the state.
  71316. */
  71317. constructor();
  71318. readonly isDirty: boolean;
  71319. alphaBlend: boolean;
  71320. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  71321. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  71322. setAlphaEquationParameters(rgb: number, alpha: number): void;
  71323. reset(): void;
  71324. apply(gl: WebGLRenderingContext): void;
  71325. }
  71326. }
  71327. declare module BABYLON {
  71328. /**
  71329. * @hidden
  71330. **/
  71331. export class _DepthCullingState {
  71332. private _isDepthTestDirty;
  71333. private _isDepthMaskDirty;
  71334. private _isDepthFuncDirty;
  71335. private _isCullFaceDirty;
  71336. private _isCullDirty;
  71337. private _isZOffsetDirty;
  71338. private _isFrontFaceDirty;
  71339. private _depthTest;
  71340. private _depthMask;
  71341. private _depthFunc;
  71342. private _cull;
  71343. private _cullFace;
  71344. private _zOffset;
  71345. private _frontFace;
  71346. /**
  71347. * Initializes the state.
  71348. */
  71349. constructor();
  71350. readonly isDirty: boolean;
  71351. zOffset: number;
  71352. cullFace: Nullable<number>;
  71353. cull: Nullable<boolean>;
  71354. depthFunc: Nullable<number>;
  71355. depthMask: boolean;
  71356. depthTest: boolean;
  71357. frontFace: Nullable<number>;
  71358. reset(): void;
  71359. apply(gl: WebGLRenderingContext): void;
  71360. }
  71361. }
  71362. declare module BABYLON {
  71363. /**
  71364. * @hidden
  71365. **/
  71366. export class _StencilState {
  71367. /** 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 */
  71368. static readonly ALWAYS: number;
  71369. /** Passed to stencilOperation to specify that stencil value must be kept */
  71370. static readonly KEEP: number;
  71371. /** Passed to stencilOperation to specify that stencil value must be replaced */
  71372. static readonly REPLACE: number;
  71373. private _isStencilTestDirty;
  71374. private _isStencilMaskDirty;
  71375. private _isStencilFuncDirty;
  71376. private _isStencilOpDirty;
  71377. private _stencilTest;
  71378. private _stencilMask;
  71379. private _stencilFunc;
  71380. private _stencilFuncRef;
  71381. private _stencilFuncMask;
  71382. private _stencilOpStencilFail;
  71383. private _stencilOpDepthFail;
  71384. private _stencilOpStencilDepthPass;
  71385. readonly isDirty: boolean;
  71386. stencilFunc: number;
  71387. stencilFuncRef: number;
  71388. stencilFuncMask: number;
  71389. stencilOpStencilFail: number;
  71390. stencilOpDepthFail: number;
  71391. stencilOpStencilDepthPass: number;
  71392. stencilMask: number;
  71393. stencilTest: boolean;
  71394. constructor();
  71395. reset(): void;
  71396. apply(gl: WebGLRenderingContext): void;
  71397. }
  71398. }
  71399. declare module BABYLON {
  71400. /**
  71401. * @hidden
  71402. **/
  71403. export class _TimeToken {
  71404. _startTimeQuery: Nullable<WebGLQuery>;
  71405. _endTimeQuery: Nullable<WebGLQuery>;
  71406. _timeElapsedQuery: Nullable<WebGLQuery>;
  71407. _timeElapsedQueryEnded: boolean;
  71408. }
  71409. }
  71410. declare module BABYLON {
  71411. /**
  71412. * Class used to evalaute queries containing `and` and `or` operators
  71413. */
  71414. export class AndOrNotEvaluator {
  71415. /**
  71416. * Evaluate a query
  71417. * @param query defines the query to evaluate
  71418. * @param evaluateCallback defines the callback used to filter result
  71419. * @returns true if the query matches
  71420. */
  71421. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  71422. private static _HandleParenthesisContent;
  71423. private static _SimplifyNegation;
  71424. }
  71425. }
  71426. declare module BABYLON {
  71427. /**
  71428. * Class used to store custom tags
  71429. */
  71430. export class Tags {
  71431. /**
  71432. * Adds support for tags on the given object
  71433. * @param obj defines the object to use
  71434. */
  71435. static EnableFor(obj: any): void;
  71436. /**
  71437. * Removes tags support
  71438. * @param obj defines the object to use
  71439. */
  71440. static DisableFor(obj: any): void;
  71441. /**
  71442. * Gets a boolean indicating if the given object has tags
  71443. * @param obj defines the object to use
  71444. * @returns a boolean
  71445. */
  71446. static HasTags(obj: any): boolean;
  71447. /**
  71448. * Gets the tags available on a given object
  71449. * @param obj defines the object to use
  71450. * @param asString defines if the tags must be returned as a string instead of an array of strings
  71451. * @returns the tags
  71452. */
  71453. static GetTags(obj: any, asString?: boolean): any;
  71454. /**
  71455. * Adds tags to an object
  71456. * @param obj defines the object to use
  71457. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  71458. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  71459. */
  71460. static AddTagsTo(obj: any, tagsString: string): void;
  71461. /**
  71462. * @hidden
  71463. */
  71464. static _AddTagTo(obj: any, tag: string): void;
  71465. /**
  71466. * Removes specific tags from a specific object
  71467. * @param obj defines the object to use
  71468. * @param tagsString defines the tags to remove
  71469. */
  71470. static RemoveTagsFrom(obj: any, tagsString: string): void;
  71471. /**
  71472. * @hidden
  71473. */
  71474. static _RemoveTagFrom(obj: any, tag: string): void;
  71475. /**
  71476. * Defines if tags hosted on an object match a given query
  71477. * @param obj defines the object to use
  71478. * @param tagsQuery defines the tag query
  71479. * @returns a boolean
  71480. */
  71481. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  71482. }
  71483. }
  71484. declare module BABYLON {
  71485. /**
  71486. * Defines potential orientation for back face culling
  71487. */
  71488. export enum Orientation {
  71489. /**
  71490. * Clockwise
  71491. */
  71492. CW = 0,
  71493. /** Counter clockwise */
  71494. CCW = 1
  71495. }
  71496. /** Class used to represent a Bezier curve */
  71497. export class BezierCurve {
  71498. /**
  71499. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  71500. * @param t defines the time
  71501. * @param x1 defines the left coordinate on X axis
  71502. * @param y1 defines the left coordinate on Y axis
  71503. * @param x2 defines the right coordinate on X axis
  71504. * @param y2 defines the right coordinate on Y axis
  71505. * @returns the interpolated value
  71506. */
  71507. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  71508. }
  71509. /**
  71510. * Defines angle representation
  71511. */
  71512. export class Angle {
  71513. private _radians;
  71514. /**
  71515. * Creates an Angle object of "radians" radians (float).
  71516. * @param radians the angle in radians
  71517. */
  71518. constructor(radians: number);
  71519. /**
  71520. * Get value in degrees
  71521. * @returns the Angle value in degrees (float)
  71522. */
  71523. degrees(): number;
  71524. /**
  71525. * Get value in radians
  71526. * @returns the Angle value in radians (float)
  71527. */
  71528. radians(): number;
  71529. /**
  71530. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  71531. * @param a defines first vector
  71532. * @param b defines second vector
  71533. * @returns a new Angle
  71534. */
  71535. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  71536. /**
  71537. * Gets a new Angle object from the given float in radians
  71538. * @param radians defines the angle value in radians
  71539. * @returns a new Angle
  71540. */
  71541. static FromRadians(radians: number): Angle;
  71542. /**
  71543. * Gets a new Angle object from the given float in degrees
  71544. * @param degrees defines the angle value in degrees
  71545. * @returns a new Angle
  71546. */
  71547. static FromDegrees(degrees: number): Angle;
  71548. }
  71549. /**
  71550. * This represents an arc in a 2d space.
  71551. */
  71552. export class Arc2 {
  71553. /** Defines the start point of the arc */
  71554. startPoint: Vector2;
  71555. /** Defines the mid point of the arc */
  71556. midPoint: Vector2;
  71557. /** Defines the end point of the arc */
  71558. endPoint: Vector2;
  71559. /**
  71560. * Defines the center point of the arc.
  71561. */
  71562. centerPoint: Vector2;
  71563. /**
  71564. * Defines the radius of the arc.
  71565. */
  71566. radius: number;
  71567. /**
  71568. * Defines the angle of the arc (from mid point to end point).
  71569. */
  71570. angle: Angle;
  71571. /**
  71572. * Defines the start angle of the arc (from start point to middle point).
  71573. */
  71574. startAngle: Angle;
  71575. /**
  71576. * Defines the orientation of the arc (clock wise/counter clock wise).
  71577. */
  71578. orientation: Orientation;
  71579. /**
  71580. * Creates an Arc object from the three given points : start, middle and end.
  71581. * @param startPoint Defines the start point of the arc
  71582. * @param midPoint Defines the midlle point of the arc
  71583. * @param endPoint Defines the end point of the arc
  71584. */
  71585. constructor(
  71586. /** Defines the start point of the arc */
  71587. startPoint: Vector2,
  71588. /** Defines the mid point of the arc */
  71589. midPoint: Vector2,
  71590. /** Defines the end point of the arc */
  71591. endPoint: Vector2);
  71592. }
  71593. /**
  71594. * Represents a 2D path made up of multiple 2D points
  71595. */
  71596. export class Path2 {
  71597. private _points;
  71598. private _length;
  71599. /**
  71600. * If the path start and end point are the same
  71601. */
  71602. closed: boolean;
  71603. /**
  71604. * Creates a Path2 object from the starting 2D coordinates x and y.
  71605. * @param x the starting points x value
  71606. * @param y the starting points y value
  71607. */
  71608. constructor(x: number, y: number);
  71609. /**
  71610. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  71611. * @param x the added points x value
  71612. * @param y the added points y value
  71613. * @returns the updated Path2.
  71614. */
  71615. addLineTo(x: number, y: number): Path2;
  71616. /**
  71617. * 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.
  71618. * @param midX middle point x value
  71619. * @param midY middle point y value
  71620. * @param endX end point x value
  71621. * @param endY end point y value
  71622. * @param numberOfSegments (default: 36)
  71623. * @returns the updated Path2.
  71624. */
  71625. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  71626. /**
  71627. * Closes the Path2.
  71628. * @returns the Path2.
  71629. */
  71630. close(): Path2;
  71631. /**
  71632. * Gets the sum of the distance between each sequential point in the path
  71633. * @returns the Path2 total length (float).
  71634. */
  71635. length(): number;
  71636. /**
  71637. * Gets the points which construct the path
  71638. * @returns the Path2 internal array of points.
  71639. */
  71640. getPoints(): Vector2[];
  71641. /**
  71642. * Retreives the point at the distance aways from the starting point
  71643. * @param normalizedLengthPosition the length along the path to retreive the point from
  71644. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  71645. */
  71646. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  71647. /**
  71648. * Creates a new path starting from an x and y position
  71649. * @param x starting x value
  71650. * @param y starting y value
  71651. * @returns a new Path2 starting at the coordinates (x, y).
  71652. */
  71653. static StartingAt(x: number, y: number): Path2;
  71654. }
  71655. /**
  71656. * Represents a 3D path made up of multiple 3D points
  71657. */
  71658. export class Path3D {
  71659. /**
  71660. * an array of Vector3, the curve axis of the Path3D
  71661. */
  71662. path: Vector3[];
  71663. private _curve;
  71664. private _distances;
  71665. private _tangents;
  71666. private _normals;
  71667. private _binormals;
  71668. private _raw;
  71669. /**
  71670. * new Path3D(path, normal, raw)
  71671. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  71672. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  71673. * @param path an array of Vector3, the curve axis of the Path3D
  71674. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  71675. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  71676. */
  71677. constructor(
  71678. /**
  71679. * an array of Vector3, the curve axis of the Path3D
  71680. */
  71681. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  71682. /**
  71683. * Returns the Path3D array of successive Vector3 designing its curve.
  71684. * @returns the Path3D array of successive Vector3 designing its curve.
  71685. */
  71686. getCurve(): Vector3[];
  71687. /**
  71688. * Returns an array populated with tangent vectors on each Path3D curve point.
  71689. * @returns an array populated with tangent vectors on each Path3D curve point.
  71690. */
  71691. getTangents(): Vector3[];
  71692. /**
  71693. * Returns an array populated with normal vectors on each Path3D curve point.
  71694. * @returns an array populated with normal vectors on each Path3D curve point.
  71695. */
  71696. getNormals(): Vector3[];
  71697. /**
  71698. * Returns an array populated with binormal vectors on each Path3D curve point.
  71699. * @returns an array populated with binormal vectors on each Path3D curve point.
  71700. */
  71701. getBinormals(): Vector3[];
  71702. /**
  71703. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  71704. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  71705. */
  71706. getDistances(): number[];
  71707. /**
  71708. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  71709. * @param path path which all values are copied into the curves points
  71710. * @param firstNormal which should be projected onto the curve
  71711. * @returns the same object updated.
  71712. */
  71713. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  71714. private _compute;
  71715. private _getFirstNonNullVector;
  71716. private _getLastNonNullVector;
  71717. private _normalVector;
  71718. }
  71719. /**
  71720. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  71721. * A Curve3 is designed from a series of successive Vector3.
  71722. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  71723. */
  71724. export class Curve3 {
  71725. private _points;
  71726. private _length;
  71727. /**
  71728. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  71729. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  71730. * @param v1 (Vector3) the control point
  71731. * @param v2 (Vector3) the end point of the Quadratic Bezier
  71732. * @param nbPoints (integer) the wanted number of points in the curve
  71733. * @returns the created Curve3
  71734. */
  71735. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  71736. /**
  71737. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  71738. * @param v0 (Vector3) the origin point of the Cubic Bezier
  71739. * @param v1 (Vector3) the first control point
  71740. * @param v2 (Vector3) the second control point
  71741. * @param v3 (Vector3) the end point of the Cubic Bezier
  71742. * @param nbPoints (integer) the wanted number of points in the curve
  71743. * @returns the created Curve3
  71744. */
  71745. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  71746. /**
  71747. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  71748. * @param p1 (Vector3) the origin point of the Hermite Spline
  71749. * @param t1 (Vector3) the tangent vector at the origin point
  71750. * @param p2 (Vector3) the end point of the Hermite Spline
  71751. * @param t2 (Vector3) the tangent vector at the end point
  71752. * @param nbPoints (integer) the wanted number of points in the curve
  71753. * @returns the created Curve3
  71754. */
  71755. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  71756. /**
  71757. * Returns a Curve3 object along a CatmullRom Spline curve :
  71758. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  71759. * @param nbPoints (integer) the wanted number of points between each curve control points
  71760. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  71761. * @returns the created Curve3
  71762. */
  71763. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  71764. /**
  71765. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  71766. * A Curve3 is designed from a series of successive Vector3.
  71767. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  71768. * @param points points which make up the curve
  71769. */
  71770. constructor(points: Vector3[]);
  71771. /**
  71772. * @returns the Curve3 stored array of successive Vector3
  71773. */
  71774. getPoints(): Vector3[];
  71775. /**
  71776. * @returns the computed length (float) of the curve.
  71777. */
  71778. length(): number;
  71779. /**
  71780. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  71781. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  71782. * curveA and curveB keep unchanged.
  71783. * @param curve the curve to continue from this curve
  71784. * @returns the newly constructed curve
  71785. */
  71786. continue(curve: DeepImmutable<Curve3>): Curve3;
  71787. private _computeLength;
  71788. }
  71789. }
  71790. declare module BABYLON {
  71791. /**
  71792. * This represents the main contract an easing function should follow.
  71793. * Easing functions are used throughout the animation system.
  71794. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71795. */
  71796. export interface IEasingFunction {
  71797. /**
  71798. * Given an input gradient between 0 and 1, this returns the corrseponding value
  71799. * of the easing function.
  71800. * The link below provides some of the most common examples of easing functions.
  71801. * @see https://easings.net/
  71802. * @param gradient Defines the value between 0 and 1 we want the easing value for
  71803. * @returns the corresponding value on the curve defined by the easing function
  71804. */
  71805. ease(gradient: number): number;
  71806. }
  71807. /**
  71808. * Base class used for every default easing function.
  71809. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71810. */
  71811. export class EasingFunction implements IEasingFunction {
  71812. /**
  71813. * Interpolation follows the mathematical formula associated with the easing function.
  71814. */
  71815. static readonly EASINGMODE_EASEIN: number;
  71816. /**
  71817. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  71818. */
  71819. static readonly EASINGMODE_EASEOUT: number;
  71820. /**
  71821. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  71822. */
  71823. static readonly EASINGMODE_EASEINOUT: number;
  71824. private _easingMode;
  71825. /**
  71826. * Sets the easing mode of the current function.
  71827. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  71828. */
  71829. setEasingMode(easingMode: number): void;
  71830. /**
  71831. * Gets the current easing mode.
  71832. * @returns the easing mode
  71833. */
  71834. getEasingMode(): number;
  71835. /**
  71836. * @hidden
  71837. */
  71838. easeInCore(gradient: number): number;
  71839. /**
  71840. * Given an input gradient between 0 and 1, this returns the corresponding value
  71841. * of the easing function.
  71842. * @param gradient Defines the value between 0 and 1 we want the easing value for
  71843. * @returns the corresponding value on the curve defined by the easing function
  71844. */
  71845. ease(gradient: number): number;
  71846. }
  71847. /**
  71848. * Easing function with a circle shape (see link below).
  71849. * @see https://easings.net/#easeInCirc
  71850. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71851. */
  71852. export class CircleEase extends EasingFunction implements IEasingFunction {
  71853. /** @hidden */
  71854. easeInCore(gradient: number): number;
  71855. }
  71856. /**
  71857. * Easing function with a ease back shape (see link below).
  71858. * @see https://easings.net/#easeInBack
  71859. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71860. */
  71861. export class BackEase extends EasingFunction implements IEasingFunction {
  71862. /** Defines the amplitude of the function */
  71863. amplitude: number;
  71864. /**
  71865. * Instantiates a back ease easing
  71866. * @see https://easings.net/#easeInBack
  71867. * @param amplitude Defines the amplitude of the function
  71868. */
  71869. constructor(
  71870. /** Defines the amplitude of the function */
  71871. amplitude?: number);
  71872. /** @hidden */
  71873. easeInCore(gradient: number): number;
  71874. }
  71875. /**
  71876. * Easing function with a bouncing shape (see link below).
  71877. * @see https://easings.net/#easeInBounce
  71878. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71879. */
  71880. export class BounceEase extends EasingFunction implements IEasingFunction {
  71881. /** Defines the number of bounces */
  71882. bounces: number;
  71883. /** Defines the amplitude of the bounce */
  71884. bounciness: number;
  71885. /**
  71886. * Instantiates a bounce easing
  71887. * @see https://easings.net/#easeInBounce
  71888. * @param bounces Defines the number of bounces
  71889. * @param bounciness Defines the amplitude of the bounce
  71890. */
  71891. constructor(
  71892. /** Defines the number of bounces */
  71893. bounces?: number,
  71894. /** Defines the amplitude of the bounce */
  71895. bounciness?: number);
  71896. /** @hidden */
  71897. easeInCore(gradient: number): number;
  71898. }
  71899. /**
  71900. * Easing function with a power of 3 shape (see link below).
  71901. * @see https://easings.net/#easeInCubic
  71902. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71903. */
  71904. export class CubicEase extends EasingFunction implements IEasingFunction {
  71905. /** @hidden */
  71906. easeInCore(gradient: number): number;
  71907. }
  71908. /**
  71909. * Easing function with an elastic shape (see link below).
  71910. * @see https://easings.net/#easeInElastic
  71911. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71912. */
  71913. export class ElasticEase extends EasingFunction implements IEasingFunction {
  71914. /** Defines the number of oscillations*/
  71915. oscillations: number;
  71916. /** Defines the amplitude of the oscillations*/
  71917. springiness: number;
  71918. /**
  71919. * Instantiates an elastic easing function
  71920. * @see https://easings.net/#easeInElastic
  71921. * @param oscillations Defines the number of oscillations
  71922. * @param springiness Defines the amplitude of the oscillations
  71923. */
  71924. constructor(
  71925. /** Defines the number of oscillations*/
  71926. oscillations?: number,
  71927. /** Defines the amplitude of the oscillations*/
  71928. springiness?: number);
  71929. /** @hidden */
  71930. easeInCore(gradient: number): number;
  71931. }
  71932. /**
  71933. * Easing function with an exponential shape (see link below).
  71934. * @see https://easings.net/#easeInExpo
  71935. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71936. */
  71937. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  71938. /** Defines the exponent of the function */
  71939. exponent: number;
  71940. /**
  71941. * Instantiates an exponential easing function
  71942. * @see https://easings.net/#easeInExpo
  71943. * @param exponent Defines the exponent of the function
  71944. */
  71945. constructor(
  71946. /** Defines the exponent of the function */
  71947. exponent?: number);
  71948. /** @hidden */
  71949. easeInCore(gradient: number): number;
  71950. }
  71951. /**
  71952. * Easing function with a power shape (see link below).
  71953. * @see https://easings.net/#easeInQuad
  71954. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71955. */
  71956. export class PowerEase extends EasingFunction implements IEasingFunction {
  71957. /** Defines the power of the function */
  71958. power: number;
  71959. /**
  71960. * Instantiates an power base easing function
  71961. * @see https://easings.net/#easeInQuad
  71962. * @param power Defines the power of the function
  71963. */
  71964. constructor(
  71965. /** Defines the power of the function */
  71966. power?: number);
  71967. /** @hidden */
  71968. easeInCore(gradient: number): number;
  71969. }
  71970. /**
  71971. * Easing function with a power of 2 shape (see link below).
  71972. * @see https://easings.net/#easeInQuad
  71973. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71974. */
  71975. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  71976. /** @hidden */
  71977. easeInCore(gradient: number): number;
  71978. }
  71979. /**
  71980. * Easing function with a power of 4 shape (see link below).
  71981. * @see https://easings.net/#easeInQuart
  71982. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71983. */
  71984. export class QuarticEase extends EasingFunction implements IEasingFunction {
  71985. /** @hidden */
  71986. easeInCore(gradient: number): number;
  71987. }
  71988. /**
  71989. * Easing function with a power of 5 shape (see link below).
  71990. * @see https://easings.net/#easeInQuint
  71991. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71992. */
  71993. export class QuinticEase extends EasingFunction implements IEasingFunction {
  71994. /** @hidden */
  71995. easeInCore(gradient: number): number;
  71996. }
  71997. /**
  71998. * Easing function with a sin shape (see link below).
  71999. * @see https://easings.net/#easeInSine
  72000. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72001. */
  72002. export class SineEase extends EasingFunction implements IEasingFunction {
  72003. /** @hidden */
  72004. easeInCore(gradient: number): number;
  72005. }
  72006. /**
  72007. * Easing function with a bezier shape (see link below).
  72008. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  72009. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72010. */
  72011. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  72012. /** Defines the x component of the start tangent in the bezier curve */
  72013. x1: number;
  72014. /** Defines the y component of the start tangent in the bezier curve */
  72015. y1: number;
  72016. /** Defines the x component of the end tangent in the bezier curve */
  72017. x2: number;
  72018. /** Defines the y component of the end tangent in the bezier curve */
  72019. y2: number;
  72020. /**
  72021. * Instantiates a bezier function
  72022. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  72023. * @param x1 Defines the x component of the start tangent in the bezier curve
  72024. * @param y1 Defines the y component of the start tangent in the bezier curve
  72025. * @param x2 Defines the x component of the end tangent in the bezier curve
  72026. * @param y2 Defines the y component of the end tangent in the bezier curve
  72027. */
  72028. constructor(
  72029. /** Defines the x component of the start tangent in the bezier curve */
  72030. x1?: number,
  72031. /** Defines the y component of the start tangent in the bezier curve */
  72032. y1?: number,
  72033. /** Defines the x component of the end tangent in the bezier curve */
  72034. x2?: number,
  72035. /** Defines the y component of the end tangent in the bezier curve */
  72036. y2?: number);
  72037. /** @hidden */
  72038. easeInCore(gradient: number): number;
  72039. }
  72040. }
  72041. declare module BABYLON {
  72042. /**
  72043. * Defines an interface which represents an animation key frame
  72044. */
  72045. export interface IAnimationKey {
  72046. /**
  72047. * Frame of the key frame
  72048. */
  72049. frame: number;
  72050. /**
  72051. * Value at the specifies key frame
  72052. */
  72053. value: any;
  72054. /**
  72055. * The input tangent for the cubic hermite spline
  72056. */
  72057. inTangent?: any;
  72058. /**
  72059. * The output tangent for the cubic hermite spline
  72060. */
  72061. outTangent?: any;
  72062. /**
  72063. * The animation interpolation type
  72064. */
  72065. interpolation?: AnimationKeyInterpolation;
  72066. }
  72067. /**
  72068. * Enum for the animation key frame interpolation type
  72069. */
  72070. export enum AnimationKeyInterpolation {
  72071. /**
  72072. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  72073. */
  72074. STEP = 1
  72075. }
  72076. }
  72077. declare module BABYLON {
  72078. /**
  72079. * Represents the range of an animation
  72080. */
  72081. export class AnimationRange {
  72082. /**The name of the animation range**/
  72083. name: string;
  72084. /**The starting frame of the animation */
  72085. from: number;
  72086. /**The ending frame of the animation*/
  72087. to: number;
  72088. /**
  72089. * Initializes the range of an animation
  72090. * @param name The name of the animation range
  72091. * @param from The starting frame of the animation
  72092. * @param to The ending frame of the animation
  72093. */
  72094. constructor(
  72095. /**The name of the animation range**/
  72096. name: string,
  72097. /**The starting frame of the animation */
  72098. from: number,
  72099. /**The ending frame of the animation*/
  72100. to: number);
  72101. /**
  72102. * Makes a copy of the animation range
  72103. * @returns A copy of the animation range
  72104. */
  72105. clone(): AnimationRange;
  72106. }
  72107. }
  72108. declare module BABYLON {
  72109. /**
  72110. * Composed of a frame, and an action function
  72111. */
  72112. export class AnimationEvent {
  72113. /** The frame for which the event is triggered **/
  72114. frame: number;
  72115. /** The event to perform when triggered **/
  72116. action: (currentFrame: number) => void;
  72117. /** Specifies if the event should be triggered only once**/
  72118. onlyOnce?: boolean | undefined;
  72119. /**
  72120. * Specifies if the animation event is done
  72121. */
  72122. isDone: boolean;
  72123. /**
  72124. * Initializes the animation event
  72125. * @param frame The frame for which the event is triggered
  72126. * @param action The event to perform when triggered
  72127. * @param onlyOnce Specifies if the event should be triggered only once
  72128. */
  72129. constructor(
  72130. /** The frame for which the event is triggered **/
  72131. frame: number,
  72132. /** The event to perform when triggered **/
  72133. action: (currentFrame: number) => void,
  72134. /** Specifies if the event should be triggered only once**/
  72135. onlyOnce?: boolean | undefined);
  72136. /** @hidden */
  72137. _clone(): AnimationEvent;
  72138. }
  72139. }
  72140. declare module BABYLON {
  72141. /**
  72142. * Interface used to define a behavior
  72143. */
  72144. export interface Behavior<T> {
  72145. /** gets or sets behavior's name */
  72146. name: string;
  72147. /**
  72148. * Function called when the behavior needs to be initialized (after attaching it to a target)
  72149. */
  72150. init(): void;
  72151. /**
  72152. * Called when the behavior is attached to a target
  72153. * @param target defines the target where the behavior is attached to
  72154. */
  72155. attach(target: T): void;
  72156. /**
  72157. * Called when the behavior is detached from its target
  72158. */
  72159. detach(): void;
  72160. }
  72161. /**
  72162. * Interface implemented by classes supporting behaviors
  72163. */
  72164. export interface IBehaviorAware<T> {
  72165. /**
  72166. * Attach a behavior
  72167. * @param behavior defines the behavior to attach
  72168. * @returns the current host
  72169. */
  72170. addBehavior(behavior: Behavior<T>): T;
  72171. /**
  72172. * Remove a behavior from the current object
  72173. * @param behavior defines the behavior to detach
  72174. * @returns the current host
  72175. */
  72176. removeBehavior(behavior: Behavior<T>): T;
  72177. /**
  72178. * Gets a behavior using its name to search
  72179. * @param name defines the name to search
  72180. * @returns the behavior or null if not found
  72181. */
  72182. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  72183. }
  72184. }
  72185. declare module BABYLON {
  72186. /**
  72187. * Defines an array and its length.
  72188. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  72189. */
  72190. export interface ISmartArrayLike<T> {
  72191. /**
  72192. * The data of the array.
  72193. */
  72194. data: Array<T>;
  72195. /**
  72196. * The active length of the array.
  72197. */
  72198. length: number;
  72199. }
  72200. /**
  72201. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  72202. */
  72203. export class SmartArray<T> implements ISmartArrayLike<T> {
  72204. /**
  72205. * The full set of data from the array.
  72206. */
  72207. data: Array<T>;
  72208. /**
  72209. * The active length of the array.
  72210. */
  72211. length: number;
  72212. protected _id: number;
  72213. /**
  72214. * Instantiates a Smart Array.
  72215. * @param capacity defines the default capacity of the array.
  72216. */
  72217. constructor(capacity: number);
  72218. /**
  72219. * Pushes a value at the end of the active data.
  72220. * @param value defines the object to push in the array.
  72221. */
  72222. push(value: T): void;
  72223. /**
  72224. * Iterates over the active data and apply the lambda to them.
  72225. * @param func defines the action to apply on each value.
  72226. */
  72227. forEach(func: (content: T) => void): void;
  72228. /**
  72229. * Sorts the full sets of data.
  72230. * @param compareFn defines the comparison function to apply.
  72231. */
  72232. sort(compareFn: (a: T, b: T) => number): void;
  72233. /**
  72234. * Resets the active data to an empty array.
  72235. */
  72236. reset(): void;
  72237. /**
  72238. * Releases all the data from the array as well as the array.
  72239. */
  72240. dispose(): void;
  72241. /**
  72242. * Concats the active data with a given array.
  72243. * @param array defines the data to concatenate with.
  72244. */
  72245. concat(array: any): void;
  72246. /**
  72247. * Returns the position of a value in the active data.
  72248. * @param value defines the value to find the index for
  72249. * @returns the index if found in the active data otherwise -1
  72250. */
  72251. indexOf(value: T): number;
  72252. /**
  72253. * Returns whether an element is part of the active data.
  72254. * @param value defines the value to look for
  72255. * @returns true if found in the active data otherwise false
  72256. */
  72257. contains(value: T): boolean;
  72258. private static _GlobalId;
  72259. }
  72260. /**
  72261. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  72262. * The data in this array can only be present once
  72263. */
  72264. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  72265. private _duplicateId;
  72266. /**
  72267. * Pushes a value at the end of the active data.
  72268. * THIS DOES NOT PREVENT DUPPLICATE DATA
  72269. * @param value defines the object to push in the array.
  72270. */
  72271. push(value: T): void;
  72272. /**
  72273. * Pushes a value at the end of the active data.
  72274. * If the data is already present, it won t be added again
  72275. * @param value defines the object to push in the array.
  72276. * @returns true if added false if it was already present
  72277. */
  72278. pushNoDuplicate(value: T): boolean;
  72279. /**
  72280. * Resets the active data to an empty array.
  72281. */
  72282. reset(): void;
  72283. /**
  72284. * Concats the active data with a given array.
  72285. * This ensures no dupplicate will be present in the result.
  72286. * @param array defines the data to concatenate with.
  72287. */
  72288. concatWithNoDuplicate(array: any): void;
  72289. }
  72290. }
  72291. declare module BABYLON {
  72292. /**
  72293. * @ignore
  72294. * This is a list of all the different input types that are available in the application.
  72295. * Fo instance: ArcRotateCameraGamepadInput...
  72296. */
  72297. export var CameraInputTypes: {};
  72298. /**
  72299. * This is the contract to implement in order to create a new input class.
  72300. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  72301. */
  72302. export interface ICameraInput<TCamera extends Camera> {
  72303. /**
  72304. * Defines the camera the input is attached to.
  72305. */
  72306. camera: Nullable<TCamera>;
  72307. /**
  72308. * Gets the class name of the current intput.
  72309. * @returns the class name
  72310. */
  72311. getClassName(): string;
  72312. /**
  72313. * Get the friendly name associated with the input class.
  72314. * @returns the input friendly name
  72315. */
  72316. getSimpleName(): string;
  72317. /**
  72318. * Attach the input controls to a specific dom element to get the input from.
  72319. * @param element Defines the element the controls should be listened from
  72320. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72321. */
  72322. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  72323. /**
  72324. * Detach the current controls from the specified dom element.
  72325. * @param element Defines the element to stop listening the inputs from
  72326. */
  72327. detachControl(element: Nullable<HTMLElement>): void;
  72328. /**
  72329. * Update the current camera state depending on the inputs that have been used this frame.
  72330. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  72331. */
  72332. checkInputs?: () => void;
  72333. }
  72334. /**
  72335. * Represents a map of input types to input instance or input index to input instance.
  72336. */
  72337. export interface CameraInputsMap<TCamera extends Camera> {
  72338. /**
  72339. * Accessor to the input by input type.
  72340. */
  72341. [name: string]: ICameraInput<TCamera>;
  72342. /**
  72343. * Accessor to the input by input index.
  72344. */
  72345. [idx: number]: ICameraInput<TCamera>;
  72346. }
  72347. /**
  72348. * This represents the input manager used within a camera.
  72349. * It helps dealing with all the different kind of input attached to a camera.
  72350. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  72351. */
  72352. export class CameraInputsManager<TCamera extends Camera> {
  72353. /**
  72354. * Defines the list of inputs attahed to the camera.
  72355. */
  72356. attached: CameraInputsMap<TCamera>;
  72357. /**
  72358. * Defines the dom element the camera is collecting inputs from.
  72359. * This is null if the controls have not been attached.
  72360. */
  72361. attachedElement: Nullable<HTMLElement>;
  72362. /**
  72363. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72364. */
  72365. noPreventDefault: boolean;
  72366. /**
  72367. * Defined the camera the input manager belongs to.
  72368. */
  72369. camera: TCamera;
  72370. /**
  72371. * Update the current camera state depending on the inputs that have been used this frame.
  72372. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  72373. */
  72374. checkInputs: () => void;
  72375. /**
  72376. * Instantiate a new Camera Input Manager.
  72377. * @param camera Defines the camera the input manager blongs to
  72378. */
  72379. constructor(camera: TCamera);
  72380. /**
  72381. * Add an input method to a camera
  72382. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  72383. * @param input camera input method
  72384. */
  72385. add(input: ICameraInput<TCamera>): void;
  72386. /**
  72387. * Remove a specific input method from a camera
  72388. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  72389. * @param inputToRemove camera input method
  72390. */
  72391. remove(inputToRemove: ICameraInput<TCamera>): void;
  72392. /**
  72393. * Remove a specific input type from a camera
  72394. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  72395. * @param inputType the type of the input to remove
  72396. */
  72397. removeByType(inputType: string): void;
  72398. private _addCheckInputs;
  72399. /**
  72400. * Attach the input controls to the currently attached dom element to listen the events from.
  72401. * @param input Defines the input to attach
  72402. */
  72403. attachInput(input: ICameraInput<TCamera>): void;
  72404. /**
  72405. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  72406. * @param element Defines the dom element to collect the events from
  72407. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72408. */
  72409. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  72410. /**
  72411. * Detach the current manager inputs controls from a specific dom element.
  72412. * @param element Defines the dom element to collect the events from
  72413. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  72414. */
  72415. detachElement(element: HTMLElement, disconnect?: boolean): void;
  72416. /**
  72417. * Rebuild the dynamic inputCheck function from the current list of
  72418. * defined inputs in the manager.
  72419. */
  72420. rebuildInputCheck(): void;
  72421. /**
  72422. * Remove all attached input methods from a camera
  72423. */
  72424. clear(): void;
  72425. /**
  72426. * Serialize the current input manager attached to a camera.
  72427. * This ensures than once parsed,
  72428. * the input associated to the camera will be identical to the current ones
  72429. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  72430. */
  72431. serialize(serializedCamera: any): void;
  72432. /**
  72433. * Parses an input manager serialized JSON to restore the previous list of inputs
  72434. * and states associated to a camera.
  72435. * @param parsedCamera Defines the JSON to parse
  72436. */
  72437. parse(parsedCamera: any): void;
  72438. }
  72439. }
  72440. declare module BABYLON {
  72441. /**
  72442. * @hidden
  72443. */
  72444. export class IntersectionInfo {
  72445. bu: Nullable<number>;
  72446. bv: Nullable<number>;
  72447. distance: number;
  72448. faceId: number;
  72449. subMeshId: number;
  72450. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  72451. }
  72452. }
  72453. declare module BABYLON {
  72454. /**
  72455. * Represens a plane by the equation ax + by + cz + d = 0
  72456. */
  72457. export class Plane {
  72458. private static _TmpMatrix;
  72459. /**
  72460. * Normal of the plane (a,b,c)
  72461. */
  72462. normal: Vector3;
  72463. /**
  72464. * d component of the plane
  72465. */
  72466. d: number;
  72467. /**
  72468. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  72469. * @param a a component of the plane
  72470. * @param b b component of the plane
  72471. * @param c c component of the plane
  72472. * @param d d component of the plane
  72473. */
  72474. constructor(a: number, b: number, c: number, d: number);
  72475. /**
  72476. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  72477. */
  72478. asArray(): number[];
  72479. /**
  72480. * @returns a new plane copied from the current Plane.
  72481. */
  72482. clone(): Plane;
  72483. /**
  72484. * @returns the string "Plane".
  72485. */
  72486. getClassName(): string;
  72487. /**
  72488. * @returns the Plane hash code.
  72489. */
  72490. getHashCode(): number;
  72491. /**
  72492. * Normalize the current Plane in place.
  72493. * @returns the updated Plane.
  72494. */
  72495. normalize(): Plane;
  72496. /**
  72497. * Applies a transformation the plane and returns the result
  72498. * @param transformation the transformation matrix to be applied to the plane
  72499. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  72500. */
  72501. transform(transformation: DeepImmutable<Matrix>): Plane;
  72502. /**
  72503. * Calcualtte the dot product between the point and the plane normal
  72504. * @param point point to calculate the dot product with
  72505. * @returns the dot product (float) of the point coordinates and the plane normal.
  72506. */
  72507. dotCoordinate(point: DeepImmutable<Vector3>): number;
  72508. /**
  72509. * Updates the current Plane from the plane defined by the three given points.
  72510. * @param point1 one of the points used to contruct the plane
  72511. * @param point2 one of the points used to contruct the plane
  72512. * @param point3 one of the points used to contruct the plane
  72513. * @returns the updated Plane.
  72514. */
  72515. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  72516. /**
  72517. * Checks if the plane is facing a given direction
  72518. * @param direction the direction to check if the plane is facing
  72519. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  72520. * @returns True is the vector "direction" is the same side than the plane normal.
  72521. */
  72522. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  72523. /**
  72524. * Calculates the distance to a point
  72525. * @param point point to calculate distance to
  72526. * @returns the signed distance (float) from the given point to the Plane.
  72527. */
  72528. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  72529. /**
  72530. * Creates a plane from an array
  72531. * @param array the array to create a plane from
  72532. * @returns a new Plane from the given array.
  72533. */
  72534. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  72535. /**
  72536. * Creates a plane from three points
  72537. * @param point1 point used to create the plane
  72538. * @param point2 point used to create the plane
  72539. * @param point3 point used to create the plane
  72540. * @returns a new Plane defined by the three given points.
  72541. */
  72542. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  72543. /**
  72544. * Creates a plane from an origin point and a normal
  72545. * @param origin origin of the plane to be constructed
  72546. * @param normal normal of the plane to be constructed
  72547. * @returns a new Plane the normal vector to this plane at the given origin point.
  72548. * Note : the vector "normal" is updated because normalized.
  72549. */
  72550. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  72551. /**
  72552. * Calculates the distance from a plane and a point
  72553. * @param origin origin of the plane to be constructed
  72554. * @param normal normal of the plane to be constructed
  72555. * @param point point to calculate distance to
  72556. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  72557. */
  72558. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  72559. }
  72560. }
  72561. declare module BABYLON {
  72562. /**
  72563. * Class used to store bounding sphere information
  72564. */
  72565. export class BoundingSphere {
  72566. /**
  72567. * Gets the center of the bounding sphere in local space
  72568. */
  72569. readonly center: Vector3;
  72570. /**
  72571. * Radius of the bounding sphere in local space
  72572. */
  72573. radius: number;
  72574. /**
  72575. * Gets the center of the bounding sphere in world space
  72576. */
  72577. readonly centerWorld: Vector3;
  72578. /**
  72579. * Radius of the bounding sphere in world space
  72580. */
  72581. radiusWorld: number;
  72582. /**
  72583. * Gets the minimum vector in local space
  72584. */
  72585. readonly minimum: Vector3;
  72586. /**
  72587. * Gets the maximum vector in local space
  72588. */
  72589. readonly maximum: Vector3;
  72590. private _worldMatrix;
  72591. private static readonly TmpVector3;
  72592. /**
  72593. * Creates a new bounding sphere
  72594. * @param min defines the minimum vector (in local space)
  72595. * @param max defines the maximum vector (in local space)
  72596. * @param worldMatrix defines the new world matrix
  72597. */
  72598. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  72599. /**
  72600. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  72601. * @param min defines the new minimum vector (in local space)
  72602. * @param max defines the new maximum vector (in local space)
  72603. * @param worldMatrix defines the new world matrix
  72604. */
  72605. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  72606. /**
  72607. * Scale the current bounding sphere by applying a scale factor
  72608. * @param factor defines the scale factor to apply
  72609. * @returns the current bounding box
  72610. */
  72611. scale(factor: number): BoundingSphere;
  72612. /**
  72613. * Gets the world matrix of the bounding box
  72614. * @returns a matrix
  72615. */
  72616. getWorldMatrix(): DeepImmutable<Matrix>;
  72617. /** @hidden */
  72618. _update(worldMatrix: DeepImmutable<Matrix>): void;
  72619. /**
  72620. * Tests if the bounding sphere is intersecting the frustum planes
  72621. * @param frustumPlanes defines the frustum planes to test
  72622. * @returns true if there is an intersection
  72623. */
  72624. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72625. /**
  72626. * Tests if the bounding sphere center is in between the frustum planes.
  72627. * Used for optimistic fast inclusion.
  72628. * @param frustumPlanes defines the frustum planes to test
  72629. * @returns true if the sphere center is in between the frustum planes
  72630. */
  72631. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72632. /**
  72633. * Tests if a point is inside the bounding sphere
  72634. * @param point defines the point to test
  72635. * @returns true if the point is inside the bounding sphere
  72636. */
  72637. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  72638. /**
  72639. * Checks if two sphere intersct
  72640. * @param sphere0 sphere 0
  72641. * @param sphere1 sphere 1
  72642. * @returns true if the speres intersect
  72643. */
  72644. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  72645. }
  72646. }
  72647. declare module BABYLON {
  72648. /**
  72649. * Class used to store bounding box information
  72650. */
  72651. export class BoundingBox implements ICullable {
  72652. /**
  72653. * Gets the 8 vectors representing the bounding box in local space
  72654. */
  72655. readonly vectors: Vector3[];
  72656. /**
  72657. * Gets the center of the bounding box in local space
  72658. */
  72659. readonly center: Vector3;
  72660. /**
  72661. * Gets the center of the bounding box in world space
  72662. */
  72663. readonly centerWorld: Vector3;
  72664. /**
  72665. * Gets the extend size in local space
  72666. */
  72667. readonly extendSize: Vector3;
  72668. /**
  72669. * Gets the extend size in world space
  72670. */
  72671. readonly extendSizeWorld: Vector3;
  72672. /**
  72673. * Gets the OBB (object bounding box) directions
  72674. */
  72675. readonly directions: Vector3[];
  72676. /**
  72677. * Gets the 8 vectors representing the bounding box in world space
  72678. */
  72679. readonly vectorsWorld: Vector3[];
  72680. /**
  72681. * Gets the minimum vector in world space
  72682. */
  72683. readonly minimumWorld: Vector3;
  72684. /**
  72685. * Gets the maximum vector in world space
  72686. */
  72687. readonly maximumWorld: Vector3;
  72688. /**
  72689. * Gets the minimum vector in local space
  72690. */
  72691. readonly minimum: Vector3;
  72692. /**
  72693. * Gets the maximum vector in local space
  72694. */
  72695. readonly maximum: Vector3;
  72696. private _worldMatrix;
  72697. private static readonly TmpVector3;
  72698. /**
  72699. * @hidden
  72700. */
  72701. _tag: number;
  72702. /**
  72703. * Creates a new bounding box
  72704. * @param min defines the minimum vector (in local space)
  72705. * @param max defines the maximum vector (in local space)
  72706. * @param worldMatrix defines the new world matrix
  72707. */
  72708. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  72709. /**
  72710. * Recreates the entire bounding box from scratch as if we call the constructor in place
  72711. * @param min defines the new minimum vector (in local space)
  72712. * @param max defines the new maximum vector (in local space)
  72713. * @param worldMatrix defines the new world matrix
  72714. */
  72715. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  72716. /**
  72717. * Scale the current bounding box by applying a scale factor
  72718. * @param factor defines the scale factor to apply
  72719. * @returns the current bounding box
  72720. */
  72721. scale(factor: number): BoundingBox;
  72722. /**
  72723. * Gets the world matrix of the bounding box
  72724. * @returns a matrix
  72725. */
  72726. getWorldMatrix(): DeepImmutable<Matrix>;
  72727. /** @hidden */
  72728. _update(world: DeepImmutable<Matrix>): void;
  72729. /**
  72730. * Tests if the bounding box is intersecting the frustum planes
  72731. * @param frustumPlanes defines the frustum planes to test
  72732. * @returns true if there is an intersection
  72733. */
  72734. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72735. /**
  72736. * Tests if the bounding box is entirely inside the frustum planes
  72737. * @param frustumPlanes defines the frustum planes to test
  72738. * @returns true if there is an inclusion
  72739. */
  72740. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72741. /**
  72742. * Tests if a point is inside the bounding box
  72743. * @param point defines the point to test
  72744. * @returns true if the point is inside the bounding box
  72745. */
  72746. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  72747. /**
  72748. * Tests if the bounding box intersects with a bounding sphere
  72749. * @param sphere defines the sphere to test
  72750. * @returns true if there is an intersection
  72751. */
  72752. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  72753. /**
  72754. * Tests if the bounding box intersects with a box defined by a min and max vectors
  72755. * @param min defines the min vector to use
  72756. * @param max defines the max vector to use
  72757. * @returns true if there is an intersection
  72758. */
  72759. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  72760. /**
  72761. * Tests if two bounding boxes are intersections
  72762. * @param box0 defines the first box to test
  72763. * @param box1 defines the second box to test
  72764. * @returns true if there is an intersection
  72765. */
  72766. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  72767. /**
  72768. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  72769. * @param minPoint defines the minimum vector of the bounding box
  72770. * @param maxPoint defines the maximum vector of the bounding box
  72771. * @param sphereCenter defines the sphere center
  72772. * @param sphereRadius defines the sphere radius
  72773. * @returns true if there is an intersection
  72774. */
  72775. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  72776. /**
  72777. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  72778. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  72779. * @param frustumPlanes defines the frustum planes to test
  72780. * @return true if there is an inclusion
  72781. */
  72782. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72783. /**
  72784. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  72785. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  72786. * @param frustumPlanes defines the frustum planes to test
  72787. * @return true if there is an intersection
  72788. */
  72789. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72790. }
  72791. }
  72792. declare module BABYLON {
  72793. /** @hidden */
  72794. export class Collider {
  72795. /** Define if a collision was found */
  72796. collisionFound: boolean;
  72797. /**
  72798. * Define last intersection point in local space
  72799. */
  72800. intersectionPoint: Vector3;
  72801. /**
  72802. * Define last collided mesh
  72803. */
  72804. collidedMesh: Nullable<AbstractMesh>;
  72805. private _collisionPoint;
  72806. private _planeIntersectionPoint;
  72807. private _tempVector;
  72808. private _tempVector2;
  72809. private _tempVector3;
  72810. private _tempVector4;
  72811. private _edge;
  72812. private _baseToVertex;
  72813. private _destinationPoint;
  72814. private _slidePlaneNormal;
  72815. private _displacementVector;
  72816. /** @hidden */
  72817. _radius: Vector3;
  72818. /** @hidden */
  72819. _retry: number;
  72820. private _velocity;
  72821. private _basePoint;
  72822. private _epsilon;
  72823. /** @hidden */
  72824. _velocityWorldLength: number;
  72825. /** @hidden */
  72826. _basePointWorld: Vector3;
  72827. private _velocityWorld;
  72828. private _normalizedVelocity;
  72829. /** @hidden */
  72830. _initialVelocity: Vector3;
  72831. /** @hidden */
  72832. _initialPosition: Vector3;
  72833. private _nearestDistance;
  72834. private _collisionMask;
  72835. collisionMask: number;
  72836. /**
  72837. * Gets the plane normal used to compute the sliding response (in local space)
  72838. */
  72839. readonly slidePlaneNormal: Vector3;
  72840. /** @hidden */
  72841. _initialize(source: Vector3, dir: Vector3, e: number): void;
  72842. /** @hidden */
  72843. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  72844. /** @hidden */
  72845. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  72846. /** @hidden */
  72847. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  72848. /** @hidden */
  72849. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  72850. /** @hidden */
  72851. _getResponse(pos: Vector3, vel: Vector3): void;
  72852. }
  72853. }
  72854. declare module BABYLON {
  72855. /**
  72856. * Interface for cullable objects
  72857. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  72858. */
  72859. export interface ICullable {
  72860. /**
  72861. * Checks if the object or part of the object is in the frustum
  72862. * @param frustumPlanes Camera near/planes
  72863. * @returns true if the object is in frustum otherwise false
  72864. */
  72865. isInFrustum(frustumPlanes: Plane[]): boolean;
  72866. /**
  72867. * Checks if a cullable object (mesh...) is in the camera frustum
  72868. * Unlike isInFrustum this cheks the full bounding box
  72869. * @param frustumPlanes Camera near/planes
  72870. * @returns true if the object is in frustum otherwise false
  72871. */
  72872. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  72873. }
  72874. /**
  72875. * Info for a bounding data of a mesh
  72876. */
  72877. export class BoundingInfo implements ICullable {
  72878. /**
  72879. * Bounding box for the mesh
  72880. */
  72881. readonly boundingBox: BoundingBox;
  72882. /**
  72883. * Bounding sphere for the mesh
  72884. */
  72885. readonly boundingSphere: BoundingSphere;
  72886. private _isLocked;
  72887. private static readonly TmpVector3;
  72888. /**
  72889. * Constructs bounding info
  72890. * @param minimum min vector of the bounding box/sphere
  72891. * @param maximum max vector of the bounding box/sphere
  72892. * @param worldMatrix defines the new world matrix
  72893. */
  72894. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  72895. /**
  72896. * Recreates the entire bounding info from scratch as if we call the constructor in place
  72897. * @param min defines the new minimum vector (in local space)
  72898. * @param max defines the new maximum vector (in local space)
  72899. * @param worldMatrix defines the new world matrix
  72900. */
  72901. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  72902. /**
  72903. * min vector of the bounding box/sphere
  72904. */
  72905. readonly minimum: Vector3;
  72906. /**
  72907. * max vector of the bounding box/sphere
  72908. */
  72909. readonly maximum: Vector3;
  72910. /**
  72911. * If the info is locked and won't be updated to avoid perf overhead
  72912. */
  72913. isLocked: boolean;
  72914. /**
  72915. * Updates the bounding sphere and box
  72916. * @param world world matrix to be used to update
  72917. */
  72918. update(world: DeepImmutable<Matrix>): void;
  72919. /**
  72920. * Recreate the bounding info to be centered around a specific point given a specific extend.
  72921. * @param center New center of the bounding info
  72922. * @param extend New extend of the bounding info
  72923. * @returns the current bounding info
  72924. */
  72925. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  72926. /**
  72927. * Scale the current bounding info by applying a scale factor
  72928. * @param factor defines the scale factor to apply
  72929. * @returns the current bounding info
  72930. */
  72931. scale(factor: number): BoundingInfo;
  72932. /**
  72933. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  72934. * @param frustumPlanes defines the frustum to test
  72935. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  72936. * @returns true if the bounding info is in the frustum planes
  72937. */
  72938. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  72939. /**
  72940. * Gets the world distance between the min and max points of the bounding box
  72941. */
  72942. readonly diagonalLength: number;
  72943. /**
  72944. * Checks if a cullable object (mesh...) is in the camera frustum
  72945. * Unlike isInFrustum this cheks the full bounding box
  72946. * @param frustumPlanes Camera near/planes
  72947. * @returns true if the object is in frustum otherwise false
  72948. */
  72949. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72950. /** @hidden */
  72951. _checkCollision(collider: Collider): boolean;
  72952. /**
  72953. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  72954. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  72955. * @param point the point to check intersection with
  72956. * @returns if the point intersects
  72957. */
  72958. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  72959. /**
  72960. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  72961. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  72962. * @param boundingInfo the bounding info to check intersection with
  72963. * @param precise if the intersection should be done using OBB
  72964. * @returns if the bounding info intersects
  72965. */
  72966. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  72967. }
  72968. }
  72969. declare module BABYLON {
  72970. /**
  72971. * Extracts minimum and maximum values from a list of indexed positions
  72972. * @param positions defines the positions to use
  72973. * @param indices defines the indices to the positions
  72974. * @param indexStart defines the start index
  72975. * @param indexCount defines the end index
  72976. * @param bias defines bias value to add to the result
  72977. * @return minimum and maximum values
  72978. */
  72979. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  72980. minimum: Vector3;
  72981. maximum: Vector3;
  72982. };
  72983. /**
  72984. * Extracts minimum and maximum values from a list of positions
  72985. * @param positions defines the positions to use
  72986. * @param start defines the start index in the positions array
  72987. * @param count defines the number of positions to handle
  72988. * @param bias defines bias value to add to the result
  72989. * @param stride defines the stride size to use (distance between two positions in the positions array)
  72990. * @return minimum and maximum values
  72991. */
  72992. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  72993. minimum: Vector3;
  72994. maximum: Vector3;
  72995. };
  72996. }
  72997. declare module BABYLON {
  72998. /**
  72999. * Enum that determines the text-wrapping mode to use.
  73000. */
  73001. export enum InspectableType {
  73002. /**
  73003. * Checkbox for booleans
  73004. */
  73005. Checkbox = 0,
  73006. /**
  73007. * Sliders for numbers
  73008. */
  73009. Slider = 1,
  73010. /**
  73011. * Vector3
  73012. */
  73013. Vector3 = 2,
  73014. /**
  73015. * Quaternions
  73016. */
  73017. Quaternion = 3,
  73018. /**
  73019. * Color3
  73020. */
  73021. Color3 = 4,
  73022. /**
  73023. * String
  73024. */
  73025. String = 5
  73026. }
  73027. /**
  73028. * Interface used to define custom inspectable properties.
  73029. * This interface is used by the inspector to display custom property grids
  73030. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  73031. */
  73032. export interface IInspectable {
  73033. /**
  73034. * Gets the label to display
  73035. */
  73036. label: string;
  73037. /**
  73038. * Gets the name of the property to edit
  73039. */
  73040. propertyName: string;
  73041. /**
  73042. * Gets the type of the editor to use
  73043. */
  73044. type: InspectableType;
  73045. /**
  73046. * Gets the minimum value of the property when using in "slider" mode
  73047. */
  73048. min?: number;
  73049. /**
  73050. * Gets the maximum value of the property when using in "slider" mode
  73051. */
  73052. max?: number;
  73053. /**
  73054. * Gets the setp to use when using in "slider" mode
  73055. */
  73056. step?: number;
  73057. }
  73058. }
  73059. declare module BABYLON {
  73060. /**
  73061. * Class used to provide helper for timing
  73062. */
  73063. export class TimingTools {
  73064. /**
  73065. * Polyfill for setImmediate
  73066. * @param action defines the action to execute after the current execution block
  73067. */
  73068. static SetImmediate(action: () => void): void;
  73069. }
  73070. }
  73071. declare module BABYLON {
  73072. /**
  73073. * Class used to enable instatition of objects by class name
  73074. */
  73075. export class InstantiationTools {
  73076. /**
  73077. * Use this object to register external classes like custom textures or material
  73078. * to allow the laoders to instantiate them
  73079. */
  73080. static RegisteredExternalClasses: {
  73081. [key: string]: Object;
  73082. };
  73083. /**
  73084. * Tries to instantiate a new object from a given class name
  73085. * @param className defines the class name to instantiate
  73086. * @returns the new object or null if the system was not able to do the instantiation
  73087. */
  73088. static Instantiate(className: string): any;
  73089. }
  73090. }
  73091. declare module BABYLON {
  73092. /**
  73093. * This represents the required contract to create a new type of texture loader.
  73094. */
  73095. export interface IInternalTextureLoader {
  73096. /**
  73097. * Defines wether the loader supports cascade loading the different faces.
  73098. */
  73099. supportCascades: boolean;
  73100. /**
  73101. * This returns if the loader support the current file information.
  73102. * @param extension defines the file extension of the file being loaded
  73103. * @param textureFormatInUse defines the current compressed format in use iun the engine
  73104. * @param fallback defines the fallback internal texture if any
  73105. * @param isBase64 defines whether the texture is encoded as a base64
  73106. * @param isBuffer defines whether the texture data are stored as a buffer
  73107. * @returns true if the loader can load the specified file
  73108. */
  73109. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  73110. /**
  73111. * Transform the url before loading if required.
  73112. * @param rootUrl the url of the texture
  73113. * @param textureFormatInUse defines the current compressed format in use iun the engine
  73114. * @returns the transformed texture
  73115. */
  73116. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  73117. /**
  73118. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  73119. * @param rootUrl the url of the texture
  73120. * @param textureFormatInUse defines the current compressed format in use iun the engine
  73121. * @returns the fallback texture
  73122. */
  73123. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  73124. /**
  73125. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  73126. * @param data contains the texture data
  73127. * @param texture defines the BabylonJS internal texture
  73128. * @param createPolynomials will be true if polynomials have been requested
  73129. * @param onLoad defines the callback to trigger once the texture is ready
  73130. * @param onError defines the callback to trigger in case of error
  73131. */
  73132. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  73133. /**
  73134. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  73135. * @param data contains the texture data
  73136. * @param texture defines the BabylonJS internal texture
  73137. * @param callback defines the method to call once ready to upload
  73138. */
  73139. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  73140. }
  73141. }
  73142. declare module BABYLON {
  73143. interface Engine {
  73144. /**
  73145. * Creates a depth stencil cube texture.
  73146. * This is only available in WebGL 2.
  73147. * @param size The size of face edge in the cube texture.
  73148. * @param options The options defining the cube texture.
  73149. * @returns The cube texture
  73150. */
  73151. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  73152. /**
  73153. * Creates a cube texture
  73154. * @param rootUrl defines the url where the files to load is located
  73155. * @param scene defines the current scene
  73156. * @param files defines the list of files to load (1 per face)
  73157. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  73158. * @param onLoad defines an optional callback raised when the texture is loaded
  73159. * @param onError defines an optional callback raised if there is an issue to load the texture
  73160. * @param format defines the format of the data
  73161. * @param forcedExtension defines the extension to use to pick the right loader
  73162. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  73163. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73164. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73165. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  73166. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  73167. * @returns the cube texture as an InternalTexture
  73168. */
  73169. 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;
  73170. /**
  73171. * Creates a cube texture
  73172. * @param rootUrl defines the url where the files to load is located
  73173. * @param scene defines the current scene
  73174. * @param files defines the list of files to load (1 per face)
  73175. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  73176. * @param onLoad defines an optional callback raised when the texture is loaded
  73177. * @param onError defines an optional callback raised if there is an issue to load the texture
  73178. * @param format defines the format of the data
  73179. * @param forcedExtension defines the extension to use to pick the right loader
  73180. * @returns the cube texture as an InternalTexture
  73181. */
  73182. 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;
  73183. /**
  73184. * Creates a cube texture
  73185. * @param rootUrl defines the url where the files to load is located
  73186. * @param scene defines the current scene
  73187. * @param files defines the list of files to load (1 per face)
  73188. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  73189. * @param onLoad defines an optional callback raised when the texture is loaded
  73190. * @param onError defines an optional callback raised if there is an issue to load the texture
  73191. * @param format defines the format of the data
  73192. * @param forcedExtension defines the extension to use to pick the right loader
  73193. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  73194. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73195. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73196. * @returns the cube texture as an InternalTexture
  73197. */
  73198. 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;
  73199. /** @hidden */
  73200. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  73201. /** @hidden */
  73202. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  73203. /** @hidden */
  73204. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  73205. /** @hidden */
  73206. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  73207. }
  73208. }
  73209. declare module BABYLON {
  73210. /**
  73211. * Class for creating a cube texture
  73212. */
  73213. export class CubeTexture extends BaseTexture {
  73214. private _delayedOnLoad;
  73215. /**
  73216. * The url of the texture
  73217. */
  73218. url: string;
  73219. /**
  73220. * Gets or sets the center of the bounding box associated with the cube texture.
  73221. * It must define where the camera used to render the texture was set
  73222. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73223. */
  73224. boundingBoxPosition: Vector3;
  73225. private _boundingBoxSize;
  73226. /**
  73227. * Gets or sets the size of the bounding box associated with the cube texture
  73228. * When defined, the cubemap will switch to local mode
  73229. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73230. * @example https://www.babylonjs-playground.com/#RNASML
  73231. */
  73232. /**
  73233. * Returns the bounding box size
  73234. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73235. */
  73236. boundingBoxSize: Vector3;
  73237. protected _rotationY: number;
  73238. /**
  73239. * Sets texture matrix rotation angle around Y axis in radians.
  73240. */
  73241. /**
  73242. * Gets texture matrix rotation angle around Y axis radians.
  73243. */
  73244. rotationY: number;
  73245. /**
  73246. * Are mip maps generated for this texture or not.
  73247. */
  73248. readonly noMipmap: boolean;
  73249. private _noMipmap;
  73250. private _files;
  73251. private _extensions;
  73252. private _textureMatrix;
  73253. private _format;
  73254. private _createPolynomials;
  73255. /** @hidden */
  73256. _prefiltered: boolean;
  73257. /**
  73258. * Creates a cube texture from an array of image urls
  73259. * @param files defines an array of image urls
  73260. * @param scene defines the hosting scene
  73261. * @param noMipmap specifies if mip maps are not used
  73262. * @returns a cube texture
  73263. */
  73264. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  73265. /**
  73266. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  73267. * @param url defines the url of the prefiltered texture
  73268. * @param scene defines the scene the texture is attached to
  73269. * @param forcedExtension defines the extension of the file if different from the url
  73270. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73271. * @return the prefiltered texture
  73272. */
  73273. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  73274. /**
  73275. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  73276. * as prefiltered data.
  73277. * @param rootUrl defines the url of the texture or the root name of the six images
  73278. * @param scene defines the scene the texture is attached to
  73279. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  73280. * @param noMipmap defines if mipmaps should be created or not
  73281. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  73282. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  73283. * @param onError defines a callback triggered in case of error during load
  73284. * @param format defines the internal format to use for the texture once loaded
  73285. * @param prefiltered defines whether or not the texture is created from prefiltered data
  73286. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  73287. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73288. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73289. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73290. * @return the cube texture
  73291. */
  73292. 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);
  73293. /**
  73294. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  73295. */
  73296. readonly isPrefiltered: boolean;
  73297. /**
  73298. * Get the current class name of the texture useful for serialization or dynamic coding.
  73299. * @returns "CubeTexture"
  73300. */
  73301. getClassName(): string;
  73302. /**
  73303. * Update the url (and optional buffer) of this texture if url was null during construction.
  73304. * @param url the url of the texture
  73305. * @param forcedExtension defines the extension to use
  73306. * @param onLoad callback called when the texture is loaded (defaults to null)
  73307. */
  73308. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  73309. /**
  73310. * Delays loading of the cube texture
  73311. * @param forcedExtension defines the extension to use
  73312. */
  73313. delayLoad(forcedExtension?: string): void;
  73314. /**
  73315. * Returns the reflection texture matrix
  73316. * @returns the reflection texture matrix
  73317. */
  73318. getReflectionTextureMatrix(): Matrix;
  73319. /**
  73320. * Sets the reflection texture matrix
  73321. * @param value Reflection texture matrix
  73322. */
  73323. setReflectionTextureMatrix(value: Matrix): void;
  73324. /**
  73325. * Parses text to create a cube texture
  73326. * @param parsedTexture define the serialized text to read from
  73327. * @param scene defines the hosting scene
  73328. * @param rootUrl defines the root url of the cube texture
  73329. * @returns a cube texture
  73330. */
  73331. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  73332. /**
  73333. * Makes a clone, or deep copy, of the cube texture
  73334. * @returns a new cube texture
  73335. */
  73336. clone(): CubeTexture;
  73337. }
  73338. }
  73339. declare module BABYLON {
  73340. /**
  73341. * Manages the defines for the Material
  73342. */
  73343. export class MaterialDefines {
  73344. /** @hidden */
  73345. protected _keys: string[];
  73346. private _isDirty;
  73347. /** @hidden */
  73348. _renderId: number;
  73349. /** @hidden */
  73350. _areLightsDirty: boolean;
  73351. /** @hidden */
  73352. _areLightsDisposed: boolean;
  73353. /** @hidden */
  73354. _areAttributesDirty: boolean;
  73355. /** @hidden */
  73356. _areTexturesDirty: boolean;
  73357. /** @hidden */
  73358. _areFresnelDirty: boolean;
  73359. /** @hidden */
  73360. _areMiscDirty: boolean;
  73361. /** @hidden */
  73362. _areImageProcessingDirty: boolean;
  73363. /** @hidden */
  73364. _normals: boolean;
  73365. /** @hidden */
  73366. _uvs: boolean;
  73367. /** @hidden */
  73368. _needNormals: boolean;
  73369. /** @hidden */
  73370. _needUVs: boolean;
  73371. [id: string]: any;
  73372. /**
  73373. * Specifies if the material needs to be re-calculated
  73374. */
  73375. readonly isDirty: boolean;
  73376. /**
  73377. * Marks the material to indicate that it has been re-calculated
  73378. */
  73379. markAsProcessed(): void;
  73380. /**
  73381. * Marks the material to indicate that it needs to be re-calculated
  73382. */
  73383. markAsUnprocessed(): void;
  73384. /**
  73385. * Marks the material to indicate all of its defines need to be re-calculated
  73386. */
  73387. markAllAsDirty(): void;
  73388. /**
  73389. * Marks the material to indicate that image processing needs to be re-calculated
  73390. */
  73391. markAsImageProcessingDirty(): void;
  73392. /**
  73393. * Marks the material to indicate the lights need to be re-calculated
  73394. * @param disposed Defines whether the light is dirty due to dispose or not
  73395. */
  73396. markAsLightDirty(disposed?: boolean): void;
  73397. /**
  73398. * Marks the attribute state as changed
  73399. */
  73400. markAsAttributesDirty(): void;
  73401. /**
  73402. * Marks the texture state as changed
  73403. */
  73404. markAsTexturesDirty(): void;
  73405. /**
  73406. * Marks the fresnel state as changed
  73407. */
  73408. markAsFresnelDirty(): void;
  73409. /**
  73410. * Marks the misc state as changed
  73411. */
  73412. markAsMiscDirty(): void;
  73413. /**
  73414. * Rebuilds the material defines
  73415. */
  73416. rebuild(): void;
  73417. /**
  73418. * Specifies if two material defines are equal
  73419. * @param other - A material define instance to compare to
  73420. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  73421. */
  73422. isEqual(other: MaterialDefines): boolean;
  73423. /**
  73424. * Clones this instance's defines to another instance
  73425. * @param other - material defines to clone values to
  73426. */
  73427. cloneTo(other: MaterialDefines): void;
  73428. /**
  73429. * Resets the material define values
  73430. */
  73431. reset(): void;
  73432. /**
  73433. * Converts the material define values to a string
  73434. * @returns - String of material define information
  73435. */
  73436. toString(): string;
  73437. }
  73438. }
  73439. declare module BABYLON {
  73440. /**
  73441. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  73442. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  73443. * 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;
  73444. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  73445. */
  73446. export class ColorCurves {
  73447. private _dirty;
  73448. private _tempColor;
  73449. private _globalCurve;
  73450. private _highlightsCurve;
  73451. private _midtonesCurve;
  73452. private _shadowsCurve;
  73453. private _positiveCurve;
  73454. private _negativeCurve;
  73455. private _globalHue;
  73456. private _globalDensity;
  73457. private _globalSaturation;
  73458. private _globalExposure;
  73459. /**
  73460. * Gets the global Hue value.
  73461. * 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).
  73462. */
  73463. /**
  73464. * Sets the global Hue value.
  73465. * 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).
  73466. */
  73467. globalHue: number;
  73468. /**
  73469. * Gets the global Density value.
  73470. * 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.
  73471. * Values less than zero provide a filter of opposite hue.
  73472. */
  73473. /**
  73474. * Sets the global Density value.
  73475. * 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.
  73476. * Values less than zero provide a filter of opposite hue.
  73477. */
  73478. globalDensity: number;
  73479. /**
  73480. * Gets the global Saturation value.
  73481. * 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.
  73482. */
  73483. /**
  73484. * Sets the global Saturation value.
  73485. * 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.
  73486. */
  73487. globalSaturation: number;
  73488. /**
  73489. * Gets the global Exposure value.
  73490. * 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.
  73491. */
  73492. /**
  73493. * Sets the global Exposure value.
  73494. * 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.
  73495. */
  73496. globalExposure: number;
  73497. private _highlightsHue;
  73498. private _highlightsDensity;
  73499. private _highlightsSaturation;
  73500. private _highlightsExposure;
  73501. /**
  73502. * Gets the highlights Hue value.
  73503. * 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).
  73504. */
  73505. /**
  73506. * Sets the highlights Hue value.
  73507. * 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).
  73508. */
  73509. highlightsHue: number;
  73510. /**
  73511. * Gets the highlights Density value.
  73512. * 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.
  73513. * Values less than zero provide a filter of opposite hue.
  73514. */
  73515. /**
  73516. * Sets the highlights Density value.
  73517. * 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.
  73518. * Values less than zero provide a filter of opposite hue.
  73519. */
  73520. highlightsDensity: number;
  73521. /**
  73522. * Gets the highlights Saturation value.
  73523. * 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.
  73524. */
  73525. /**
  73526. * Sets the highlights Saturation value.
  73527. * 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.
  73528. */
  73529. highlightsSaturation: number;
  73530. /**
  73531. * Gets the highlights Exposure value.
  73532. * 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.
  73533. */
  73534. /**
  73535. * Sets the highlights Exposure value.
  73536. * 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.
  73537. */
  73538. highlightsExposure: number;
  73539. private _midtonesHue;
  73540. private _midtonesDensity;
  73541. private _midtonesSaturation;
  73542. private _midtonesExposure;
  73543. /**
  73544. * Gets the midtones Hue value.
  73545. * 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).
  73546. */
  73547. /**
  73548. * Sets the midtones Hue value.
  73549. * 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).
  73550. */
  73551. midtonesHue: number;
  73552. /**
  73553. * Gets the midtones Density value.
  73554. * 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.
  73555. * Values less than zero provide a filter of opposite hue.
  73556. */
  73557. /**
  73558. * Sets the midtones Density value.
  73559. * 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.
  73560. * Values less than zero provide a filter of opposite hue.
  73561. */
  73562. midtonesDensity: number;
  73563. /**
  73564. * Gets the midtones Saturation value.
  73565. * 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.
  73566. */
  73567. /**
  73568. * Sets the midtones Saturation value.
  73569. * 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.
  73570. */
  73571. midtonesSaturation: number;
  73572. /**
  73573. * Gets the midtones Exposure value.
  73574. * 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.
  73575. */
  73576. /**
  73577. * Sets the midtones Exposure value.
  73578. * 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.
  73579. */
  73580. midtonesExposure: number;
  73581. private _shadowsHue;
  73582. private _shadowsDensity;
  73583. private _shadowsSaturation;
  73584. private _shadowsExposure;
  73585. /**
  73586. * Gets the shadows Hue value.
  73587. * 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).
  73588. */
  73589. /**
  73590. * Sets the shadows Hue value.
  73591. * 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).
  73592. */
  73593. shadowsHue: number;
  73594. /**
  73595. * Gets the shadows Density value.
  73596. * 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.
  73597. * Values less than zero provide a filter of opposite hue.
  73598. */
  73599. /**
  73600. * Sets the shadows Density value.
  73601. * 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.
  73602. * Values less than zero provide a filter of opposite hue.
  73603. */
  73604. shadowsDensity: number;
  73605. /**
  73606. * Gets the shadows Saturation value.
  73607. * 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.
  73608. */
  73609. /**
  73610. * Sets the shadows Saturation value.
  73611. * 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.
  73612. */
  73613. shadowsSaturation: number;
  73614. /**
  73615. * Gets the shadows Exposure value.
  73616. * 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.
  73617. */
  73618. /**
  73619. * Sets the shadows Exposure value.
  73620. * 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.
  73621. */
  73622. shadowsExposure: number;
  73623. /**
  73624. * Returns the class name
  73625. * @returns The class name
  73626. */
  73627. getClassName(): string;
  73628. /**
  73629. * Binds the color curves to the shader.
  73630. * @param colorCurves The color curve to bind
  73631. * @param effect The effect to bind to
  73632. * @param positiveUniform The positive uniform shader parameter
  73633. * @param neutralUniform The neutral uniform shader parameter
  73634. * @param negativeUniform The negative uniform shader parameter
  73635. */
  73636. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  73637. /**
  73638. * Prepare the list of uniforms associated with the ColorCurves effects.
  73639. * @param uniformsList The list of uniforms used in the effect
  73640. */
  73641. static PrepareUniforms(uniformsList: string[]): void;
  73642. /**
  73643. * Returns color grading data based on a hue, density, saturation and exposure value.
  73644. * @param filterHue The hue of the color filter.
  73645. * @param filterDensity The density of the color filter.
  73646. * @param saturation The saturation.
  73647. * @param exposure The exposure.
  73648. * @param result The result data container.
  73649. */
  73650. private getColorGradingDataToRef;
  73651. /**
  73652. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  73653. * @param value The input slider value in range [-100,100].
  73654. * @returns Adjusted value.
  73655. */
  73656. private static applyColorGradingSliderNonlinear;
  73657. /**
  73658. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  73659. * @param hue The hue (H) input.
  73660. * @param saturation The saturation (S) input.
  73661. * @param brightness The brightness (B) input.
  73662. * @result An RGBA color represented as Vector4.
  73663. */
  73664. private static fromHSBToRef;
  73665. /**
  73666. * Returns a value clamped between min and max
  73667. * @param value The value to clamp
  73668. * @param min The minimum of value
  73669. * @param max The maximum of value
  73670. * @returns The clamped value.
  73671. */
  73672. private static clamp;
  73673. /**
  73674. * Clones the current color curve instance.
  73675. * @return The cloned curves
  73676. */
  73677. clone(): ColorCurves;
  73678. /**
  73679. * Serializes the current color curve instance to a json representation.
  73680. * @return a JSON representation
  73681. */
  73682. serialize(): any;
  73683. /**
  73684. * Parses the color curve from a json representation.
  73685. * @param source the JSON source to parse
  73686. * @return The parsed curves
  73687. */
  73688. static Parse(source: any): ColorCurves;
  73689. }
  73690. }
  73691. declare module BABYLON {
  73692. /**
  73693. * Interface to follow in your material defines to integrate easily the
  73694. * Image proccessing functions.
  73695. * @hidden
  73696. */
  73697. export interface IImageProcessingConfigurationDefines {
  73698. IMAGEPROCESSING: boolean;
  73699. VIGNETTE: boolean;
  73700. VIGNETTEBLENDMODEMULTIPLY: boolean;
  73701. VIGNETTEBLENDMODEOPAQUE: boolean;
  73702. TONEMAPPING: boolean;
  73703. TONEMAPPING_ACES: boolean;
  73704. CONTRAST: boolean;
  73705. EXPOSURE: boolean;
  73706. COLORCURVES: boolean;
  73707. COLORGRADING: boolean;
  73708. COLORGRADING3D: boolean;
  73709. SAMPLER3DGREENDEPTH: boolean;
  73710. SAMPLER3DBGRMAP: boolean;
  73711. IMAGEPROCESSINGPOSTPROCESS: boolean;
  73712. }
  73713. /**
  73714. * @hidden
  73715. */
  73716. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  73717. IMAGEPROCESSING: boolean;
  73718. VIGNETTE: boolean;
  73719. VIGNETTEBLENDMODEMULTIPLY: boolean;
  73720. VIGNETTEBLENDMODEOPAQUE: boolean;
  73721. TONEMAPPING: boolean;
  73722. TONEMAPPING_ACES: boolean;
  73723. CONTRAST: boolean;
  73724. COLORCURVES: boolean;
  73725. COLORGRADING: boolean;
  73726. COLORGRADING3D: boolean;
  73727. SAMPLER3DGREENDEPTH: boolean;
  73728. SAMPLER3DBGRMAP: boolean;
  73729. IMAGEPROCESSINGPOSTPROCESS: boolean;
  73730. EXPOSURE: boolean;
  73731. constructor();
  73732. }
  73733. /**
  73734. * This groups together the common properties used for image processing either in direct forward pass
  73735. * or through post processing effect depending on the use of the image processing pipeline in your scene
  73736. * or not.
  73737. */
  73738. export class ImageProcessingConfiguration {
  73739. /**
  73740. * Default tone mapping applied in BabylonJS.
  73741. */
  73742. static readonly TONEMAPPING_STANDARD: number;
  73743. /**
  73744. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  73745. * to other engines rendering to increase portability.
  73746. */
  73747. static readonly TONEMAPPING_ACES: number;
  73748. /**
  73749. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  73750. */
  73751. colorCurves: Nullable<ColorCurves>;
  73752. private _colorCurvesEnabled;
  73753. /**
  73754. * Gets wether the color curves effect is enabled.
  73755. */
  73756. /**
  73757. * Sets wether the color curves effect is enabled.
  73758. */
  73759. colorCurvesEnabled: boolean;
  73760. private _colorGradingTexture;
  73761. /**
  73762. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  73763. */
  73764. /**
  73765. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  73766. */
  73767. colorGradingTexture: Nullable<BaseTexture>;
  73768. private _colorGradingEnabled;
  73769. /**
  73770. * Gets wether the color grading effect is enabled.
  73771. */
  73772. /**
  73773. * Sets wether the color grading effect is enabled.
  73774. */
  73775. colorGradingEnabled: boolean;
  73776. private _colorGradingWithGreenDepth;
  73777. /**
  73778. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  73779. */
  73780. /**
  73781. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  73782. */
  73783. colorGradingWithGreenDepth: boolean;
  73784. private _colorGradingBGR;
  73785. /**
  73786. * Gets wether the color grading texture contains BGR values.
  73787. */
  73788. /**
  73789. * Sets wether the color grading texture contains BGR values.
  73790. */
  73791. colorGradingBGR: boolean;
  73792. /** @hidden */
  73793. _exposure: number;
  73794. /**
  73795. * Gets the Exposure used in the effect.
  73796. */
  73797. /**
  73798. * Sets the Exposure used in the effect.
  73799. */
  73800. exposure: number;
  73801. private _toneMappingEnabled;
  73802. /**
  73803. * Gets wether the tone mapping effect is enabled.
  73804. */
  73805. /**
  73806. * Sets wether the tone mapping effect is enabled.
  73807. */
  73808. toneMappingEnabled: boolean;
  73809. private _toneMappingType;
  73810. /**
  73811. * Gets the type of tone mapping effect.
  73812. */
  73813. /**
  73814. * Sets the type of tone mapping effect used in BabylonJS.
  73815. */
  73816. toneMappingType: number;
  73817. protected _contrast: number;
  73818. /**
  73819. * Gets the contrast used in the effect.
  73820. */
  73821. /**
  73822. * Sets the contrast used in the effect.
  73823. */
  73824. contrast: number;
  73825. /**
  73826. * Vignette stretch size.
  73827. */
  73828. vignetteStretch: number;
  73829. /**
  73830. * Vignette centre X Offset.
  73831. */
  73832. vignetteCentreX: number;
  73833. /**
  73834. * Vignette centre Y Offset.
  73835. */
  73836. vignetteCentreY: number;
  73837. /**
  73838. * Vignette weight or intensity of the vignette effect.
  73839. */
  73840. vignetteWeight: number;
  73841. /**
  73842. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  73843. * if vignetteEnabled is set to true.
  73844. */
  73845. vignetteColor: Color4;
  73846. /**
  73847. * Camera field of view used by the Vignette effect.
  73848. */
  73849. vignetteCameraFov: number;
  73850. private _vignetteBlendMode;
  73851. /**
  73852. * Gets the vignette blend mode allowing different kind of effect.
  73853. */
  73854. /**
  73855. * Sets the vignette blend mode allowing different kind of effect.
  73856. */
  73857. vignetteBlendMode: number;
  73858. private _vignetteEnabled;
  73859. /**
  73860. * Gets wether the vignette effect is enabled.
  73861. */
  73862. /**
  73863. * Sets wether the vignette effect is enabled.
  73864. */
  73865. vignetteEnabled: boolean;
  73866. private _applyByPostProcess;
  73867. /**
  73868. * Gets wether the image processing is applied through a post process or not.
  73869. */
  73870. /**
  73871. * Sets wether the image processing is applied through a post process or not.
  73872. */
  73873. applyByPostProcess: boolean;
  73874. private _isEnabled;
  73875. /**
  73876. * Gets wether the image processing is enabled or not.
  73877. */
  73878. /**
  73879. * Sets wether the image processing is enabled or not.
  73880. */
  73881. isEnabled: boolean;
  73882. /**
  73883. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  73884. */
  73885. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  73886. /**
  73887. * Method called each time the image processing information changes requires to recompile the effect.
  73888. */
  73889. protected _updateParameters(): void;
  73890. /**
  73891. * Gets the current class name.
  73892. * @return "ImageProcessingConfiguration"
  73893. */
  73894. getClassName(): string;
  73895. /**
  73896. * Prepare the list of uniforms associated with the Image Processing effects.
  73897. * @param uniforms The list of uniforms used in the effect
  73898. * @param defines the list of defines currently in use
  73899. */
  73900. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  73901. /**
  73902. * Prepare the list of samplers associated with the Image Processing effects.
  73903. * @param samplersList The list of uniforms used in the effect
  73904. * @param defines the list of defines currently in use
  73905. */
  73906. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  73907. /**
  73908. * Prepare the list of defines associated to the shader.
  73909. * @param defines the list of defines to complete
  73910. * @param forPostProcess Define if we are currently in post process mode or not
  73911. */
  73912. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  73913. /**
  73914. * Returns true if all the image processing information are ready.
  73915. * @returns True if ready, otherwise, false
  73916. */
  73917. isReady(): boolean;
  73918. /**
  73919. * Binds the image processing to the shader.
  73920. * @param effect The effect to bind to
  73921. * @param aspectRatio Define the current aspect ratio of the effect
  73922. */
  73923. bind(effect: Effect, aspectRatio?: number): void;
  73924. /**
  73925. * Clones the current image processing instance.
  73926. * @return The cloned image processing
  73927. */
  73928. clone(): ImageProcessingConfiguration;
  73929. /**
  73930. * Serializes the current image processing instance to a json representation.
  73931. * @return a JSON representation
  73932. */
  73933. serialize(): any;
  73934. /**
  73935. * Parses the image processing from a json representation.
  73936. * @param source the JSON source to parse
  73937. * @return The parsed image processing
  73938. */
  73939. static Parse(source: any): ImageProcessingConfiguration;
  73940. private static _VIGNETTEMODE_MULTIPLY;
  73941. private static _VIGNETTEMODE_OPAQUE;
  73942. /**
  73943. * Used to apply the vignette as a mix with the pixel color.
  73944. */
  73945. static readonly VIGNETTEMODE_MULTIPLY: number;
  73946. /**
  73947. * Used to apply the vignette as a replacement of the pixel color.
  73948. */
  73949. static readonly VIGNETTEMODE_OPAQUE: number;
  73950. }
  73951. }
  73952. declare module BABYLON {
  73953. /** @hidden */
  73954. export var postprocessVertexShader: {
  73955. name: string;
  73956. shader: string;
  73957. };
  73958. }
  73959. declare module BABYLON {
  73960. /** Defines supported spaces */
  73961. export enum Space {
  73962. /** Local (object) space */
  73963. LOCAL = 0,
  73964. /** World space */
  73965. WORLD = 1,
  73966. /** Bone space */
  73967. BONE = 2
  73968. }
  73969. /** Defines the 3 main axes */
  73970. export class Axis {
  73971. /** X axis */
  73972. static X: Vector3;
  73973. /** Y axis */
  73974. static Y: Vector3;
  73975. /** Z axis */
  73976. static Z: Vector3;
  73977. }
  73978. }
  73979. declare module BABYLON {
  73980. /**
  73981. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  73982. * This is the base of the follow, arc rotate cameras and Free camera
  73983. * @see http://doc.babylonjs.com/features/cameras
  73984. */
  73985. export class TargetCamera extends Camera {
  73986. private static _RigCamTransformMatrix;
  73987. private static _TargetTransformMatrix;
  73988. private static _TargetFocalPoint;
  73989. /**
  73990. * Define the current direction the camera is moving to
  73991. */
  73992. cameraDirection: Vector3;
  73993. /**
  73994. * Define the current rotation the camera is rotating to
  73995. */
  73996. cameraRotation: Vector2;
  73997. /**
  73998. * When set, the up vector of the camera will be updated by the rotation of the camera
  73999. */
  74000. updateUpVectorFromRotation: boolean;
  74001. private _tmpQuaternion;
  74002. /**
  74003. * Define the current rotation of the camera
  74004. */
  74005. rotation: Vector3;
  74006. /**
  74007. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  74008. */
  74009. rotationQuaternion: Quaternion;
  74010. /**
  74011. * Define the current speed of the camera
  74012. */
  74013. speed: number;
  74014. /**
  74015. * Add cconstraint to the camera to prevent it to move freely in all directions and
  74016. * around all axis.
  74017. */
  74018. noRotationConstraint: boolean;
  74019. /**
  74020. * Define the current target of the camera as an object or a position.
  74021. */
  74022. lockedTarget: any;
  74023. /** @hidden */
  74024. _currentTarget: Vector3;
  74025. /** @hidden */
  74026. _initialFocalDistance: number;
  74027. /** @hidden */
  74028. _viewMatrix: Matrix;
  74029. /** @hidden */
  74030. _camMatrix: Matrix;
  74031. /** @hidden */
  74032. _cameraTransformMatrix: Matrix;
  74033. /** @hidden */
  74034. _cameraRotationMatrix: Matrix;
  74035. /** @hidden */
  74036. _referencePoint: Vector3;
  74037. /** @hidden */
  74038. _transformedReferencePoint: Vector3;
  74039. protected _globalCurrentTarget: Vector3;
  74040. protected _globalCurrentUpVector: Vector3;
  74041. /** @hidden */
  74042. _reset: () => void;
  74043. private _defaultUp;
  74044. /**
  74045. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  74046. * This is the base of the follow, arc rotate cameras and Free camera
  74047. * @see http://doc.babylonjs.com/features/cameras
  74048. * @param name Defines the name of the camera in the scene
  74049. * @param position Defines the start position of the camera in the scene
  74050. * @param scene Defines the scene the camera belongs to
  74051. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  74052. */
  74053. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  74054. /**
  74055. * Gets the position in front of the camera at a given distance.
  74056. * @param distance The distance from the camera we want the position to be
  74057. * @returns the position
  74058. */
  74059. getFrontPosition(distance: number): Vector3;
  74060. /** @hidden */
  74061. _getLockedTargetPosition(): Nullable<Vector3>;
  74062. private _storedPosition;
  74063. private _storedRotation;
  74064. private _storedRotationQuaternion;
  74065. /**
  74066. * Store current camera state of the camera (fov, position, rotation, etc..)
  74067. * @returns the camera
  74068. */
  74069. storeState(): Camera;
  74070. /**
  74071. * Restored camera state. You must call storeState() first
  74072. * @returns whether it was successful or not
  74073. * @hidden
  74074. */
  74075. _restoreStateValues(): boolean;
  74076. /** @hidden */
  74077. _initCache(): void;
  74078. /** @hidden */
  74079. _updateCache(ignoreParentClass?: boolean): void;
  74080. /** @hidden */
  74081. _isSynchronizedViewMatrix(): boolean;
  74082. /** @hidden */
  74083. _computeLocalCameraSpeed(): number;
  74084. /**
  74085. * Defines the target the camera should look at.
  74086. * @param target Defines the new target as a Vector or a mesh
  74087. */
  74088. setTarget(target: Vector3): void;
  74089. /**
  74090. * Return the current target position of the camera. This value is expressed in local space.
  74091. * @returns the target position
  74092. */
  74093. getTarget(): Vector3;
  74094. /** @hidden */
  74095. _decideIfNeedsToMove(): boolean;
  74096. /** @hidden */
  74097. _updatePosition(): void;
  74098. /** @hidden */
  74099. _checkInputs(): void;
  74100. protected _updateCameraRotationMatrix(): void;
  74101. /**
  74102. * 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)
  74103. * @returns the current camera
  74104. */
  74105. private _rotateUpVectorWithCameraRotationMatrix;
  74106. private _cachedRotationZ;
  74107. private _cachedQuaternionRotationZ;
  74108. /** @hidden */
  74109. _getViewMatrix(): Matrix;
  74110. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  74111. /**
  74112. * @hidden
  74113. */
  74114. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  74115. /**
  74116. * @hidden
  74117. */
  74118. _updateRigCameras(): void;
  74119. private _getRigCamPositionAndTarget;
  74120. /**
  74121. * Gets the current object class name.
  74122. * @return the class name
  74123. */
  74124. getClassName(): string;
  74125. }
  74126. }
  74127. declare module BABYLON {
  74128. /**
  74129. * Gather the list of keyboard event types as constants.
  74130. */
  74131. export class KeyboardEventTypes {
  74132. /**
  74133. * The keydown event is fired when a key becomes active (pressed).
  74134. */
  74135. static readonly KEYDOWN: number;
  74136. /**
  74137. * The keyup event is fired when a key has been released.
  74138. */
  74139. static readonly KEYUP: number;
  74140. }
  74141. /**
  74142. * This class is used to store keyboard related info for the onKeyboardObservable event.
  74143. */
  74144. export class KeyboardInfo {
  74145. /**
  74146. * Defines the type of event (KeyboardEventTypes)
  74147. */
  74148. type: number;
  74149. /**
  74150. * Defines the related dom event
  74151. */
  74152. event: KeyboardEvent;
  74153. /**
  74154. * Instantiates a new keyboard info.
  74155. * This class is used to store keyboard related info for the onKeyboardObservable event.
  74156. * @param type Defines the type of event (KeyboardEventTypes)
  74157. * @param event Defines the related dom event
  74158. */
  74159. constructor(
  74160. /**
  74161. * Defines the type of event (KeyboardEventTypes)
  74162. */
  74163. type: number,
  74164. /**
  74165. * Defines the related dom event
  74166. */
  74167. event: KeyboardEvent);
  74168. }
  74169. /**
  74170. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  74171. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  74172. */
  74173. export class KeyboardInfoPre extends KeyboardInfo {
  74174. /**
  74175. * Defines the type of event (KeyboardEventTypes)
  74176. */
  74177. type: number;
  74178. /**
  74179. * Defines the related dom event
  74180. */
  74181. event: KeyboardEvent;
  74182. /**
  74183. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  74184. */
  74185. skipOnPointerObservable: boolean;
  74186. /**
  74187. * Instantiates a new keyboard pre info.
  74188. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  74189. * @param type Defines the type of event (KeyboardEventTypes)
  74190. * @param event Defines the related dom event
  74191. */
  74192. constructor(
  74193. /**
  74194. * Defines the type of event (KeyboardEventTypes)
  74195. */
  74196. type: number,
  74197. /**
  74198. * Defines the related dom event
  74199. */
  74200. event: KeyboardEvent);
  74201. }
  74202. }
  74203. declare module BABYLON {
  74204. /**
  74205. * Manage the keyboard inputs to control the movement of a free camera.
  74206. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  74207. */
  74208. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  74209. /**
  74210. * Defines the camera the input is attached to.
  74211. */
  74212. camera: FreeCamera;
  74213. /**
  74214. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  74215. */
  74216. keysUp: number[];
  74217. /**
  74218. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  74219. */
  74220. keysDown: number[];
  74221. /**
  74222. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  74223. */
  74224. keysLeft: number[];
  74225. /**
  74226. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  74227. */
  74228. keysRight: number[];
  74229. private _keys;
  74230. private _onCanvasBlurObserver;
  74231. private _onKeyboardObserver;
  74232. private _engine;
  74233. private _scene;
  74234. /**
  74235. * Attach the input controls to a specific dom element to get the input from.
  74236. * @param element Defines the element the controls should be listened from
  74237. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74238. */
  74239. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  74240. /**
  74241. * Detach the current controls from the specified dom element.
  74242. * @param element Defines the element to stop listening the inputs from
  74243. */
  74244. detachControl(element: Nullable<HTMLElement>): void;
  74245. /**
  74246. * Update the current camera state depending on the inputs that have been used this frame.
  74247. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  74248. */
  74249. checkInputs(): void;
  74250. /**
  74251. * Gets the class name of the current intput.
  74252. * @returns the class name
  74253. */
  74254. getClassName(): string;
  74255. /** @hidden */
  74256. _onLostFocus(): void;
  74257. /**
  74258. * Get the friendly name associated with the input class.
  74259. * @returns the input friendly name
  74260. */
  74261. getSimpleName(): string;
  74262. }
  74263. }
  74264. declare module BABYLON {
  74265. /**
  74266. * Interface describing all the common properties and methods a shadow light needs to implement.
  74267. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  74268. * as well as binding the different shadow properties to the effects.
  74269. */
  74270. export interface IShadowLight extends Light {
  74271. /**
  74272. * The light id in the scene (used in scene.findLighById for instance)
  74273. */
  74274. id: string;
  74275. /**
  74276. * The position the shdow will be casted from.
  74277. */
  74278. position: Vector3;
  74279. /**
  74280. * In 2d mode (needCube being false), the direction used to cast the shadow.
  74281. */
  74282. direction: Vector3;
  74283. /**
  74284. * The transformed position. Position of the light in world space taking parenting in account.
  74285. */
  74286. transformedPosition: Vector3;
  74287. /**
  74288. * The transformed direction. Direction of the light in world space taking parenting in account.
  74289. */
  74290. transformedDirection: Vector3;
  74291. /**
  74292. * The friendly name of the light in the scene.
  74293. */
  74294. name: string;
  74295. /**
  74296. * Defines the shadow projection clipping minimum z value.
  74297. */
  74298. shadowMinZ: number;
  74299. /**
  74300. * Defines the shadow projection clipping maximum z value.
  74301. */
  74302. shadowMaxZ: number;
  74303. /**
  74304. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  74305. * @returns true if the information has been computed, false if it does not need to (no parenting)
  74306. */
  74307. computeTransformedInformation(): boolean;
  74308. /**
  74309. * Gets the scene the light belongs to.
  74310. * @returns The scene
  74311. */
  74312. getScene(): Scene;
  74313. /**
  74314. * Callback defining a custom Projection Matrix Builder.
  74315. * This can be used to override the default projection matrix computation.
  74316. */
  74317. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  74318. /**
  74319. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  74320. * @param matrix The materix to updated with the projection information
  74321. * @param viewMatrix The transform matrix of the light
  74322. * @param renderList The list of mesh to render in the map
  74323. * @returns The current light
  74324. */
  74325. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  74326. /**
  74327. * Gets the current depth scale used in ESM.
  74328. * @returns The scale
  74329. */
  74330. getDepthScale(): number;
  74331. /**
  74332. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  74333. * @returns true if a cube texture needs to be use
  74334. */
  74335. needCube(): boolean;
  74336. /**
  74337. * Detects if the projection matrix requires to be recomputed this frame.
  74338. * @returns true if it requires to be recomputed otherwise, false.
  74339. */
  74340. needProjectionMatrixCompute(): boolean;
  74341. /**
  74342. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  74343. */
  74344. forceProjectionMatrixCompute(): void;
  74345. /**
  74346. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  74347. * @param faceIndex The index of the face we are computed the direction to generate shadow
  74348. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  74349. */
  74350. getShadowDirection(faceIndex?: number): Vector3;
  74351. /**
  74352. * Gets the minZ used for shadow according to both the scene and the light.
  74353. * @param activeCamera The camera we are returning the min for
  74354. * @returns the depth min z
  74355. */
  74356. getDepthMinZ(activeCamera: Camera): number;
  74357. /**
  74358. * Gets the maxZ used for shadow according to both the scene and the light.
  74359. * @param activeCamera The camera we are returning the max for
  74360. * @returns the depth max z
  74361. */
  74362. getDepthMaxZ(activeCamera: Camera): number;
  74363. }
  74364. /**
  74365. * Base implementation IShadowLight
  74366. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  74367. */
  74368. export abstract class ShadowLight extends Light implements IShadowLight {
  74369. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  74370. protected _position: Vector3;
  74371. protected _setPosition(value: Vector3): void;
  74372. /**
  74373. * Sets the position the shadow will be casted from. Also use as the light position for both
  74374. * point and spot lights.
  74375. */
  74376. /**
  74377. * Sets the position the shadow will be casted from. Also use as the light position for both
  74378. * point and spot lights.
  74379. */
  74380. position: Vector3;
  74381. protected _direction: Vector3;
  74382. protected _setDirection(value: Vector3): void;
  74383. /**
  74384. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  74385. * Also use as the light direction on spot and directional lights.
  74386. */
  74387. /**
  74388. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  74389. * Also use as the light direction on spot and directional lights.
  74390. */
  74391. direction: Vector3;
  74392. private _shadowMinZ;
  74393. /**
  74394. * Gets the shadow projection clipping minimum z value.
  74395. */
  74396. /**
  74397. * Sets the shadow projection clipping minimum z value.
  74398. */
  74399. shadowMinZ: number;
  74400. private _shadowMaxZ;
  74401. /**
  74402. * Sets the shadow projection clipping maximum z value.
  74403. */
  74404. /**
  74405. * Gets the shadow projection clipping maximum z value.
  74406. */
  74407. shadowMaxZ: number;
  74408. /**
  74409. * Callback defining a custom Projection Matrix Builder.
  74410. * This can be used to override the default projection matrix computation.
  74411. */
  74412. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  74413. /**
  74414. * The transformed position. Position of the light in world space taking parenting in account.
  74415. */
  74416. transformedPosition: Vector3;
  74417. /**
  74418. * The transformed direction. Direction of the light in world space taking parenting in account.
  74419. */
  74420. transformedDirection: Vector3;
  74421. private _needProjectionMatrixCompute;
  74422. /**
  74423. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  74424. * @returns true if the information has been computed, false if it does not need to (no parenting)
  74425. */
  74426. computeTransformedInformation(): boolean;
  74427. /**
  74428. * Return the depth scale used for the shadow map.
  74429. * @returns the depth scale.
  74430. */
  74431. getDepthScale(): number;
  74432. /**
  74433. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  74434. * @param faceIndex The index of the face we are computed the direction to generate shadow
  74435. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  74436. */
  74437. getShadowDirection(faceIndex?: number): Vector3;
  74438. /**
  74439. * Returns the ShadowLight absolute position in the World.
  74440. * @returns the position vector in world space
  74441. */
  74442. getAbsolutePosition(): Vector3;
  74443. /**
  74444. * Sets the ShadowLight direction toward the passed target.
  74445. * @param target The point to target in local space
  74446. * @returns the updated ShadowLight direction
  74447. */
  74448. setDirectionToTarget(target: Vector3): Vector3;
  74449. /**
  74450. * Returns the light rotation in euler definition.
  74451. * @returns the x y z rotation in local space.
  74452. */
  74453. getRotation(): Vector3;
  74454. /**
  74455. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  74456. * @returns true if a cube texture needs to be use
  74457. */
  74458. needCube(): boolean;
  74459. /**
  74460. * Detects if the projection matrix requires to be recomputed this frame.
  74461. * @returns true if it requires to be recomputed otherwise, false.
  74462. */
  74463. needProjectionMatrixCompute(): boolean;
  74464. /**
  74465. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  74466. */
  74467. forceProjectionMatrixCompute(): void;
  74468. /** @hidden */
  74469. _initCache(): void;
  74470. /** @hidden */
  74471. _isSynchronized(): boolean;
  74472. /**
  74473. * Computes the world matrix of the node
  74474. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  74475. * @returns the world matrix
  74476. */
  74477. computeWorldMatrix(force?: boolean): Matrix;
  74478. /**
  74479. * Gets the minZ used for shadow according to both the scene and the light.
  74480. * @param activeCamera The camera we are returning the min for
  74481. * @returns the depth min z
  74482. */
  74483. getDepthMinZ(activeCamera: Camera): number;
  74484. /**
  74485. * Gets the maxZ used for shadow according to both the scene and the light.
  74486. * @param activeCamera The camera we are returning the max for
  74487. * @returns the depth max z
  74488. */
  74489. getDepthMaxZ(activeCamera: Camera): number;
  74490. /**
  74491. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  74492. * @param matrix The materix to updated with the projection information
  74493. * @param viewMatrix The transform matrix of the light
  74494. * @param renderList The list of mesh to render in the map
  74495. * @returns The current light
  74496. */
  74497. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  74498. }
  74499. }
  74500. declare module BABYLON {
  74501. /**
  74502. * "Static Class" containing the most commonly used helper while dealing with material for
  74503. * rendering purpose.
  74504. *
  74505. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  74506. *
  74507. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  74508. */
  74509. export class MaterialHelper {
  74510. /**
  74511. * Bind the current view position to an effect.
  74512. * @param effect The effect to be bound
  74513. * @param scene The scene the eyes position is used from
  74514. */
  74515. static BindEyePosition(effect: Effect, scene: Scene): void;
  74516. /**
  74517. * Helps preparing the defines values about the UVs in used in the effect.
  74518. * UVs are shared as much as we can accross channels in the shaders.
  74519. * @param texture The texture we are preparing the UVs for
  74520. * @param defines The defines to update
  74521. * @param key The channel key "diffuse", "specular"... used in the shader
  74522. */
  74523. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  74524. /**
  74525. * Binds a texture matrix value to its corrsponding uniform
  74526. * @param texture The texture to bind the matrix for
  74527. * @param uniformBuffer The uniform buffer receivin the data
  74528. * @param key The channel key "diffuse", "specular"... used in the shader
  74529. */
  74530. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  74531. /**
  74532. * Gets the current status of the fog (should it be enabled?)
  74533. * @param mesh defines the mesh to evaluate for fog support
  74534. * @param scene defines the hosting scene
  74535. * @returns true if fog must be enabled
  74536. */
  74537. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  74538. /**
  74539. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  74540. * @param mesh defines the current mesh
  74541. * @param scene defines the current scene
  74542. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  74543. * @param pointsCloud defines if point cloud rendering has to be turned on
  74544. * @param fogEnabled defines if fog has to be turned on
  74545. * @param alphaTest defines if alpha testing has to be turned on
  74546. * @param defines defines the current list of defines
  74547. */
  74548. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  74549. /**
  74550. * Helper used to prepare the list of defines associated with frame values for shader compilation
  74551. * @param scene defines the current scene
  74552. * @param engine defines the current engine
  74553. * @param defines specifies the list of active defines
  74554. * @param useInstances defines if instances have to be turned on
  74555. * @param useClipPlane defines if clip plane have to be turned on
  74556. */
  74557. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  74558. /**
  74559. * Prepares the defines for bones
  74560. * @param mesh The mesh containing the geometry data we will draw
  74561. * @param defines The defines to update
  74562. */
  74563. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  74564. /**
  74565. * Prepares the defines for morph targets
  74566. * @param mesh The mesh containing the geometry data we will draw
  74567. * @param defines The defines to update
  74568. */
  74569. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  74570. /**
  74571. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  74572. * @param mesh The mesh containing the geometry data we will draw
  74573. * @param defines The defines to update
  74574. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  74575. * @param useBones Precise whether bones should be used or not (override mesh info)
  74576. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  74577. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  74578. * @returns false if defines are considered not dirty and have not been checked
  74579. */
  74580. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  74581. /**
  74582. * Prepares the defines related to multiview
  74583. * @param scene The scene we are intending to draw
  74584. * @param defines The defines to update
  74585. */
  74586. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  74587. /**
  74588. * Prepares the defines related to the light information passed in parameter
  74589. * @param scene The scene we are intending to draw
  74590. * @param mesh The mesh the effect is compiling for
  74591. * @param light The light the effect is compiling for
  74592. * @param lightIndex The index of the light
  74593. * @param defines The defines to update
  74594. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  74595. * @param state Defines the current state regarding what is needed (normals, etc...)
  74596. */
  74597. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  74598. needNormals: boolean;
  74599. needRebuild: boolean;
  74600. shadowEnabled: boolean;
  74601. specularEnabled: boolean;
  74602. lightmapMode: boolean;
  74603. }): void;
  74604. /**
  74605. * Prepares the defines related to the light information passed in parameter
  74606. * @param scene The scene we are intending to draw
  74607. * @param mesh The mesh the effect is compiling for
  74608. * @param defines The defines to update
  74609. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  74610. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  74611. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  74612. * @returns true if normals will be required for the rest of the effect
  74613. */
  74614. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  74615. /**
  74616. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  74617. * @param lightIndex defines the light index
  74618. * @param uniformsList The uniform list
  74619. * @param samplersList The sampler list
  74620. * @param projectedLightTexture defines if projected texture must be used
  74621. * @param uniformBuffersList defines an optional list of uniform buffers
  74622. */
  74623. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  74624. /**
  74625. * Prepares the uniforms and samplers list to be used in the effect
  74626. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  74627. * @param samplersList The sampler list
  74628. * @param defines The defines helping in the list generation
  74629. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  74630. */
  74631. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  74632. /**
  74633. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  74634. * @param defines The defines to update while falling back
  74635. * @param fallbacks The authorized effect fallbacks
  74636. * @param maxSimultaneousLights The maximum number of lights allowed
  74637. * @param rank the current rank of the Effect
  74638. * @returns The newly affected rank
  74639. */
  74640. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  74641. private static _TmpMorphInfluencers;
  74642. /**
  74643. * Prepares the list of attributes required for morph targets according to the effect defines.
  74644. * @param attribs The current list of supported attribs
  74645. * @param mesh The mesh to prepare the morph targets attributes for
  74646. * @param influencers The number of influencers
  74647. */
  74648. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  74649. /**
  74650. * Prepares the list of attributes required for morph targets according to the effect defines.
  74651. * @param attribs The current list of supported attribs
  74652. * @param mesh The mesh to prepare the morph targets attributes for
  74653. * @param defines The current Defines of the effect
  74654. */
  74655. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  74656. /**
  74657. * Prepares the list of attributes required for bones according to the effect defines.
  74658. * @param attribs The current list of supported attribs
  74659. * @param mesh The mesh to prepare the bones attributes for
  74660. * @param defines The current Defines of the effect
  74661. * @param fallbacks The current efffect fallback strategy
  74662. */
  74663. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  74664. /**
  74665. * Check and prepare the list of attributes required for instances according to the effect defines.
  74666. * @param attribs The current list of supported attribs
  74667. * @param defines The current MaterialDefines of the effect
  74668. */
  74669. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  74670. /**
  74671. * Add the list of attributes required for instances to the attribs array.
  74672. * @param attribs The current list of supported attribs
  74673. */
  74674. static PushAttributesForInstances(attribs: string[]): void;
  74675. /**
  74676. * Binds the light shadow information to the effect for the given mesh.
  74677. * @param light The light containing the generator
  74678. * @param scene The scene the lights belongs to
  74679. * @param mesh The mesh we are binding the information to render
  74680. * @param lightIndex The light index in the effect used to render the mesh
  74681. * @param effect The effect we are binding the data to
  74682. */
  74683. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  74684. /**
  74685. * Binds the light information to the effect.
  74686. * @param light The light containing the generator
  74687. * @param effect The effect we are binding the data to
  74688. * @param lightIndex The light index in the effect used to render
  74689. */
  74690. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  74691. /**
  74692. * Binds the lights information from the scene to the effect for the given mesh.
  74693. * @param light Light to bind
  74694. * @param lightIndex Light index
  74695. * @param scene The scene where the light belongs to
  74696. * @param mesh The mesh we are binding the information to render
  74697. * @param effect The effect we are binding the data to
  74698. * @param useSpecular Defines if specular is supported
  74699. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  74700. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  74701. */
  74702. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  74703. /**
  74704. * Binds the lights information from the scene to the effect for the given mesh.
  74705. * @param scene The scene the lights belongs to
  74706. * @param mesh The mesh we are binding the information to render
  74707. * @param effect The effect we are binding the data to
  74708. * @param defines The generated defines for the effect
  74709. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  74710. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  74711. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  74712. */
  74713. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  74714. private static _tempFogColor;
  74715. /**
  74716. * Binds the fog information from the scene to the effect for the given mesh.
  74717. * @param scene The scene the lights belongs to
  74718. * @param mesh The mesh we are binding the information to render
  74719. * @param effect The effect we are binding the data to
  74720. * @param linearSpace Defines if the fog effect is applied in linear space
  74721. */
  74722. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  74723. /**
  74724. * Binds the bones information from the mesh to the effect.
  74725. * @param mesh The mesh we are binding the information to render
  74726. * @param effect The effect we are binding the data to
  74727. */
  74728. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  74729. /**
  74730. * Binds the morph targets information from the mesh to the effect.
  74731. * @param abstractMesh The mesh we are binding the information to render
  74732. * @param effect The effect we are binding the data to
  74733. */
  74734. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  74735. /**
  74736. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  74737. * @param defines The generated defines used in the effect
  74738. * @param effect The effect we are binding the data to
  74739. * @param scene The scene we are willing to render with logarithmic scale for
  74740. */
  74741. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  74742. /**
  74743. * Binds the clip plane information from the scene to the effect.
  74744. * @param scene The scene the clip plane information are extracted from
  74745. * @param effect The effect we are binding the data to
  74746. */
  74747. static BindClipPlane(effect: Effect, scene: Scene): void;
  74748. }
  74749. }
  74750. declare module BABYLON {
  74751. /** @hidden */
  74752. export var packingFunctions: {
  74753. name: string;
  74754. shader: string;
  74755. };
  74756. }
  74757. declare module BABYLON {
  74758. /** @hidden */
  74759. export var shadowMapPixelShader: {
  74760. name: string;
  74761. shader: string;
  74762. };
  74763. }
  74764. declare module BABYLON {
  74765. /** @hidden */
  74766. export var bonesDeclaration: {
  74767. name: string;
  74768. shader: string;
  74769. };
  74770. }
  74771. declare module BABYLON {
  74772. /** @hidden */
  74773. export var morphTargetsVertexGlobalDeclaration: {
  74774. name: string;
  74775. shader: string;
  74776. };
  74777. }
  74778. declare module BABYLON {
  74779. /** @hidden */
  74780. export var morphTargetsVertexDeclaration: {
  74781. name: string;
  74782. shader: string;
  74783. };
  74784. }
  74785. declare module BABYLON {
  74786. /** @hidden */
  74787. export var instancesDeclaration: {
  74788. name: string;
  74789. shader: string;
  74790. };
  74791. }
  74792. declare module BABYLON {
  74793. /** @hidden */
  74794. export var helperFunctions: {
  74795. name: string;
  74796. shader: string;
  74797. };
  74798. }
  74799. declare module BABYLON {
  74800. /** @hidden */
  74801. export var morphTargetsVertex: {
  74802. name: string;
  74803. shader: string;
  74804. };
  74805. }
  74806. declare module BABYLON {
  74807. /** @hidden */
  74808. export var instancesVertex: {
  74809. name: string;
  74810. shader: string;
  74811. };
  74812. }
  74813. declare module BABYLON {
  74814. /** @hidden */
  74815. export var bonesVertex: {
  74816. name: string;
  74817. shader: string;
  74818. };
  74819. }
  74820. declare module BABYLON {
  74821. /** @hidden */
  74822. export var shadowMapVertexShader: {
  74823. name: string;
  74824. shader: string;
  74825. };
  74826. }
  74827. declare module BABYLON {
  74828. /** @hidden */
  74829. export var depthBoxBlurPixelShader: {
  74830. name: string;
  74831. shader: string;
  74832. };
  74833. }
  74834. declare module BABYLON {
  74835. /**
  74836. * Defines the options associated with the creation of a custom shader for a shadow generator.
  74837. */
  74838. export interface ICustomShaderOptions {
  74839. /**
  74840. * Gets or sets the custom shader name to use
  74841. */
  74842. shaderName: string;
  74843. /**
  74844. * The list of attribute names used in the shader
  74845. */
  74846. attributes?: string[];
  74847. /**
  74848. * The list of unifrom names used in the shader
  74849. */
  74850. uniforms?: string[];
  74851. /**
  74852. * The list of sampler names used in the shader
  74853. */
  74854. samplers?: string[];
  74855. /**
  74856. * The list of defines used in the shader
  74857. */
  74858. defines?: string[];
  74859. }
  74860. /**
  74861. * Interface to implement to create a shadow generator compatible with BJS.
  74862. */
  74863. export interface IShadowGenerator {
  74864. /**
  74865. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  74866. * @returns The render target texture if present otherwise, null
  74867. */
  74868. getShadowMap(): Nullable<RenderTargetTexture>;
  74869. /**
  74870. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  74871. * @returns The render target texture if the shadow map is present otherwise, null
  74872. */
  74873. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  74874. /**
  74875. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  74876. * @param subMesh The submesh we want to render in the shadow map
  74877. * @param useInstances Defines wether will draw in the map using instances
  74878. * @returns true if ready otherwise, false
  74879. */
  74880. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  74881. /**
  74882. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  74883. * @param defines Defines of the material we want to update
  74884. * @param lightIndex Index of the light in the enabled light list of the material
  74885. */
  74886. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  74887. /**
  74888. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  74889. * defined in the generator but impacting the effect).
  74890. * It implies the unifroms available on the materials are the standard BJS ones.
  74891. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  74892. * @param effect The effect we are binfing the information for
  74893. */
  74894. bindShadowLight(lightIndex: string, effect: Effect): void;
  74895. /**
  74896. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  74897. * (eq to shadow prjection matrix * light transform matrix)
  74898. * @returns The transform matrix used to create the shadow map
  74899. */
  74900. getTransformMatrix(): Matrix;
  74901. /**
  74902. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  74903. * Cube and 2D textures for instance.
  74904. */
  74905. recreateShadowMap(): void;
  74906. /**
  74907. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  74908. * @param onCompiled Callback triggered at the and of the effects compilation
  74909. * @param options Sets of optional options forcing the compilation with different modes
  74910. */
  74911. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  74912. useInstances: boolean;
  74913. }>): void;
  74914. /**
  74915. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  74916. * @param options Sets of optional options forcing the compilation with different modes
  74917. * @returns A promise that resolves when the compilation completes
  74918. */
  74919. forceCompilationAsync(options?: Partial<{
  74920. useInstances: boolean;
  74921. }>): Promise<void>;
  74922. /**
  74923. * Serializes the shadow generator setup to a json object.
  74924. * @returns The serialized JSON object
  74925. */
  74926. serialize(): any;
  74927. /**
  74928. * Disposes the Shadow map and related Textures and effects.
  74929. */
  74930. dispose(): void;
  74931. }
  74932. /**
  74933. * Default implementation IShadowGenerator.
  74934. * This is the main object responsible of generating shadows in the framework.
  74935. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  74936. */
  74937. export class ShadowGenerator implements IShadowGenerator {
  74938. /**
  74939. * Shadow generator mode None: no filtering applied.
  74940. */
  74941. static readonly FILTER_NONE: number;
  74942. /**
  74943. * Shadow generator mode ESM: Exponential Shadow Mapping.
  74944. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74945. */
  74946. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  74947. /**
  74948. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  74949. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  74950. */
  74951. static readonly FILTER_POISSONSAMPLING: number;
  74952. /**
  74953. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  74954. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74955. */
  74956. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  74957. /**
  74958. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  74959. * edge artifacts on steep falloff.
  74960. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74961. */
  74962. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  74963. /**
  74964. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  74965. * edge artifacts on steep falloff.
  74966. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74967. */
  74968. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  74969. /**
  74970. * Shadow generator mode PCF: Percentage Closer Filtering
  74971. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  74972. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  74973. */
  74974. static readonly FILTER_PCF: number;
  74975. /**
  74976. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  74977. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  74978. * Contact Hardening
  74979. */
  74980. static readonly FILTER_PCSS: number;
  74981. /**
  74982. * Reserved for PCF and PCSS
  74983. * Highest Quality.
  74984. *
  74985. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  74986. *
  74987. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  74988. */
  74989. static readonly QUALITY_HIGH: number;
  74990. /**
  74991. * Reserved for PCF and PCSS
  74992. * Good tradeoff for quality/perf cross devices
  74993. *
  74994. * Execute PCF on a 3*3 kernel.
  74995. *
  74996. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  74997. */
  74998. static readonly QUALITY_MEDIUM: number;
  74999. /**
  75000. * Reserved for PCF and PCSS
  75001. * The lowest quality but the fastest.
  75002. *
  75003. * Execute PCF on a 1*1 kernel.
  75004. *
  75005. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  75006. */
  75007. static readonly QUALITY_LOW: number;
  75008. /** Gets or sets the custom shader name to use */
  75009. customShaderOptions: ICustomShaderOptions;
  75010. /**
  75011. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  75012. */
  75013. onBeforeShadowMapRenderObservable: Observable<Effect>;
  75014. /**
  75015. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  75016. */
  75017. onAfterShadowMapRenderObservable: Observable<Effect>;
  75018. /**
  75019. * Observable triggered before a mesh is rendered in the shadow map.
  75020. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  75021. */
  75022. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  75023. /**
  75024. * Observable triggered after a mesh is rendered in the shadow map.
  75025. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  75026. */
  75027. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  75028. private _bias;
  75029. /**
  75030. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  75031. */
  75032. /**
  75033. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  75034. */
  75035. bias: number;
  75036. private _normalBias;
  75037. /**
  75038. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  75039. */
  75040. /**
  75041. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  75042. */
  75043. normalBias: number;
  75044. private _blurBoxOffset;
  75045. /**
  75046. * Gets the blur box offset: offset applied during the blur pass.
  75047. * Only useful if useKernelBlur = false
  75048. */
  75049. /**
  75050. * Sets the blur box offset: offset applied during the blur pass.
  75051. * Only useful if useKernelBlur = false
  75052. */
  75053. blurBoxOffset: number;
  75054. private _blurScale;
  75055. /**
  75056. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  75057. * 2 means half of the size.
  75058. */
  75059. /**
  75060. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  75061. * 2 means half of the size.
  75062. */
  75063. blurScale: number;
  75064. private _blurKernel;
  75065. /**
  75066. * Gets the blur kernel: kernel size of the blur pass.
  75067. * Only useful if useKernelBlur = true
  75068. */
  75069. /**
  75070. * Sets the blur kernel: kernel size of the blur pass.
  75071. * Only useful if useKernelBlur = true
  75072. */
  75073. blurKernel: number;
  75074. private _useKernelBlur;
  75075. /**
  75076. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  75077. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  75078. */
  75079. /**
  75080. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  75081. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  75082. */
  75083. useKernelBlur: boolean;
  75084. private _depthScale;
  75085. /**
  75086. * Gets the depth scale used in ESM mode.
  75087. */
  75088. /**
  75089. * Sets the depth scale used in ESM mode.
  75090. * This can override the scale stored on the light.
  75091. */
  75092. depthScale: number;
  75093. private _filter;
  75094. /**
  75095. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  75096. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  75097. */
  75098. /**
  75099. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  75100. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  75101. */
  75102. filter: number;
  75103. /**
  75104. * Gets if the current filter is set to Poisson Sampling.
  75105. */
  75106. /**
  75107. * Sets the current filter to Poisson Sampling.
  75108. */
  75109. usePoissonSampling: boolean;
  75110. /**
  75111. * Gets if the current filter is set to ESM.
  75112. */
  75113. /**
  75114. * Sets the current filter is to ESM.
  75115. */
  75116. useExponentialShadowMap: boolean;
  75117. /**
  75118. * Gets if the current filter is set to filtered ESM.
  75119. */
  75120. /**
  75121. * Gets if the current filter is set to filtered ESM.
  75122. */
  75123. useBlurExponentialShadowMap: boolean;
  75124. /**
  75125. * Gets if the current filter is set to "close ESM" (using the inverse of the
  75126. * exponential to prevent steep falloff artifacts).
  75127. */
  75128. /**
  75129. * Sets the current filter to "close ESM" (using the inverse of the
  75130. * exponential to prevent steep falloff artifacts).
  75131. */
  75132. useCloseExponentialShadowMap: boolean;
  75133. /**
  75134. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  75135. * exponential to prevent steep falloff artifacts).
  75136. */
  75137. /**
  75138. * Sets the current filter to filtered "close ESM" (using the inverse of the
  75139. * exponential to prevent steep falloff artifacts).
  75140. */
  75141. useBlurCloseExponentialShadowMap: boolean;
  75142. /**
  75143. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  75144. */
  75145. /**
  75146. * Sets the current filter to "PCF" (percentage closer filtering).
  75147. */
  75148. usePercentageCloserFiltering: boolean;
  75149. private _filteringQuality;
  75150. /**
  75151. * Gets the PCF or PCSS Quality.
  75152. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  75153. */
  75154. /**
  75155. * Sets the PCF or PCSS Quality.
  75156. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  75157. */
  75158. filteringQuality: number;
  75159. /**
  75160. * Gets if the current filter is set to "PCSS" (contact hardening).
  75161. */
  75162. /**
  75163. * Sets the current filter to "PCSS" (contact hardening).
  75164. */
  75165. useContactHardeningShadow: boolean;
  75166. private _contactHardeningLightSizeUVRatio;
  75167. /**
  75168. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  75169. * Using a ratio helps keeping shape stability independently of the map size.
  75170. *
  75171. * It does not account for the light projection as it was having too much
  75172. * instability during the light setup or during light position changes.
  75173. *
  75174. * Only valid if useContactHardeningShadow is true.
  75175. */
  75176. /**
  75177. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  75178. * Using a ratio helps keeping shape stability independently of the map size.
  75179. *
  75180. * It does not account for the light projection as it was having too much
  75181. * instability during the light setup or during light position changes.
  75182. *
  75183. * Only valid if useContactHardeningShadow is true.
  75184. */
  75185. contactHardeningLightSizeUVRatio: number;
  75186. private _darkness;
  75187. /** Gets or sets the actual darkness of a shadow */
  75188. darkness: number;
  75189. /**
  75190. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  75191. * 0 means strongest and 1 would means no shadow.
  75192. * @returns the darkness.
  75193. */
  75194. getDarkness(): number;
  75195. /**
  75196. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  75197. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  75198. * @returns the shadow generator allowing fluent coding.
  75199. */
  75200. setDarkness(darkness: number): ShadowGenerator;
  75201. private _transparencyShadow;
  75202. /** Gets or sets the ability to have transparent shadow */
  75203. transparencyShadow: boolean;
  75204. /**
  75205. * Sets the ability to have transparent shadow (boolean).
  75206. * @param transparent True if transparent else False
  75207. * @returns the shadow generator allowing fluent coding
  75208. */
  75209. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  75210. private _shadowMap;
  75211. private _shadowMap2;
  75212. /**
  75213. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  75214. * @returns The render target texture if present otherwise, null
  75215. */
  75216. getShadowMap(): Nullable<RenderTargetTexture>;
  75217. /**
  75218. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  75219. * @returns The render target texture if the shadow map is present otherwise, null
  75220. */
  75221. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  75222. /**
  75223. * Gets the class name of that object
  75224. * @returns "ShadowGenerator"
  75225. */
  75226. getClassName(): string;
  75227. /**
  75228. * Helper function to add a mesh and its descendants to the list of shadow casters.
  75229. * @param mesh Mesh to add
  75230. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  75231. * @returns the Shadow Generator itself
  75232. */
  75233. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  75234. /**
  75235. * Helper function to remove a mesh and its descendants from the list of shadow casters
  75236. * @param mesh Mesh to remove
  75237. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  75238. * @returns the Shadow Generator itself
  75239. */
  75240. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  75241. /**
  75242. * Controls the extent to which the shadows fade out at the edge of the frustum
  75243. * Used only by directionals and spots
  75244. */
  75245. frustumEdgeFalloff: number;
  75246. private _light;
  75247. /**
  75248. * Returns the associated light object.
  75249. * @returns the light generating the shadow
  75250. */
  75251. getLight(): IShadowLight;
  75252. /**
  75253. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  75254. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  75255. * It might on the other hand introduce peter panning.
  75256. */
  75257. forceBackFacesOnly: boolean;
  75258. private _scene;
  75259. private _lightDirection;
  75260. private _effect;
  75261. private _viewMatrix;
  75262. private _projectionMatrix;
  75263. private _transformMatrix;
  75264. private _cachedPosition;
  75265. private _cachedDirection;
  75266. private _cachedDefines;
  75267. private _currentRenderID;
  75268. private _boxBlurPostprocess;
  75269. private _kernelBlurXPostprocess;
  75270. private _kernelBlurYPostprocess;
  75271. private _blurPostProcesses;
  75272. private _mapSize;
  75273. private _currentFaceIndex;
  75274. private _currentFaceIndexCache;
  75275. private _textureType;
  75276. private _defaultTextureMatrix;
  75277. /** @hidden */
  75278. static _SceneComponentInitialization: (scene: Scene) => void;
  75279. /**
  75280. * Creates a ShadowGenerator object.
  75281. * A ShadowGenerator is the required tool to use the shadows.
  75282. * Each light casting shadows needs to use its own ShadowGenerator.
  75283. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  75284. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  75285. * @param light The light object generating the shadows.
  75286. * @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.
  75287. */
  75288. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  75289. private _initializeGenerator;
  75290. private _initializeShadowMap;
  75291. private _initializeBlurRTTAndPostProcesses;
  75292. private _renderForShadowMap;
  75293. private _renderSubMeshForShadowMap;
  75294. private _applyFilterValues;
  75295. /**
  75296. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  75297. * @param onCompiled Callback triggered at the and of the effects compilation
  75298. * @param options Sets of optional options forcing the compilation with different modes
  75299. */
  75300. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  75301. useInstances: boolean;
  75302. }>): void;
  75303. /**
  75304. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  75305. * @param options Sets of optional options forcing the compilation with different modes
  75306. * @returns A promise that resolves when the compilation completes
  75307. */
  75308. forceCompilationAsync(options?: Partial<{
  75309. useInstances: boolean;
  75310. }>): Promise<void>;
  75311. /**
  75312. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  75313. * @param subMesh The submesh we want to render in the shadow map
  75314. * @param useInstances Defines wether will draw in the map using instances
  75315. * @returns true if ready otherwise, false
  75316. */
  75317. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  75318. /**
  75319. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  75320. * @param defines Defines of the material we want to update
  75321. * @param lightIndex Index of the light in the enabled light list of the material
  75322. */
  75323. prepareDefines(defines: any, lightIndex: number): void;
  75324. /**
  75325. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  75326. * defined in the generator but impacting the effect).
  75327. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  75328. * @param effect The effect we are binfing the information for
  75329. */
  75330. bindShadowLight(lightIndex: string, effect: Effect): void;
  75331. /**
  75332. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  75333. * (eq to shadow prjection matrix * light transform matrix)
  75334. * @returns The transform matrix used to create the shadow map
  75335. */
  75336. getTransformMatrix(): Matrix;
  75337. /**
  75338. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  75339. * Cube and 2D textures for instance.
  75340. */
  75341. recreateShadowMap(): void;
  75342. private _disposeBlurPostProcesses;
  75343. private _disposeRTTandPostProcesses;
  75344. /**
  75345. * Disposes the ShadowGenerator.
  75346. * Returns nothing.
  75347. */
  75348. dispose(): void;
  75349. /**
  75350. * Serializes the shadow generator setup to a json object.
  75351. * @returns The serialized JSON object
  75352. */
  75353. serialize(): any;
  75354. /**
  75355. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  75356. * @param parsedShadowGenerator The JSON object to parse
  75357. * @param scene The scene to create the shadow map for
  75358. * @returns The parsed shadow generator
  75359. */
  75360. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  75361. }
  75362. }
  75363. declare module BABYLON {
  75364. /**
  75365. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  75366. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  75367. * 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.
  75368. */
  75369. export abstract class Light extends Node {
  75370. /**
  75371. * Falloff Default: light is falling off following the material specification:
  75372. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  75373. */
  75374. static readonly FALLOFF_DEFAULT: number;
  75375. /**
  75376. * Falloff Physical: light is falling off following the inverse squared distance law.
  75377. */
  75378. static readonly FALLOFF_PHYSICAL: number;
  75379. /**
  75380. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  75381. * to enhance interoperability with other engines.
  75382. */
  75383. static readonly FALLOFF_GLTF: number;
  75384. /**
  75385. * Falloff Standard: light is falling off like in the standard material
  75386. * to enhance interoperability with other materials.
  75387. */
  75388. static readonly FALLOFF_STANDARD: number;
  75389. /**
  75390. * If every light affecting the material is in this lightmapMode,
  75391. * material.lightmapTexture adds or multiplies
  75392. * (depends on material.useLightmapAsShadowmap)
  75393. * after every other light calculations.
  75394. */
  75395. static readonly LIGHTMAP_DEFAULT: number;
  75396. /**
  75397. * material.lightmapTexture as only diffuse lighting from this light
  75398. * adds only specular lighting from this light
  75399. * adds dynamic shadows
  75400. */
  75401. static readonly LIGHTMAP_SPECULAR: number;
  75402. /**
  75403. * material.lightmapTexture as only lighting
  75404. * no light calculation from this light
  75405. * only adds dynamic shadows from this light
  75406. */
  75407. static readonly LIGHTMAP_SHADOWSONLY: number;
  75408. /**
  75409. * Each light type uses the default quantity according to its type:
  75410. * point/spot lights use luminous intensity
  75411. * directional lights use illuminance
  75412. */
  75413. static readonly INTENSITYMODE_AUTOMATIC: number;
  75414. /**
  75415. * lumen (lm)
  75416. */
  75417. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  75418. /**
  75419. * candela (lm/sr)
  75420. */
  75421. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  75422. /**
  75423. * lux (lm/m^2)
  75424. */
  75425. static readonly INTENSITYMODE_ILLUMINANCE: number;
  75426. /**
  75427. * nit (cd/m^2)
  75428. */
  75429. static readonly INTENSITYMODE_LUMINANCE: number;
  75430. /**
  75431. * Light type const id of the point light.
  75432. */
  75433. static readonly LIGHTTYPEID_POINTLIGHT: number;
  75434. /**
  75435. * Light type const id of the directional light.
  75436. */
  75437. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  75438. /**
  75439. * Light type const id of the spot light.
  75440. */
  75441. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  75442. /**
  75443. * Light type const id of the hemispheric light.
  75444. */
  75445. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  75446. /**
  75447. * Diffuse gives the basic color to an object.
  75448. */
  75449. diffuse: Color3;
  75450. /**
  75451. * Specular produces a highlight color on an object.
  75452. * Note: This is note affecting PBR materials.
  75453. */
  75454. specular: Color3;
  75455. /**
  75456. * Defines the falloff type for this light. This lets overrriding how punctual light are
  75457. * falling off base on range or angle.
  75458. * This can be set to any values in Light.FALLOFF_x.
  75459. *
  75460. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  75461. * other types of materials.
  75462. */
  75463. falloffType: number;
  75464. /**
  75465. * Strength of the light.
  75466. * Note: By default it is define in the framework own unit.
  75467. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  75468. */
  75469. intensity: number;
  75470. private _range;
  75471. protected _inverseSquaredRange: number;
  75472. /**
  75473. * Defines how far from the source the light is impacting in scene units.
  75474. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  75475. */
  75476. /**
  75477. * Defines how far from the source the light is impacting in scene units.
  75478. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  75479. */
  75480. range: number;
  75481. /**
  75482. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  75483. * of light.
  75484. */
  75485. private _photometricScale;
  75486. private _intensityMode;
  75487. /**
  75488. * Gets the photometric scale used to interpret the intensity.
  75489. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  75490. */
  75491. /**
  75492. * Sets the photometric scale used to interpret the intensity.
  75493. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  75494. */
  75495. intensityMode: number;
  75496. private _radius;
  75497. /**
  75498. * Gets the light radius used by PBR Materials to simulate soft area lights.
  75499. */
  75500. /**
  75501. * sets the light radius used by PBR Materials to simulate soft area lights.
  75502. */
  75503. radius: number;
  75504. private _renderPriority;
  75505. /**
  75506. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  75507. * exceeding the number allowed of the materials.
  75508. */
  75509. renderPriority: number;
  75510. private _shadowEnabled;
  75511. /**
  75512. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  75513. * the current shadow generator.
  75514. */
  75515. /**
  75516. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  75517. * the current shadow generator.
  75518. */
  75519. shadowEnabled: boolean;
  75520. private _includedOnlyMeshes;
  75521. /**
  75522. * Gets the only meshes impacted by this light.
  75523. */
  75524. /**
  75525. * Sets the only meshes impacted by this light.
  75526. */
  75527. includedOnlyMeshes: AbstractMesh[];
  75528. private _excludedMeshes;
  75529. /**
  75530. * Gets the meshes not impacted by this light.
  75531. */
  75532. /**
  75533. * Sets the meshes not impacted by this light.
  75534. */
  75535. excludedMeshes: AbstractMesh[];
  75536. private _excludeWithLayerMask;
  75537. /**
  75538. * Gets the layer id use to find what meshes are not impacted by the light.
  75539. * Inactive if 0
  75540. */
  75541. /**
  75542. * Sets the layer id use to find what meshes are not impacted by the light.
  75543. * Inactive if 0
  75544. */
  75545. excludeWithLayerMask: number;
  75546. private _includeOnlyWithLayerMask;
  75547. /**
  75548. * Gets the layer id use to find what meshes are impacted by the light.
  75549. * Inactive if 0
  75550. */
  75551. /**
  75552. * Sets the layer id use to find what meshes are impacted by the light.
  75553. * Inactive if 0
  75554. */
  75555. includeOnlyWithLayerMask: number;
  75556. private _lightmapMode;
  75557. /**
  75558. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  75559. */
  75560. /**
  75561. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  75562. */
  75563. lightmapMode: number;
  75564. /**
  75565. * Shadow generator associted to the light.
  75566. * @hidden Internal use only.
  75567. */
  75568. _shadowGenerator: Nullable<IShadowGenerator>;
  75569. /**
  75570. * @hidden Internal use only.
  75571. */
  75572. _excludedMeshesIds: string[];
  75573. /**
  75574. * @hidden Internal use only.
  75575. */
  75576. _includedOnlyMeshesIds: string[];
  75577. /**
  75578. * The current light unifom buffer.
  75579. * @hidden Internal use only.
  75580. */
  75581. _uniformBuffer: UniformBuffer;
  75582. /**
  75583. * Creates a Light object in the scene.
  75584. * Documentation : https://doc.babylonjs.com/babylon101/lights
  75585. * @param name The firendly name of the light
  75586. * @param scene The scene the light belongs too
  75587. */
  75588. constructor(name: string, scene: Scene);
  75589. protected abstract _buildUniformLayout(): void;
  75590. /**
  75591. * Sets the passed Effect "effect" with the Light information.
  75592. * @param effect The effect to update
  75593. * @param lightIndex The index of the light in the effect to update
  75594. * @returns The light
  75595. */
  75596. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  75597. /**
  75598. * Sets the passed Effect "effect" with the Light information.
  75599. * @param effect The effect to update
  75600. * @param lightDataUniformName The uniform used to store light data (position or direction)
  75601. * @returns The light
  75602. */
  75603. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  75604. /**
  75605. * Returns the string "Light".
  75606. * @returns the class name
  75607. */
  75608. getClassName(): string;
  75609. /** @hidden */
  75610. readonly _isLight: boolean;
  75611. /**
  75612. * Converts the light information to a readable string for debug purpose.
  75613. * @param fullDetails Supports for multiple levels of logging within scene loading
  75614. * @returns the human readable light info
  75615. */
  75616. toString(fullDetails?: boolean): string;
  75617. /** @hidden */
  75618. protected _syncParentEnabledState(): void;
  75619. /**
  75620. * Set the enabled state of this node.
  75621. * @param value - the new enabled state
  75622. */
  75623. setEnabled(value: boolean): void;
  75624. /**
  75625. * Returns the Light associated shadow generator if any.
  75626. * @return the associated shadow generator.
  75627. */
  75628. getShadowGenerator(): Nullable<IShadowGenerator>;
  75629. /**
  75630. * Returns a Vector3, the absolute light position in the World.
  75631. * @returns the world space position of the light
  75632. */
  75633. getAbsolutePosition(): Vector3;
  75634. /**
  75635. * Specifies if the light will affect the passed mesh.
  75636. * @param mesh The mesh to test against the light
  75637. * @return true the mesh is affected otherwise, false.
  75638. */
  75639. canAffectMesh(mesh: AbstractMesh): boolean;
  75640. /**
  75641. * Sort function to order lights for rendering.
  75642. * @param a First Light object to compare to second.
  75643. * @param b Second Light object to compare first.
  75644. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  75645. */
  75646. static CompareLightsPriority(a: Light, b: Light): number;
  75647. /**
  75648. * Releases resources associated with this node.
  75649. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  75650. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  75651. */
  75652. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  75653. /**
  75654. * Returns the light type ID (integer).
  75655. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  75656. */
  75657. getTypeID(): number;
  75658. /**
  75659. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  75660. * @returns the scaled intensity in intensity mode unit
  75661. */
  75662. getScaledIntensity(): number;
  75663. /**
  75664. * Returns a new Light object, named "name", from the current one.
  75665. * @param name The name of the cloned light
  75666. * @returns the new created light
  75667. */
  75668. clone(name: string): Nullable<Light>;
  75669. /**
  75670. * Serializes the current light into a Serialization object.
  75671. * @returns the serialized object.
  75672. */
  75673. serialize(): any;
  75674. /**
  75675. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  75676. * This new light is named "name" and added to the passed scene.
  75677. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  75678. * @param name The friendly name of the light
  75679. * @param scene The scene the new light will belong to
  75680. * @returns the constructor function
  75681. */
  75682. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  75683. /**
  75684. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  75685. * @param parsedLight The JSON representation of the light
  75686. * @param scene The scene to create the parsed light in
  75687. * @returns the created light after parsing
  75688. */
  75689. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  75690. private _hookArrayForExcluded;
  75691. private _hookArrayForIncludedOnly;
  75692. private _resyncMeshes;
  75693. /**
  75694. * Forces the meshes to update their light related information in their rendering used effects
  75695. * @hidden Internal Use Only
  75696. */
  75697. _markMeshesAsLightDirty(): void;
  75698. /**
  75699. * Recomputes the cached photometric scale if needed.
  75700. */
  75701. private _computePhotometricScale;
  75702. /**
  75703. * Returns the Photometric Scale according to the light type and intensity mode.
  75704. */
  75705. private _getPhotometricScale;
  75706. /**
  75707. * Reorder the light in the scene according to their defined priority.
  75708. * @hidden Internal Use Only
  75709. */
  75710. _reorderLightsInScene(): void;
  75711. /**
  75712. * Prepares the list of defines specific to the light type.
  75713. * @param defines the list of defines
  75714. * @param lightIndex defines the index of the light for the effect
  75715. */
  75716. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  75717. }
  75718. }
  75719. declare module BABYLON {
  75720. /**
  75721. * Interface used to define Action
  75722. */
  75723. export interface IAction {
  75724. /**
  75725. * Trigger for the action
  75726. */
  75727. trigger: number;
  75728. /** Options of the trigger */
  75729. triggerOptions: any;
  75730. /**
  75731. * Gets the trigger parameters
  75732. * @returns the trigger parameters
  75733. */
  75734. getTriggerParameter(): any;
  75735. /**
  75736. * Internal only - executes current action event
  75737. * @hidden
  75738. */
  75739. _executeCurrent(evt?: ActionEvent): void;
  75740. /**
  75741. * Serialize placeholder for child classes
  75742. * @param parent of child
  75743. * @returns the serialized object
  75744. */
  75745. serialize(parent: any): any;
  75746. /**
  75747. * Internal only
  75748. * @hidden
  75749. */
  75750. _prepare(): void;
  75751. /**
  75752. * Internal only - manager for action
  75753. * @hidden
  75754. */
  75755. _actionManager: AbstractActionManager;
  75756. /**
  75757. * Adds action to chain of actions, may be a DoNothingAction
  75758. * @param action defines the next action to execute
  75759. * @returns The action passed in
  75760. * @see https://www.babylonjs-playground.com/#1T30HR#0
  75761. */
  75762. then(action: IAction): IAction;
  75763. }
  75764. /**
  75765. * The action to be carried out following a trigger
  75766. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  75767. */
  75768. export class Action implements IAction {
  75769. /** the trigger, with or without parameters, for the action */
  75770. triggerOptions: any;
  75771. /**
  75772. * Trigger for the action
  75773. */
  75774. trigger: number;
  75775. /**
  75776. * Internal only - manager for action
  75777. * @hidden
  75778. */
  75779. _actionManager: ActionManager;
  75780. private _nextActiveAction;
  75781. private _child;
  75782. private _condition?;
  75783. private _triggerParameter;
  75784. /**
  75785. * An event triggered prior to action being executed.
  75786. */
  75787. onBeforeExecuteObservable: Observable<Action>;
  75788. /**
  75789. * Creates a new Action
  75790. * @param triggerOptions the trigger, with or without parameters, for the action
  75791. * @param condition an optional determinant of action
  75792. */
  75793. constructor(
  75794. /** the trigger, with or without parameters, for the action */
  75795. triggerOptions: any, condition?: Condition);
  75796. /**
  75797. * Internal only
  75798. * @hidden
  75799. */
  75800. _prepare(): void;
  75801. /**
  75802. * Gets the trigger parameters
  75803. * @returns the trigger parameters
  75804. */
  75805. getTriggerParameter(): any;
  75806. /**
  75807. * Internal only - executes current action event
  75808. * @hidden
  75809. */
  75810. _executeCurrent(evt?: ActionEvent): void;
  75811. /**
  75812. * Execute placeholder for child classes
  75813. * @param evt optional action event
  75814. */
  75815. execute(evt?: ActionEvent): void;
  75816. /**
  75817. * Skips to next active action
  75818. */
  75819. skipToNextActiveAction(): void;
  75820. /**
  75821. * Adds action to chain of actions, may be a DoNothingAction
  75822. * @param action defines the next action to execute
  75823. * @returns The action passed in
  75824. * @see https://www.babylonjs-playground.com/#1T30HR#0
  75825. */
  75826. then(action: Action): Action;
  75827. /**
  75828. * Internal only
  75829. * @hidden
  75830. */
  75831. _getProperty(propertyPath: string): string;
  75832. /**
  75833. * Internal only
  75834. * @hidden
  75835. */
  75836. _getEffectiveTarget(target: any, propertyPath: string): any;
  75837. /**
  75838. * Serialize placeholder for child classes
  75839. * @param parent of child
  75840. * @returns the serialized object
  75841. */
  75842. serialize(parent: any): any;
  75843. /**
  75844. * Internal only called by serialize
  75845. * @hidden
  75846. */
  75847. protected _serialize(serializedAction: any, parent?: any): any;
  75848. /**
  75849. * Internal only
  75850. * @hidden
  75851. */
  75852. static _SerializeValueAsString: (value: any) => string;
  75853. /**
  75854. * Internal only
  75855. * @hidden
  75856. */
  75857. static _GetTargetProperty: (target: Node | Scene) => {
  75858. name: string;
  75859. targetType: string;
  75860. value: string;
  75861. };
  75862. }
  75863. }
  75864. declare module BABYLON {
  75865. /**
  75866. * A Condition applied to an Action
  75867. */
  75868. export class Condition {
  75869. /**
  75870. * Internal only - manager for action
  75871. * @hidden
  75872. */
  75873. _actionManager: ActionManager;
  75874. /**
  75875. * Internal only
  75876. * @hidden
  75877. */
  75878. _evaluationId: number;
  75879. /**
  75880. * Internal only
  75881. * @hidden
  75882. */
  75883. _currentResult: boolean;
  75884. /**
  75885. * Creates a new Condition
  75886. * @param actionManager the manager of the action the condition is applied to
  75887. */
  75888. constructor(actionManager: ActionManager);
  75889. /**
  75890. * Check if the current condition is valid
  75891. * @returns a boolean
  75892. */
  75893. isValid(): boolean;
  75894. /**
  75895. * Internal only
  75896. * @hidden
  75897. */
  75898. _getProperty(propertyPath: string): string;
  75899. /**
  75900. * Internal only
  75901. * @hidden
  75902. */
  75903. _getEffectiveTarget(target: any, propertyPath: string): any;
  75904. /**
  75905. * Serialize placeholder for child classes
  75906. * @returns the serialized object
  75907. */
  75908. serialize(): any;
  75909. /**
  75910. * Internal only
  75911. * @hidden
  75912. */
  75913. protected _serialize(serializedCondition: any): any;
  75914. }
  75915. /**
  75916. * Defines specific conditional operators as extensions of Condition
  75917. */
  75918. export class ValueCondition extends Condition {
  75919. /** path to specify the property of the target the conditional operator uses */
  75920. propertyPath: string;
  75921. /** the value compared by the conditional operator against the current value of the property */
  75922. value: any;
  75923. /** the conditional operator, default ValueCondition.IsEqual */
  75924. operator: number;
  75925. /**
  75926. * Internal only
  75927. * @hidden
  75928. */
  75929. private static _IsEqual;
  75930. /**
  75931. * Internal only
  75932. * @hidden
  75933. */
  75934. private static _IsDifferent;
  75935. /**
  75936. * Internal only
  75937. * @hidden
  75938. */
  75939. private static _IsGreater;
  75940. /**
  75941. * Internal only
  75942. * @hidden
  75943. */
  75944. private static _IsLesser;
  75945. /**
  75946. * returns the number for IsEqual
  75947. */
  75948. static readonly IsEqual: number;
  75949. /**
  75950. * Returns the number for IsDifferent
  75951. */
  75952. static readonly IsDifferent: number;
  75953. /**
  75954. * Returns the number for IsGreater
  75955. */
  75956. static readonly IsGreater: number;
  75957. /**
  75958. * Returns the number for IsLesser
  75959. */
  75960. static readonly IsLesser: number;
  75961. /**
  75962. * Internal only The action manager for the condition
  75963. * @hidden
  75964. */
  75965. _actionManager: ActionManager;
  75966. /**
  75967. * Internal only
  75968. * @hidden
  75969. */
  75970. private _target;
  75971. /**
  75972. * Internal only
  75973. * @hidden
  75974. */
  75975. private _effectiveTarget;
  75976. /**
  75977. * Internal only
  75978. * @hidden
  75979. */
  75980. private _property;
  75981. /**
  75982. * Creates a new ValueCondition
  75983. * @param actionManager manager for the action the condition applies to
  75984. * @param target for the action
  75985. * @param propertyPath path to specify the property of the target the conditional operator uses
  75986. * @param value the value compared by the conditional operator against the current value of the property
  75987. * @param operator the conditional operator, default ValueCondition.IsEqual
  75988. */
  75989. constructor(actionManager: ActionManager, target: any,
  75990. /** path to specify the property of the target the conditional operator uses */
  75991. propertyPath: string,
  75992. /** the value compared by the conditional operator against the current value of the property */
  75993. value: any,
  75994. /** the conditional operator, default ValueCondition.IsEqual */
  75995. operator?: number);
  75996. /**
  75997. * Compares the given value with the property value for the specified conditional operator
  75998. * @returns the result of the comparison
  75999. */
  76000. isValid(): boolean;
  76001. /**
  76002. * Serialize the ValueCondition into a JSON compatible object
  76003. * @returns serialization object
  76004. */
  76005. serialize(): any;
  76006. /**
  76007. * Gets the name of the conditional operator for the ValueCondition
  76008. * @param operator the conditional operator
  76009. * @returns the name
  76010. */
  76011. static GetOperatorName(operator: number): string;
  76012. }
  76013. /**
  76014. * Defines a predicate condition as an extension of Condition
  76015. */
  76016. export class PredicateCondition extends Condition {
  76017. /** defines the predicate function used to validate the condition */
  76018. predicate: () => boolean;
  76019. /**
  76020. * Internal only - manager for action
  76021. * @hidden
  76022. */
  76023. _actionManager: ActionManager;
  76024. /**
  76025. * Creates a new PredicateCondition
  76026. * @param actionManager manager for the action the condition applies to
  76027. * @param predicate defines the predicate function used to validate the condition
  76028. */
  76029. constructor(actionManager: ActionManager,
  76030. /** defines the predicate function used to validate the condition */
  76031. predicate: () => boolean);
  76032. /**
  76033. * @returns the validity of the predicate condition
  76034. */
  76035. isValid(): boolean;
  76036. }
  76037. /**
  76038. * Defines a state condition as an extension of Condition
  76039. */
  76040. export class StateCondition extends Condition {
  76041. /** Value to compare with target state */
  76042. value: string;
  76043. /**
  76044. * Internal only - manager for action
  76045. * @hidden
  76046. */
  76047. _actionManager: ActionManager;
  76048. /**
  76049. * Internal only
  76050. * @hidden
  76051. */
  76052. private _target;
  76053. /**
  76054. * Creates a new StateCondition
  76055. * @param actionManager manager for the action the condition applies to
  76056. * @param target of the condition
  76057. * @param value to compare with target state
  76058. */
  76059. constructor(actionManager: ActionManager, target: any,
  76060. /** Value to compare with target state */
  76061. value: string);
  76062. /**
  76063. * Gets a boolean indicating if the current condition is met
  76064. * @returns the validity of the state
  76065. */
  76066. isValid(): boolean;
  76067. /**
  76068. * Serialize the StateCondition into a JSON compatible object
  76069. * @returns serialization object
  76070. */
  76071. serialize(): any;
  76072. }
  76073. }
  76074. declare module BABYLON {
  76075. /**
  76076. * This defines an action responsible to toggle a boolean once triggered.
  76077. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76078. */
  76079. export class SwitchBooleanAction extends Action {
  76080. /**
  76081. * The path to the boolean property in the target object
  76082. */
  76083. propertyPath: string;
  76084. private _target;
  76085. private _effectiveTarget;
  76086. private _property;
  76087. /**
  76088. * Instantiate the action
  76089. * @param triggerOptions defines the trigger options
  76090. * @param target defines the object containing the boolean
  76091. * @param propertyPath defines the path to the boolean property in the target object
  76092. * @param condition defines the trigger related conditions
  76093. */
  76094. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  76095. /** @hidden */
  76096. _prepare(): void;
  76097. /**
  76098. * Execute the action toggle the boolean value.
  76099. */
  76100. execute(): void;
  76101. /**
  76102. * Serializes the actions and its related information.
  76103. * @param parent defines the object to serialize in
  76104. * @returns the serialized object
  76105. */
  76106. serialize(parent: any): any;
  76107. }
  76108. /**
  76109. * This defines an action responsible to set a the state field of the target
  76110. * to a desired value once triggered.
  76111. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76112. */
  76113. export class SetStateAction extends Action {
  76114. /**
  76115. * The value to store in the state field.
  76116. */
  76117. value: string;
  76118. private _target;
  76119. /**
  76120. * Instantiate the action
  76121. * @param triggerOptions defines the trigger options
  76122. * @param target defines the object containing the state property
  76123. * @param value defines the value to store in the state field
  76124. * @param condition defines the trigger related conditions
  76125. */
  76126. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  76127. /**
  76128. * Execute the action and store the value on the target state property.
  76129. */
  76130. execute(): void;
  76131. /**
  76132. * Serializes the actions and its related information.
  76133. * @param parent defines the object to serialize in
  76134. * @returns the serialized object
  76135. */
  76136. serialize(parent: any): any;
  76137. }
  76138. /**
  76139. * This defines an action responsible to set a property of the target
  76140. * to a desired value once triggered.
  76141. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76142. */
  76143. export class SetValueAction extends Action {
  76144. /**
  76145. * The path of the property to set in the target.
  76146. */
  76147. propertyPath: string;
  76148. /**
  76149. * The value to set in the property
  76150. */
  76151. value: any;
  76152. private _target;
  76153. private _effectiveTarget;
  76154. private _property;
  76155. /**
  76156. * Instantiate the action
  76157. * @param triggerOptions defines the trigger options
  76158. * @param target defines the object containing the property
  76159. * @param propertyPath defines the path of the property to set in the target
  76160. * @param value defines the value to set in the property
  76161. * @param condition defines the trigger related conditions
  76162. */
  76163. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  76164. /** @hidden */
  76165. _prepare(): void;
  76166. /**
  76167. * Execute the action and set the targetted property to the desired value.
  76168. */
  76169. execute(): void;
  76170. /**
  76171. * Serializes the actions and its related information.
  76172. * @param parent defines the object to serialize in
  76173. * @returns the serialized object
  76174. */
  76175. serialize(parent: any): any;
  76176. }
  76177. /**
  76178. * This defines an action responsible to increment the target value
  76179. * to a desired value once triggered.
  76180. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76181. */
  76182. export class IncrementValueAction extends Action {
  76183. /**
  76184. * The path of the property to increment in the target.
  76185. */
  76186. propertyPath: string;
  76187. /**
  76188. * The value we should increment the property by.
  76189. */
  76190. value: any;
  76191. private _target;
  76192. private _effectiveTarget;
  76193. private _property;
  76194. /**
  76195. * Instantiate the action
  76196. * @param triggerOptions defines the trigger options
  76197. * @param target defines the object containing the property
  76198. * @param propertyPath defines the path of the property to increment in the target
  76199. * @param value defines the value value we should increment the property by
  76200. * @param condition defines the trigger related conditions
  76201. */
  76202. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  76203. /** @hidden */
  76204. _prepare(): void;
  76205. /**
  76206. * Execute the action and increment the target of the value amount.
  76207. */
  76208. execute(): void;
  76209. /**
  76210. * Serializes the actions and its related information.
  76211. * @param parent defines the object to serialize in
  76212. * @returns the serialized object
  76213. */
  76214. serialize(parent: any): any;
  76215. }
  76216. /**
  76217. * This defines an action responsible to start an animation once triggered.
  76218. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76219. */
  76220. export class PlayAnimationAction extends Action {
  76221. /**
  76222. * Where the animation should start (animation frame)
  76223. */
  76224. from: number;
  76225. /**
  76226. * Where the animation should stop (animation frame)
  76227. */
  76228. to: number;
  76229. /**
  76230. * Define if the animation should loop or stop after the first play.
  76231. */
  76232. loop?: boolean;
  76233. private _target;
  76234. /**
  76235. * Instantiate the action
  76236. * @param triggerOptions defines the trigger options
  76237. * @param target defines the target animation or animation name
  76238. * @param from defines from where the animation should start (animation frame)
  76239. * @param end defines where the animation should stop (animation frame)
  76240. * @param loop defines if the animation should loop or stop after the first play
  76241. * @param condition defines the trigger related conditions
  76242. */
  76243. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  76244. /** @hidden */
  76245. _prepare(): void;
  76246. /**
  76247. * Execute the action and play the animation.
  76248. */
  76249. execute(): void;
  76250. /**
  76251. * Serializes the actions and its related information.
  76252. * @param parent defines the object to serialize in
  76253. * @returns the serialized object
  76254. */
  76255. serialize(parent: any): any;
  76256. }
  76257. /**
  76258. * This defines an action responsible to stop an animation once triggered.
  76259. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76260. */
  76261. export class StopAnimationAction extends Action {
  76262. private _target;
  76263. /**
  76264. * Instantiate the action
  76265. * @param triggerOptions defines the trigger options
  76266. * @param target defines the target animation or animation name
  76267. * @param condition defines the trigger related conditions
  76268. */
  76269. constructor(triggerOptions: any, target: any, condition?: Condition);
  76270. /** @hidden */
  76271. _prepare(): void;
  76272. /**
  76273. * Execute the action and stop the animation.
  76274. */
  76275. execute(): void;
  76276. /**
  76277. * Serializes the actions and its related information.
  76278. * @param parent defines the object to serialize in
  76279. * @returns the serialized object
  76280. */
  76281. serialize(parent: any): any;
  76282. }
  76283. /**
  76284. * This defines an action responsible that does nothing once triggered.
  76285. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76286. */
  76287. export class DoNothingAction extends Action {
  76288. /**
  76289. * Instantiate the action
  76290. * @param triggerOptions defines the trigger options
  76291. * @param condition defines the trigger related conditions
  76292. */
  76293. constructor(triggerOptions?: any, condition?: Condition);
  76294. /**
  76295. * Execute the action and do nothing.
  76296. */
  76297. execute(): void;
  76298. /**
  76299. * Serializes the actions and its related information.
  76300. * @param parent defines the object to serialize in
  76301. * @returns the serialized object
  76302. */
  76303. serialize(parent: any): any;
  76304. }
  76305. /**
  76306. * This defines an action responsible to trigger several actions once triggered.
  76307. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76308. */
  76309. export class CombineAction extends Action {
  76310. /**
  76311. * The list of aggregated animations to run.
  76312. */
  76313. children: Action[];
  76314. /**
  76315. * Instantiate the action
  76316. * @param triggerOptions defines the trigger options
  76317. * @param children defines the list of aggregated animations to run
  76318. * @param condition defines the trigger related conditions
  76319. */
  76320. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  76321. /** @hidden */
  76322. _prepare(): void;
  76323. /**
  76324. * Execute the action and executes all the aggregated actions.
  76325. */
  76326. execute(evt: ActionEvent): void;
  76327. /**
  76328. * Serializes the actions and its related information.
  76329. * @param parent defines the object to serialize in
  76330. * @returns the serialized object
  76331. */
  76332. serialize(parent: any): any;
  76333. }
  76334. /**
  76335. * This defines an action responsible to run code (external event) once triggered.
  76336. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76337. */
  76338. export class ExecuteCodeAction extends Action {
  76339. /**
  76340. * The callback function to run.
  76341. */
  76342. func: (evt: ActionEvent) => void;
  76343. /**
  76344. * Instantiate the action
  76345. * @param triggerOptions defines the trigger options
  76346. * @param func defines the callback function to run
  76347. * @param condition defines the trigger related conditions
  76348. */
  76349. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  76350. /**
  76351. * Execute the action and run the attached code.
  76352. */
  76353. execute(evt: ActionEvent): void;
  76354. }
  76355. /**
  76356. * This defines an action responsible to set the parent property of the target once triggered.
  76357. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76358. */
  76359. export class SetParentAction extends Action {
  76360. private _parent;
  76361. private _target;
  76362. /**
  76363. * Instantiate the action
  76364. * @param triggerOptions defines the trigger options
  76365. * @param target defines the target containing the parent property
  76366. * @param parent defines from where the animation should start (animation frame)
  76367. * @param condition defines the trigger related conditions
  76368. */
  76369. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  76370. /** @hidden */
  76371. _prepare(): void;
  76372. /**
  76373. * Execute the action and set the parent property.
  76374. */
  76375. execute(): void;
  76376. /**
  76377. * Serializes the actions and its related information.
  76378. * @param parent defines the object to serialize in
  76379. * @returns the serialized object
  76380. */
  76381. serialize(parent: any): any;
  76382. }
  76383. }
  76384. declare module BABYLON {
  76385. /**
  76386. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  76387. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  76388. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76389. */
  76390. export class ActionManager extends AbstractActionManager {
  76391. /**
  76392. * Nothing
  76393. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76394. */
  76395. static readonly NothingTrigger: number;
  76396. /**
  76397. * On pick
  76398. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76399. */
  76400. static readonly OnPickTrigger: number;
  76401. /**
  76402. * On left pick
  76403. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76404. */
  76405. static readonly OnLeftPickTrigger: number;
  76406. /**
  76407. * On right pick
  76408. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76409. */
  76410. static readonly OnRightPickTrigger: number;
  76411. /**
  76412. * On center pick
  76413. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76414. */
  76415. static readonly OnCenterPickTrigger: number;
  76416. /**
  76417. * On pick down
  76418. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76419. */
  76420. static readonly OnPickDownTrigger: number;
  76421. /**
  76422. * On double pick
  76423. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76424. */
  76425. static readonly OnDoublePickTrigger: number;
  76426. /**
  76427. * On pick up
  76428. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76429. */
  76430. static readonly OnPickUpTrigger: number;
  76431. /**
  76432. * On pick out.
  76433. * This trigger will only be raised if you also declared a OnPickDown
  76434. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76435. */
  76436. static readonly OnPickOutTrigger: number;
  76437. /**
  76438. * On long press
  76439. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76440. */
  76441. static readonly OnLongPressTrigger: number;
  76442. /**
  76443. * On pointer over
  76444. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76445. */
  76446. static readonly OnPointerOverTrigger: number;
  76447. /**
  76448. * On pointer out
  76449. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76450. */
  76451. static readonly OnPointerOutTrigger: number;
  76452. /**
  76453. * On every frame
  76454. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76455. */
  76456. static readonly OnEveryFrameTrigger: number;
  76457. /**
  76458. * On intersection enter
  76459. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76460. */
  76461. static readonly OnIntersectionEnterTrigger: number;
  76462. /**
  76463. * On intersection exit
  76464. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76465. */
  76466. static readonly OnIntersectionExitTrigger: number;
  76467. /**
  76468. * On key down
  76469. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76470. */
  76471. static readonly OnKeyDownTrigger: number;
  76472. /**
  76473. * On key up
  76474. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76475. */
  76476. static readonly OnKeyUpTrigger: number;
  76477. private _scene;
  76478. /**
  76479. * Creates a new action manager
  76480. * @param scene defines the hosting scene
  76481. */
  76482. constructor(scene: Scene);
  76483. /**
  76484. * Releases all associated resources
  76485. */
  76486. dispose(): void;
  76487. /**
  76488. * Gets hosting scene
  76489. * @returns the hosting scene
  76490. */
  76491. getScene(): Scene;
  76492. /**
  76493. * Does this action manager handles actions of any of the given triggers
  76494. * @param triggers defines the triggers to be tested
  76495. * @return a boolean indicating whether one (or more) of the triggers is handled
  76496. */
  76497. hasSpecificTriggers(triggers: number[]): boolean;
  76498. /**
  76499. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  76500. * speed.
  76501. * @param triggerA defines the trigger to be tested
  76502. * @param triggerB defines the trigger to be tested
  76503. * @return a boolean indicating whether one (or more) of the triggers is handled
  76504. */
  76505. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  76506. /**
  76507. * Does this action manager handles actions of a given trigger
  76508. * @param trigger defines the trigger to be tested
  76509. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  76510. * @return whether the trigger is handled
  76511. */
  76512. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  76513. /**
  76514. * Does this action manager has pointer triggers
  76515. */
  76516. readonly hasPointerTriggers: boolean;
  76517. /**
  76518. * Does this action manager has pick triggers
  76519. */
  76520. readonly hasPickTriggers: boolean;
  76521. /**
  76522. * Registers an action to this action manager
  76523. * @param action defines the action to be registered
  76524. * @return the action amended (prepared) after registration
  76525. */
  76526. registerAction(action: IAction): Nullable<IAction>;
  76527. /**
  76528. * Unregisters an action to this action manager
  76529. * @param action defines the action to be unregistered
  76530. * @return a boolean indicating whether the action has been unregistered
  76531. */
  76532. unregisterAction(action: IAction): Boolean;
  76533. /**
  76534. * Process a specific trigger
  76535. * @param trigger defines the trigger to process
  76536. * @param evt defines the event details to be processed
  76537. */
  76538. processTrigger(trigger: number, evt?: IActionEvent): void;
  76539. /** @hidden */
  76540. _getEffectiveTarget(target: any, propertyPath: string): any;
  76541. /** @hidden */
  76542. _getProperty(propertyPath: string): string;
  76543. /**
  76544. * Serialize this manager to a JSON object
  76545. * @param name defines the property name to store this manager
  76546. * @returns a JSON representation of this manager
  76547. */
  76548. serialize(name: string): any;
  76549. /**
  76550. * Creates a new ActionManager from a JSON data
  76551. * @param parsedActions defines the JSON data to read from
  76552. * @param object defines the hosting mesh
  76553. * @param scene defines the hosting scene
  76554. */
  76555. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  76556. /**
  76557. * Get a trigger name by index
  76558. * @param trigger defines the trigger index
  76559. * @returns a trigger name
  76560. */
  76561. static GetTriggerName(trigger: number): string;
  76562. }
  76563. }
  76564. declare module BABYLON {
  76565. /**
  76566. * Class representing a ray with position and direction
  76567. */
  76568. export class Ray {
  76569. /** origin point */
  76570. origin: Vector3;
  76571. /** direction */
  76572. direction: Vector3;
  76573. /** length of the ray */
  76574. length: number;
  76575. private static readonly TmpVector3;
  76576. private _tmpRay;
  76577. /**
  76578. * Creates a new ray
  76579. * @param origin origin point
  76580. * @param direction direction
  76581. * @param length length of the ray
  76582. */
  76583. constructor(
  76584. /** origin point */
  76585. origin: Vector3,
  76586. /** direction */
  76587. direction: Vector3,
  76588. /** length of the ray */
  76589. length?: number);
  76590. /**
  76591. * Checks if the ray intersects a box
  76592. * @param minimum bound of the box
  76593. * @param maximum bound of the box
  76594. * @param intersectionTreshold extra extend to be added to the box in all direction
  76595. * @returns if the box was hit
  76596. */
  76597. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  76598. /**
  76599. * Checks if the ray intersects a box
  76600. * @param box the bounding box to check
  76601. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  76602. * @returns if the box was hit
  76603. */
  76604. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  76605. /**
  76606. * If the ray hits a sphere
  76607. * @param sphere the bounding sphere to check
  76608. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  76609. * @returns true if it hits the sphere
  76610. */
  76611. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  76612. /**
  76613. * If the ray hits a triange
  76614. * @param vertex0 triangle vertex
  76615. * @param vertex1 triangle vertex
  76616. * @param vertex2 triangle vertex
  76617. * @returns intersection information if hit
  76618. */
  76619. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  76620. /**
  76621. * Checks if ray intersects a plane
  76622. * @param plane the plane to check
  76623. * @returns the distance away it was hit
  76624. */
  76625. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  76626. /**
  76627. * Calculate the intercept of a ray on a given axis
  76628. * @param axis to check 'x' | 'y' | 'z'
  76629. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  76630. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  76631. */
  76632. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  76633. /**
  76634. * Checks if ray intersects a mesh
  76635. * @param mesh the mesh to check
  76636. * @param fastCheck if only the bounding box should checked
  76637. * @returns picking info of the intersecton
  76638. */
  76639. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  76640. /**
  76641. * Checks if ray intersects a mesh
  76642. * @param meshes the meshes to check
  76643. * @param fastCheck if only the bounding box should checked
  76644. * @param results array to store result in
  76645. * @returns Array of picking infos
  76646. */
  76647. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  76648. private _comparePickingInfo;
  76649. private static smallnum;
  76650. private static rayl;
  76651. /**
  76652. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  76653. * @param sega the first point of the segment to test the intersection against
  76654. * @param segb the second point of the segment to test the intersection against
  76655. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  76656. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  76657. */
  76658. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  76659. /**
  76660. * Update the ray from viewport position
  76661. * @param x position
  76662. * @param y y position
  76663. * @param viewportWidth viewport width
  76664. * @param viewportHeight viewport height
  76665. * @param world world matrix
  76666. * @param view view matrix
  76667. * @param projection projection matrix
  76668. * @returns this ray updated
  76669. */
  76670. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  76671. /**
  76672. * Creates a ray with origin and direction of 0,0,0
  76673. * @returns the new ray
  76674. */
  76675. static Zero(): Ray;
  76676. /**
  76677. * Creates a new ray from screen space and viewport
  76678. * @param x position
  76679. * @param y y position
  76680. * @param viewportWidth viewport width
  76681. * @param viewportHeight viewport height
  76682. * @param world world matrix
  76683. * @param view view matrix
  76684. * @param projection projection matrix
  76685. * @returns new ray
  76686. */
  76687. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  76688. /**
  76689. * 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
  76690. * transformed to the given world matrix.
  76691. * @param origin The origin point
  76692. * @param end The end point
  76693. * @param world a matrix to transform the ray to. Default is the identity matrix.
  76694. * @returns the new ray
  76695. */
  76696. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  76697. /**
  76698. * Transforms a ray by a matrix
  76699. * @param ray ray to transform
  76700. * @param matrix matrix to apply
  76701. * @returns the resulting new ray
  76702. */
  76703. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  76704. /**
  76705. * Transforms a ray by a matrix
  76706. * @param ray ray to transform
  76707. * @param matrix matrix to apply
  76708. * @param result ray to store result in
  76709. */
  76710. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  76711. /**
  76712. * Unproject a ray from screen space to object space
  76713. * @param sourceX defines the screen space x coordinate to use
  76714. * @param sourceY defines the screen space y coordinate to use
  76715. * @param viewportWidth defines the current width of the viewport
  76716. * @param viewportHeight defines the current height of the viewport
  76717. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  76718. * @param view defines the view matrix to use
  76719. * @param projection defines the projection matrix to use
  76720. */
  76721. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  76722. }
  76723. /**
  76724. * Type used to define predicate used to select faces when a mesh intersection is detected
  76725. */
  76726. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  76727. interface Scene {
  76728. /** @hidden */
  76729. _tempPickingRay: Nullable<Ray>;
  76730. /** @hidden */
  76731. _cachedRayForTransform: Ray;
  76732. /** @hidden */
  76733. _pickWithRayInverseMatrix: Matrix;
  76734. /** @hidden */
  76735. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  76736. /** @hidden */
  76737. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  76738. }
  76739. }
  76740. declare module BABYLON {
  76741. /**
  76742. * Groups all the scene component constants in one place to ease maintenance.
  76743. * @hidden
  76744. */
  76745. export class SceneComponentConstants {
  76746. static readonly NAME_EFFECTLAYER: string;
  76747. static readonly NAME_LAYER: string;
  76748. static readonly NAME_LENSFLARESYSTEM: string;
  76749. static readonly NAME_BOUNDINGBOXRENDERER: string;
  76750. static readonly NAME_PARTICLESYSTEM: string;
  76751. static readonly NAME_GAMEPAD: string;
  76752. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  76753. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  76754. static readonly NAME_DEPTHRENDERER: string;
  76755. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  76756. static readonly NAME_SPRITE: string;
  76757. static readonly NAME_OUTLINERENDERER: string;
  76758. static readonly NAME_PROCEDURALTEXTURE: string;
  76759. static readonly NAME_SHADOWGENERATOR: string;
  76760. static readonly NAME_OCTREE: string;
  76761. static readonly NAME_PHYSICSENGINE: string;
  76762. static readonly NAME_AUDIO: string;
  76763. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  76764. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  76765. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  76766. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  76767. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  76768. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  76769. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  76770. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  76771. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  76772. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  76773. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  76774. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  76775. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  76776. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  76777. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  76778. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  76779. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  76780. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  76781. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  76782. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  76783. static readonly STEP_AFTERRENDER_AUDIO: number;
  76784. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  76785. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  76786. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  76787. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  76788. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  76789. static readonly STEP_POINTERMOVE_SPRITE: number;
  76790. static readonly STEP_POINTERDOWN_SPRITE: number;
  76791. static readonly STEP_POINTERUP_SPRITE: number;
  76792. }
  76793. /**
  76794. * This represents a scene component.
  76795. *
  76796. * This is used to decouple the dependency the scene is having on the different workloads like
  76797. * layers, post processes...
  76798. */
  76799. export interface ISceneComponent {
  76800. /**
  76801. * The name of the component. Each component must have a unique name.
  76802. */
  76803. name: string;
  76804. /**
  76805. * The scene the component belongs to.
  76806. */
  76807. scene: Scene;
  76808. /**
  76809. * Register the component to one instance of a scene.
  76810. */
  76811. register(): void;
  76812. /**
  76813. * Rebuilds the elements related to this component in case of
  76814. * context lost for instance.
  76815. */
  76816. rebuild(): void;
  76817. /**
  76818. * Disposes the component and the associated ressources.
  76819. */
  76820. dispose(): void;
  76821. }
  76822. /**
  76823. * This represents a SERIALIZABLE scene component.
  76824. *
  76825. * This extends Scene Component to add Serialization methods on top.
  76826. */
  76827. export interface ISceneSerializableComponent extends ISceneComponent {
  76828. /**
  76829. * Adds all the elements from the container to the scene
  76830. * @param container the container holding the elements
  76831. */
  76832. addFromContainer(container: AbstractScene): void;
  76833. /**
  76834. * Removes all the elements in the container from the scene
  76835. * @param container contains the elements to remove
  76836. * @param dispose if the removed element should be disposed (default: false)
  76837. */
  76838. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  76839. /**
  76840. * Serializes the component data to the specified json object
  76841. * @param serializationObject The object to serialize to
  76842. */
  76843. serialize(serializationObject: any): void;
  76844. }
  76845. /**
  76846. * Strong typing of a Mesh related stage step action
  76847. */
  76848. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  76849. /**
  76850. * Strong typing of a Evaluate Sub Mesh related stage step action
  76851. */
  76852. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  76853. /**
  76854. * Strong typing of a Active Mesh related stage step action
  76855. */
  76856. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  76857. /**
  76858. * Strong typing of a Camera related stage step action
  76859. */
  76860. export type CameraStageAction = (camera: Camera) => void;
  76861. /**
  76862. * Strong typing of a Camera Frame buffer related stage step action
  76863. */
  76864. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  76865. /**
  76866. * Strong typing of a Render Target related stage step action
  76867. */
  76868. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  76869. /**
  76870. * Strong typing of a RenderingGroup related stage step action
  76871. */
  76872. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  76873. /**
  76874. * Strong typing of a Mesh Render related stage step action
  76875. */
  76876. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  76877. /**
  76878. * Strong typing of a simple stage step action
  76879. */
  76880. export type SimpleStageAction = () => void;
  76881. /**
  76882. * Strong typing of a render target action.
  76883. */
  76884. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  76885. /**
  76886. * Strong typing of a pointer move action.
  76887. */
  76888. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  76889. /**
  76890. * Strong typing of a pointer up/down action.
  76891. */
  76892. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  76893. /**
  76894. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  76895. * @hidden
  76896. */
  76897. export class Stage<T extends Function> extends Array<{
  76898. index: number;
  76899. component: ISceneComponent;
  76900. action: T;
  76901. }> {
  76902. /**
  76903. * Hide ctor from the rest of the world.
  76904. * @param items The items to add.
  76905. */
  76906. private constructor();
  76907. /**
  76908. * Creates a new Stage.
  76909. * @returns A new instance of a Stage
  76910. */
  76911. static Create<T extends Function>(): Stage<T>;
  76912. /**
  76913. * Registers a step in an ordered way in the targeted stage.
  76914. * @param index Defines the position to register the step in
  76915. * @param component Defines the component attached to the step
  76916. * @param action Defines the action to launch during the step
  76917. */
  76918. registerStep(index: number, component: ISceneComponent, action: T): void;
  76919. /**
  76920. * Clears all the steps from the stage.
  76921. */
  76922. clear(): void;
  76923. }
  76924. }
  76925. declare module BABYLON {
  76926. interface Scene {
  76927. /** @hidden */
  76928. _pointerOverSprite: Nullable<Sprite>;
  76929. /** @hidden */
  76930. _pickedDownSprite: Nullable<Sprite>;
  76931. /** @hidden */
  76932. _tempSpritePickingRay: Nullable<Ray>;
  76933. /**
  76934. * All of the sprite managers added to this scene
  76935. * @see http://doc.babylonjs.com/babylon101/sprites
  76936. */
  76937. spriteManagers: Array<ISpriteManager>;
  76938. /**
  76939. * An event triggered when sprites rendering is about to start
  76940. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  76941. */
  76942. onBeforeSpritesRenderingObservable: Observable<Scene>;
  76943. /**
  76944. * An event triggered when sprites rendering is done
  76945. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  76946. */
  76947. onAfterSpritesRenderingObservable: Observable<Scene>;
  76948. /** @hidden */
  76949. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  76950. /** Launch a ray to try to pick a sprite in the scene
  76951. * @param x position on screen
  76952. * @param y position on screen
  76953. * @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
  76954. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  76955. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  76956. * @returns a PickingInfo
  76957. */
  76958. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  76959. /** Use the given ray to pick a sprite in the scene
  76960. * @param ray The ray (in world space) to use to pick meshes
  76961. * @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
  76962. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  76963. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  76964. * @returns a PickingInfo
  76965. */
  76966. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  76967. /** @hidden */
  76968. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  76969. /** Launch a ray to try to pick sprites in the scene
  76970. * @param x position on screen
  76971. * @param y position on screen
  76972. * @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
  76973. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  76974. * @returns a PickingInfo array
  76975. */
  76976. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  76977. /** Use the given ray to pick sprites in the scene
  76978. * @param ray The ray (in world space) to use to pick meshes
  76979. * @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
  76980. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  76981. * @returns a PickingInfo array
  76982. */
  76983. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  76984. /**
  76985. * Force the sprite under the pointer
  76986. * @param sprite defines the sprite to use
  76987. */
  76988. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  76989. /**
  76990. * Gets the sprite under the pointer
  76991. * @returns a Sprite or null if no sprite is under the pointer
  76992. */
  76993. getPointerOverSprite(): Nullable<Sprite>;
  76994. }
  76995. /**
  76996. * Defines the sprite scene component responsible to manage sprites
  76997. * in a given scene.
  76998. */
  76999. export class SpriteSceneComponent implements ISceneComponent {
  77000. /**
  77001. * The component name helpfull to identify the component in the list of scene components.
  77002. */
  77003. readonly name: string;
  77004. /**
  77005. * The scene the component belongs to.
  77006. */
  77007. scene: Scene;
  77008. /** @hidden */
  77009. private _spritePredicate;
  77010. /**
  77011. * Creates a new instance of the component for the given scene
  77012. * @param scene Defines the scene to register the component in
  77013. */
  77014. constructor(scene: Scene);
  77015. /**
  77016. * Registers the component in a given scene
  77017. */
  77018. register(): void;
  77019. /**
  77020. * Rebuilds the elements related to this component in case of
  77021. * context lost for instance.
  77022. */
  77023. rebuild(): void;
  77024. /**
  77025. * Disposes the component and the associated ressources.
  77026. */
  77027. dispose(): void;
  77028. private _pickSpriteButKeepRay;
  77029. private _pointerMove;
  77030. private _pointerDown;
  77031. private _pointerUp;
  77032. }
  77033. }
  77034. declare module BABYLON {
  77035. /** @hidden */
  77036. export var fogFragmentDeclaration: {
  77037. name: string;
  77038. shader: string;
  77039. };
  77040. }
  77041. declare module BABYLON {
  77042. /** @hidden */
  77043. export var fogFragment: {
  77044. name: string;
  77045. shader: string;
  77046. };
  77047. }
  77048. declare module BABYLON {
  77049. /** @hidden */
  77050. export var spritesPixelShader: {
  77051. name: string;
  77052. shader: string;
  77053. };
  77054. }
  77055. declare module BABYLON {
  77056. /** @hidden */
  77057. export var fogVertexDeclaration: {
  77058. name: string;
  77059. shader: string;
  77060. };
  77061. }
  77062. declare module BABYLON {
  77063. /** @hidden */
  77064. export var spritesVertexShader: {
  77065. name: string;
  77066. shader: string;
  77067. };
  77068. }
  77069. declare module BABYLON {
  77070. /**
  77071. * Defines the minimum interface to fullfil in order to be a sprite manager.
  77072. */
  77073. export interface ISpriteManager extends IDisposable {
  77074. /**
  77075. * Restricts the camera to viewing objects with the same layerMask.
  77076. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  77077. */
  77078. layerMask: number;
  77079. /**
  77080. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  77081. */
  77082. isPickable: boolean;
  77083. /**
  77084. * Specifies the rendering group id for this mesh (0 by default)
  77085. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  77086. */
  77087. renderingGroupId: number;
  77088. /**
  77089. * Defines the list of sprites managed by the manager.
  77090. */
  77091. sprites: Array<Sprite>;
  77092. /**
  77093. * Tests the intersection of a sprite with a specific ray.
  77094. * @param ray The ray we are sending to test the collision
  77095. * @param camera The camera space we are sending rays in
  77096. * @param predicate A predicate allowing excluding sprites from the list of object to test
  77097. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  77098. * @returns picking info or null.
  77099. */
  77100. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  77101. /**
  77102. * Intersects the sprites with a ray
  77103. * @param ray defines the ray to intersect with
  77104. * @param camera defines the current active camera
  77105. * @param predicate defines a predicate used to select candidate sprites
  77106. * @returns null if no hit or a PickingInfo array
  77107. */
  77108. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  77109. /**
  77110. * Renders the list of sprites on screen.
  77111. */
  77112. render(): void;
  77113. }
  77114. /**
  77115. * Class used to manage multiple sprites on the same spritesheet
  77116. * @see http://doc.babylonjs.com/babylon101/sprites
  77117. */
  77118. export class SpriteManager implements ISpriteManager {
  77119. /** defines the manager's name */
  77120. name: string;
  77121. /** Gets the list of sprites */
  77122. sprites: Sprite[];
  77123. /** Gets or sets the rendering group id (0 by default) */
  77124. renderingGroupId: number;
  77125. /** Gets or sets camera layer mask */
  77126. layerMask: number;
  77127. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  77128. fogEnabled: boolean;
  77129. /** Gets or sets a boolean indicating if the sprites are pickable */
  77130. isPickable: boolean;
  77131. /** Defines the default width of a cell in the spritesheet */
  77132. cellWidth: number;
  77133. /** Defines the default height of a cell in the spritesheet */
  77134. cellHeight: number;
  77135. /** Associative array from JSON sprite data file */
  77136. private _cellData;
  77137. /** Array of sprite names from JSON sprite data file */
  77138. private _spriteMap;
  77139. /** True when packed cell data from JSON file is ready*/
  77140. private _packedAndReady;
  77141. /**
  77142. * An event triggered when the manager is disposed.
  77143. */
  77144. onDisposeObservable: Observable<SpriteManager>;
  77145. private _onDisposeObserver;
  77146. /**
  77147. * Callback called when the manager is disposed
  77148. */
  77149. onDispose: () => void;
  77150. private _capacity;
  77151. private _fromPacked;
  77152. private _spriteTexture;
  77153. private _epsilon;
  77154. private _scene;
  77155. private _vertexData;
  77156. private _buffer;
  77157. private _vertexBuffers;
  77158. private _indexBuffer;
  77159. private _effectBase;
  77160. private _effectFog;
  77161. /**
  77162. * Gets or sets the spritesheet texture
  77163. */
  77164. texture: Texture;
  77165. /**
  77166. * Creates a new sprite manager
  77167. * @param name defines the manager's name
  77168. * @param imgUrl defines the sprite sheet url
  77169. * @param capacity defines the maximum allowed number of sprites
  77170. * @param cellSize defines the size of a sprite cell
  77171. * @param scene defines the hosting scene
  77172. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  77173. * @param samplingMode defines the smapling mode to use with spritesheet
  77174. * @param fromPacked set to false; do not alter
  77175. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  77176. */
  77177. constructor(
  77178. /** defines the manager's name */
  77179. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  77180. private _makePacked;
  77181. private _appendSpriteVertex;
  77182. /**
  77183. * Intersects the sprites with a ray
  77184. * @param ray defines the ray to intersect with
  77185. * @param camera defines the current active camera
  77186. * @param predicate defines a predicate used to select candidate sprites
  77187. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  77188. * @returns null if no hit or a PickingInfo
  77189. */
  77190. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  77191. /**
  77192. * Intersects the sprites with a ray
  77193. * @param ray defines the ray to intersect with
  77194. * @param camera defines the current active camera
  77195. * @param predicate defines a predicate used to select candidate sprites
  77196. * @returns null if no hit or a PickingInfo array
  77197. */
  77198. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  77199. /**
  77200. * Render all child sprites
  77201. */
  77202. render(): void;
  77203. /**
  77204. * Release associated resources
  77205. */
  77206. dispose(): void;
  77207. }
  77208. }
  77209. declare module BABYLON {
  77210. /**
  77211. * Class used to represent a sprite
  77212. * @see http://doc.babylonjs.com/babylon101/sprites
  77213. */
  77214. export class Sprite {
  77215. /** defines the name */
  77216. name: string;
  77217. /** Gets or sets the current world position */
  77218. position: Vector3;
  77219. /** Gets or sets the main color */
  77220. color: Color4;
  77221. /** Gets or sets the width */
  77222. width: number;
  77223. /** Gets or sets the height */
  77224. height: number;
  77225. /** Gets or sets rotation angle */
  77226. angle: number;
  77227. /** Gets or sets the cell index in the sprite sheet */
  77228. cellIndex: number;
  77229. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  77230. cellRef: string;
  77231. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  77232. invertU: number;
  77233. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  77234. invertV: number;
  77235. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  77236. disposeWhenFinishedAnimating: boolean;
  77237. /** Gets the list of attached animations */
  77238. animations: Animation[];
  77239. /** Gets or sets a boolean indicating if the sprite can be picked */
  77240. isPickable: boolean;
  77241. /**
  77242. * Gets or sets the associated action manager
  77243. */
  77244. actionManager: Nullable<ActionManager>;
  77245. private _animationStarted;
  77246. private _loopAnimation;
  77247. private _fromIndex;
  77248. private _toIndex;
  77249. private _delay;
  77250. private _direction;
  77251. private _manager;
  77252. private _time;
  77253. private _onAnimationEnd;
  77254. /**
  77255. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  77256. */
  77257. isVisible: boolean;
  77258. /**
  77259. * Gets or sets the sprite size
  77260. */
  77261. size: number;
  77262. /**
  77263. * Creates a new Sprite
  77264. * @param name defines the name
  77265. * @param manager defines the manager
  77266. */
  77267. constructor(
  77268. /** defines the name */
  77269. name: string, manager: ISpriteManager);
  77270. /**
  77271. * Starts an animation
  77272. * @param from defines the initial key
  77273. * @param to defines the end key
  77274. * @param loop defines if the animation must loop
  77275. * @param delay defines the start delay (in ms)
  77276. * @param onAnimationEnd defines a callback to call when animation ends
  77277. */
  77278. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  77279. /** Stops current animation (if any) */
  77280. stopAnimation(): void;
  77281. /** @hidden */
  77282. _animate(deltaTime: number): void;
  77283. /** Release associated resources */
  77284. dispose(): void;
  77285. }
  77286. }
  77287. declare module BABYLON {
  77288. /**
  77289. * Information about the result of picking within a scene
  77290. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  77291. */
  77292. export class PickingInfo {
  77293. /** @hidden */
  77294. _pickingUnavailable: boolean;
  77295. /**
  77296. * If the pick collided with an object
  77297. */
  77298. hit: boolean;
  77299. /**
  77300. * Distance away where the pick collided
  77301. */
  77302. distance: number;
  77303. /**
  77304. * The location of pick collision
  77305. */
  77306. pickedPoint: Nullable<Vector3>;
  77307. /**
  77308. * The mesh corresponding the the pick collision
  77309. */
  77310. pickedMesh: Nullable<AbstractMesh>;
  77311. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  77312. bu: number;
  77313. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  77314. bv: number;
  77315. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  77316. faceId: number;
  77317. /** Id of the the submesh that was picked */
  77318. subMeshId: number;
  77319. /** If a sprite was picked, this will be the sprite the pick collided with */
  77320. pickedSprite: Nullable<Sprite>;
  77321. /**
  77322. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  77323. */
  77324. originMesh: Nullable<AbstractMesh>;
  77325. /**
  77326. * The ray that was used to perform the picking.
  77327. */
  77328. ray: Nullable<Ray>;
  77329. /**
  77330. * Gets the normal correspodning to the face the pick collided with
  77331. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  77332. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  77333. * @returns The normal correspodning to the face the pick collided with
  77334. */
  77335. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  77336. /**
  77337. * Gets the texture coordinates of where the pick occured
  77338. * @returns the vector containing the coordnates of the texture
  77339. */
  77340. getTextureCoordinates(): Nullable<Vector2>;
  77341. }
  77342. }
  77343. declare module BABYLON {
  77344. /**
  77345. * Gather the list of pointer event types as constants.
  77346. */
  77347. export class PointerEventTypes {
  77348. /**
  77349. * 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.
  77350. */
  77351. static readonly POINTERDOWN: number;
  77352. /**
  77353. * The pointerup event is fired when a pointer is no longer active.
  77354. */
  77355. static readonly POINTERUP: number;
  77356. /**
  77357. * The pointermove event is fired when a pointer changes coordinates.
  77358. */
  77359. static readonly POINTERMOVE: number;
  77360. /**
  77361. * The pointerwheel event is fired when a mouse wheel has been rotated.
  77362. */
  77363. static readonly POINTERWHEEL: number;
  77364. /**
  77365. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  77366. */
  77367. static readonly POINTERPICK: number;
  77368. /**
  77369. * The pointertap event is fired when a the object has been touched and released without drag.
  77370. */
  77371. static readonly POINTERTAP: number;
  77372. /**
  77373. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  77374. */
  77375. static readonly POINTERDOUBLETAP: number;
  77376. }
  77377. /**
  77378. * Base class of pointer info types.
  77379. */
  77380. export class PointerInfoBase {
  77381. /**
  77382. * Defines the type of event (PointerEventTypes)
  77383. */
  77384. type: number;
  77385. /**
  77386. * Defines the related dom event
  77387. */
  77388. event: PointerEvent | MouseWheelEvent;
  77389. /**
  77390. * Instantiates the base class of pointers info.
  77391. * @param type Defines the type of event (PointerEventTypes)
  77392. * @param event Defines the related dom event
  77393. */
  77394. constructor(
  77395. /**
  77396. * Defines the type of event (PointerEventTypes)
  77397. */
  77398. type: number,
  77399. /**
  77400. * Defines the related dom event
  77401. */
  77402. event: PointerEvent | MouseWheelEvent);
  77403. }
  77404. /**
  77405. * This class is used to store pointer related info for the onPrePointerObservable event.
  77406. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  77407. */
  77408. export class PointerInfoPre extends PointerInfoBase {
  77409. /**
  77410. * Ray from a pointer if availible (eg. 6dof controller)
  77411. */
  77412. ray: Nullable<Ray>;
  77413. /**
  77414. * Defines the local position of the pointer on the canvas.
  77415. */
  77416. localPosition: Vector2;
  77417. /**
  77418. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  77419. */
  77420. skipOnPointerObservable: boolean;
  77421. /**
  77422. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  77423. * @param type Defines the type of event (PointerEventTypes)
  77424. * @param event Defines the related dom event
  77425. * @param localX Defines the local x coordinates of the pointer when the event occured
  77426. * @param localY Defines the local y coordinates of the pointer when the event occured
  77427. */
  77428. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  77429. }
  77430. /**
  77431. * This type contains all the data related to a pointer event in Babylon.js.
  77432. * 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.
  77433. */
  77434. export class PointerInfo extends PointerInfoBase {
  77435. /**
  77436. * Defines the picking info associated to the info (if any)\
  77437. */
  77438. pickInfo: Nullable<PickingInfo>;
  77439. /**
  77440. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  77441. * @param type Defines the type of event (PointerEventTypes)
  77442. * @param event Defines the related dom event
  77443. * @param pickInfo Defines the picking info associated to the info (if any)\
  77444. */
  77445. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  77446. /**
  77447. * Defines the picking info associated to the info (if any)\
  77448. */
  77449. pickInfo: Nullable<PickingInfo>);
  77450. }
  77451. /**
  77452. * Data relating to a touch event on the screen.
  77453. */
  77454. export interface PointerTouch {
  77455. /**
  77456. * X coordinate of touch.
  77457. */
  77458. x: number;
  77459. /**
  77460. * Y coordinate of touch.
  77461. */
  77462. y: number;
  77463. /**
  77464. * Id of touch. Unique for each finger.
  77465. */
  77466. pointerId: number;
  77467. /**
  77468. * Event type passed from DOM.
  77469. */
  77470. type: any;
  77471. }
  77472. }
  77473. declare module BABYLON {
  77474. /**
  77475. * Manage the mouse inputs to control the movement of a free camera.
  77476. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77477. */
  77478. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  77479. /**
  77480. * Define if touch is enabled in the mouse input
  77481. */
  77482. touchEnabled: boolean;
  77483. /**
  77484. * Defines the camera the input is attached to.
  77485. */
  77486. camera: FreeCamera;
  77487. /**
  77488. * Defines the buttons associated with the input to handle camera move.
  77489. */
  77490. buttons: number[];
  77491. /**
  77492. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  77493. */
  77494. angularSensibility: number;
  77495. private _pointerInput;
  77496. private _onMouseMove;
  77497. private _observer;
  77498. private previousPosition;
  77499. /**
  77500. * Observable for when a pointer move event occurs containing the move offset
  77501. */
  77502. onPointerMovedObservable: Observable<{
  77503. offsetX: number;
  77504. offsetY: number;
  77505. }>;
  77506. /**
  77507. * @hidden
  77508. * If the camera should be rotated automatically based on pointer movement
  77509. */
  77510. _allowCameraRotation: boolean;
  77511. /**
  77512. * Manage the mouse inputs to control the movement of a free camera.
  77513. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77514. * @param touchEnabled Defines if touch is enabled or not
  77515. */
  77516. constructor(
  77517. /**
  77518. * Define if touch is enabled in the mouse input
  77519. */
  77520. touchEnabled?: boolean);
  77521. /**
  77522. * Attach the input controls to a specific dom element to get the input from.
  77523. * @param element Defines the element the controls should be listened from
  77524. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  77525. */
  77526. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  77527. /**
  77528. * Called on JS contextmenu event.
  77529. * Override this method to provide functionality.
  77530. */
  77531. protected onContextMenu(evt: PointerEvent): void;
  77532. /**
  77533. * Detach the current controls from the specified dom element.
  77534. * @param element Defines the element to stop listening the inputs from
  77535. */
  77536. detachControl(element: Nullable<HTMLElement>): void;
  77537. /**
  77538. * Gets the class name of the current intput.
  77539. * @returns the class name
  77540. */
  77541. getClassName(): string;
  77542. /**
  77543. * Get the friendly name associated with the input class.
  77544. * @returns the input friendly name
  77545. */
  77546. getSimpleName(): string;
  77547. }
  77548. }
  77549. declare module BABYLON {
  77550. /**
  77551. * Manage the touch inputs to control the movement of a free camera.
  77552. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77553. */
  77554. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  77555. /**
  77556. * Defines the camera the input is attached to.
  77557. */
  77558. camera: FreeCamera;
  77559. /**
  77560. * Defines the touch sensibility for rotation.
  77561. * The higher the faster.
  77562. */
  77563. touchAngularSensibility: number;
  77564. /**
  77565. * Defines the touch sensibility for move.
  77566. * The higher the faster.
  77567. */
  77568. touchMoveSensibility: number;
  77569. private _offsetX;
  77570. private _offsetY;
  77571. private _pointerPressed;
  77572. private _pointerInput;
  77573. private _observer;
  77574. private _onLostFocus;
  77575. /**
  77576. * Attach the input controls to a specific dom element to get the input from.
  77577. * @param element Defines the element the controls should be listened from
  77578. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  77579. */
  77580. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  77581. /**
  77582. * Detach the current controls from the specified dom element.
  77583. * @param element Defines the element to stop listening the inputs from
  77584. */
  77585. detachControl(element: Nullable<HTMLElement>): void;
  77586. /**
  77587. * Update the current camera state depending on the inputs that have been used this frame.
  77588. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  77589. */
  77590. checkInputs(): void;
  77591. /**
  77592. * Gets the class name of the current intput.
  77593. * @returns the class name
  77594. */
  77595. getClassName(): string;
  77596. /**
  77597. * Get the friendly name associated with the input class.
  77598. * @returns the input friendly name
  77599. */
  77600. getSimpleName(): string;
  77601. }
  77602. }
  77603. declare module BABYLON {
  77604. /**
  77605. * Default Inputs manager for the FreeCamera.
  77606. * It groups all the default supported inputs for ease of use.
  77607. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77608. */
  77609. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  77610. /**
  77611. * @hidden
  77612. */
  77613. _mouseInput: Nullable<FreeCameraMouseInput>;
  77614. /**
  77615. * Instantiates a new FreeCameraInputsManager.
  77616. * @param camera Defines the camera the inputs belong to
  77617. */
  77618. constructor(camera: FreeCamera);
  77619. /**
  77620. * Add keyboard input support to the input manager.
  77621. * @returns the current input manager
  77622. */
  77623. addKeyboard(): FreeCameraInputsManager;
  77624. /**
  77625. * Add mouse input support to the input manager.
  77626. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  77627. * @returns the current input manager
  77628. */
  77629. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  77630. /**
  77631. * Removes the mouse input support from the manager
  77632. * @returns the current input manager
  77633. */
  77634. removeMouse(): FreeCameraInputsManager;
  77635. /**
  77636. * Add touch input support to the input manager.
  77637. * @returns the current input manager
  77638. */
  77639. addTouch(): FreeCameraInputsManager;
  77640. /**
  77641. * Remove all attached input methods from a camera
  77642. */
  77643. clear(): void;
  77644. }
  77645. }
  77646. declare module BABYLON {
  77647. /**
  77648. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  77649. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  77650. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  77651. */
  77652. export class FreeCamera extends TargetCamera {
  77653. /**
  77654. * Define the collision ellipsoid of the camera.
  77655. * This is helpful to simulate a camera body like the player body around the camera
  77656. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  77657. */
  77658. ellipsoid: Vector3;
  77659. /**
  77660. * Define an offset for the position of the ellipsoid around the camera.
  77661. * This can be helpful to determine the center of the body near the gravity center of the body
  77662. * instead of its head.
  77663. */
  77664. ellipsoidOffset: Vector3;
  77665. /**
  77666. * Enable or disable collisions of the camera with the rest of the scene objects.
  77667. */
  77668. checkCollisions: boolean;
  77669. /**
  77670. * Enable or disable gravity on the camera.
  77671. */
  77672. applyGravity: boolean;
  77673. /**
  77674. * Define the input manager associated to the camera.
  77675. */
  77676. inputs: FreeCameraInputsManager;
  77677. /**
  77678. * Gets the input sensibility for a mouse input. (default is 2000.0)
  77679. * Higher values reduce sensitivity.
  77680. */
  77681. /**
  77682. * Sets the input sensibility for a mouse input. (default is 2000.0)
  77683. * Higher values reduce sensitivity.
  77684. */
  77685. angularSensibility: number;
  77686. /**
  77687. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  77688. */
  77689. keysUp: number[];
  77690. /**
  77691. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  77692. */
  77693. keysDown: number[];
  77694. /**
  77695. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  77696. */
  77697. keysLeft: number[];
  77698. /**
  77699. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  77700. */
  77701. keysRight: number[];
  77702. /**
  77703. * Event raised when the camera collide with a mesh in the scene.
  77704. */
  77705. onCollide: (collidedMesh: AbstractMesh) => void;
  77706. private _collider;
  77707. private _needMoveForGravity;
  77708. private _oldPosition;
  77709. private _diffPosition;
  77710. private _newPosition;
  77711. /** @hidden */
  77712. _localDirection: Vector3;
  77713. /** @hidden */
  77714. _transformedDirection: Vector3;
  77715. /**
  77716. * Instantiates a Free Camera.
  77717. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  77718. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  77719. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  77720. * @param name Define the name of the camera in the scene
  77721. * @param position Define the start position of the camera in the scene
  77722. * @param scene Define the scene the camera belongs to
  77723. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  77724. */
  77725. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  77726. /**
  77727. * Attached controls to the current camera.
  77728. * @param element Defines the element the controls should be listened from
  77729. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  77730. */
  77731. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  77732. /**
  77733. * Detach the current controls from the camera.
  77734. * The camera will stop reacting to inputs.
  77735. * @param element Defines the element to stop listening the inputs from
  77736. */
  77737. detachControl(element: HTMLElement): void;
  77738. private _collisionMask;
  77739. /**
  77740. * Define a collision mask to limit the list of object the camera can collide with
  77741. */
  77742. collisionMask: number;
  77743. /** @hidden */
  77744. _collideWithWorld(displacement: Vector3): void;
  77745. private _onCollisionPositionChange;
  77746. /** @hidden */
  77747. _checkInputs(): void;
  77748. /** @hidden */
  77749. _decideIfNeedsToMove(): boolean;
  77750. /** @hidden */
  77751. _updatePosition(): void;
  77752. /**
  77753. * Destroy the camera and release the current resources hold by it.
  77754. */
  77755. dispose(): void;
  77756. /**
  77757. * Gets the current object class name.
  77758. * @return the class name
  77759. */
  77760. getClassName(): string;
  77761. }
  77762. }
  77763. declare module BABYLON {
  77764. /**
  77765. * Represents a gamepad control stick position
  77766. */
  77767. export class StickValues {
  77768. /**
  77769. * The x component of the control stick
  77770. */
  77771. x: number;
  77772. /**
  77773. * The y component of the control stick
  77774. */
  77775. y: number;
  77776. /**
  77777. * Initializes the gamepad x and y control stick values
  77778. * @param x The x component of the gamepad control stick value
  77779. * @param y The y component of the gamepad control stick value
  77780. */
  77781. constructor(
  77782. /**
  77783. * The x component of the control stick
  77784. */
  77785. x: number,
  77786. /**
  77787. * The y component of the control stick
  77788. */
  77789. y: number);
  77790. }
  77791. /**
  77792. * An interface which manages callbacks for gamepad button changes
  77793. */
  77794. export interface GamepadButtonChanges {
  77795. /**
  77796. * Called when a gamepad has been changed
  77797. */
  77798. changed: boolean;
  77799. /**
  77800. * Called when a gamepad press event has been triggered
  77801. */
  77802. pressChanged: boolean;
  77803. /**
  77804. * Called when a touch event has been triggered
  77805. */
  77806. touchChanged: boolean;
  77807. /**
  77808. * Called when a value has changed
  77809. */
  77810. valueChanged: boolean;
  77811. }
  77812. /**
  77813. * Represents a gamepad
  77814. */
  77815. export class Gamepad {
  77816. /**
  77817. * The id of the gamepad
  77818. */
  77819. id: string;
  77820. /**
  77821. * The index of the gamepad
  77822. */
  77823. index: number;
  77824. /**
  77825. * The browser gamepad
  77826. */
  77827. browserGamepad: any;
  77828. /**
  77829. * Specifies what type of gamepad this represents
  77830. */
  77831. type: number;
  77832. private _leftStick;
  77833. private _rightStick;
  77834. /** @hidden */
  77835. _isConnected: boolean;
  77836. private _leftStickAxisX;
  77837. private _leftStickAxisY;
  77838. private _rightStickAxisX;
  77839. private _rightStickAxisY;
  77840. /**
  77841. * Triggered when the left control stick has been changed
  77842. */
  77843. private _onleftstickchanged;
  77844. /**
  77845. * Triggered when the right control stick has been changed
  77846. */
  77847. private _onrightstickchanged;
  77848. /**
  77849. * Represents a gamepad controller
  77850. */
  77851. static GAMEPAD: number;
  77852. /**
  77853. * Represents a generic controller
  77854. */
  77855. static GENERIC: number;
  77856. /**
  77857. * Represents an XBox controller
  77858. */
  77859. static XBOX: number;
  77860. /**
  77861. * Represents a pose-enabled controller
  77862. */
  77863. static POSE_ENABLED: number;
  77864. /**
  77865. * Represents an Dual Shock controller
  77866. */
  77867. static DUALSHOCK: number;
  77868. /**
  77869. * Specifies whether the left control stick should be Y-inverted
  77870. */
  77871. protected _invertLeftStickY: boolean;
  77872. /**
  77873. * Specifies if the gamepad has been connected
  77874. */
  77875. readonly isConnected: boolean;
  77876. /**
  77877. * Initializes the gamepad
  77878. * @param id The id of the gamepad
  77879. * @param index The index of the gamepad
  77880. * @param browserGamepad The browser gamepad
  77881. * @param leftStickX The x component of the left joystick
  77882. * @param leftStickY The y component of the left joystick
  77883. * @param rightStickX The x component of the right joystick
  77884. * @param rightStickY The y component of the right joystick
  77885. */
  77886. constructor(
  77887. /**
  77888. * The id of the gamepad
  77889. */
  77890. id: string,
  77891. /**
  77892. * The index of the gamepad
  77893. */
  77894. index: number,
  77895. /**
  77896. * The browser gamepad
  77897. */
  77898. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  77899. /**
  77900. * Callback triggered when the left joystick has changed
  77901. * @param callback
  77902. */
  77903. onleftstickchanged(callback: (values: StickValues) => void): void;
  77904. /**
  77905. * Callback triggered when the right joystick has changed
  77906. * @param callback
  77907. */
  77908. onrightstickchanged(callback: (values: StickValues) => void): void;
  77909. /**
  77910. * Gets the left joystick
  77911. */
  77912. /**
  77913. * Sets the left joystick values
  77914. */
  77915. leftStick: StickValues;
  77916. /**
  77917. * Gets the right joystick
  77918. */
  77919. /**
  77920. * Sets the right joystick value
  77921. */
  77922. rightStick: StickValues;
  77923. /**
  77924. * Updates the gamepad joystick positions
  77925. */
  77926. update(): void;
  77927. /**
  77928. * Disposes the gamepad
  77929. */
  77930. dispose(): void;
  77931. }
  77932. /**
  77933. * Represents a generic gamepad
  77934. */
  77935. export class GenericPad extends Gamepad {
  77936. private _buttons;
  77937. private _onbuttondown;
  77938. private _onbuttonup;
  77939. /**
  77940. * Observable triggered when a button has been pressed
  77941. */
  77942. onButtonDownObservable: Observable<number>;
  77943. /**
  77944. * Observable triggered when a button has been released
  77945. */
  77946. onButtonUpObservable: Observable<number>;
  77947. /**
  77948. * Callback triggered when a button has been pressed
  77949. * @param callback Called when a button has been pressed
  77950. */
  77951. onbuttondown(callback: (buttonPressed: number) => void): void;
  77952. /**
  77953. * Callback triggered when a button has been released
  77954. * @param callback Called when a button has been released
  77955. */
  77956. onbuttonup(callback: (buttonReleased: number) => void): void;
  77957. /**
  77958. * Initializes the generic gamepad
  77959. * @param id The id of the generic gamepad
  77960. * @param index The index of the generic gamepad
  77961. * @param browserGamepad The browser gamepad
  77962. */
  77963. constructor(id: string, index: number, browserGamepad: any);
  77964. private _setButtonValue;
  77965. /**
  77966. * Updates the generic gamepad
  77967. */
  77968. update(): void;
  77969. /**
  77970. * Disposes the generic gamepad
  77971. */
  77972. dispose(): void;
  77973. }
  77974. }
  77975. declare module BABYLON {
  77976. interface Engine {
  77977. /**
  77978. * Creates a raw texture
  77979. * @param data defines the data to store in the texture
  77980. * @param width defines the width of the texture
  77981. * @param height defines the height of the texture
  77982. * @param format defines the format of the data
  77983. * @param generateMipMaps defines if the engine should generate the mip levels
  77984. * @param invertY defines if data must be stored with Y axis inverted
  77985. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  77986. * @param compression defines the compression used (null by default)
  77987. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77988. * @returns the raw texture inside an InternalTexture
  77989. */
  77990. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  77991. /**
  77992. * Update a raw texture
  77993. * @param texture defines the texture to update
  77994. * @param data defines the data to store in the texture
  77995. * @param format defines the format of the data
  77996. * @param invertY defines if data must be stored with Y axis inverted
  77997. */
  77998. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  77999. /**
  78000. * Update a raw texture
  78001. * @param texture defines the texture to update
  78002. * @param data defines the data to store in the texture
  78003. * @param format defines the format of the data
  78004. * @param invertY defines if data must be stored with Y axis inverted
  78005. * @param compression defines the compression used (null by default)
  78006. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  78007. */
  78008. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  78009. /**
  78010. * Creates a new raw cube texture
  78011. * @param data defines the array of data to use to create each face
  78012. * @param size defines the size of the textures
  78013. * @param format defines the format of the data
  78014. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  78015. * @param generateMipMaps defines if the engine should generate the mip levels
  78016. * @param invertY defines if data must be stored with Y axis inverted
  78017. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  78018. * @param compression defines the compression used (null by default)
  78019. * @returns the cube texture as an InternalTexture
  78020. */
  78021. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  78022. /**
  78023. * Update a raw cube texture
  78024. * @param texture defines the texture to udpdate
  78025. * @param data defines the data to store
  78026. * @param format defines the data format
  78027. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  78028. * @param invertY defines if data must be stored with Y axis inverted
  78029. */
  78030. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  78031. /**
  78032. * Update a raw cube texture
  78033. * @param texture defines the texture to udpdate
  78034. * @param data defines the data to store
  78035. * @param format defines the data format
  78036. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  78037. * @param invertY defines if data must be stored with Y axis inverted
  78038. * @param compression defines the compression used (null by default)
  78039. */
  78040. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  78041. /**
  78042. * Update a raw cube texture
  78043. * @param texture defines the texture to udpdate
  78044. * @param data defines the data to store
  78045. * @param format defines the data format
  78046. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  78047. * @param invertY defines if data must be stored with Y axis inverted
  78048. * @param compression defines the compression used (null by default)
  78049. * @param level defines which level of the texture to update
  78050. */
  78051. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  78052. /**
  78053. * Creates a new raw cube texture from a specified url
  78054. * @param url defines the url where the data is located
  78055. * @param scene defines the current scene
  78056. * @param size defines the size of the textures
  78057. * @param format defines the format of the data
  78058. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  78059. * @param noMipmap defines if the engine should avoid generating the mip levels
  78060. * @param callback defines a callback used to extract texture data from loaded data
  78061. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  78062. * @param onLoad defines a callback called when texture is loaded
  78063. * @param onError defines a callback called if there is an error
  78064. * @returns the cube texture as an InternalTexture
  78065. */
  78066. 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;
  78067. /**
  78068. * Creates a new raw cube texture from a specified url
  78069. * @param url defines the url where the data is located
  78070. * @param scene defines the current scene
  78071. * @param size defines the size of the textures
  78072. * @param format defines the format of the data
  78073. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  78074. * @param noMipmap defines if the engine should avoid generating the mip levels
  78075. * @param callback defines a callback used to extract texture data from loaded data
  78076. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  78077. * @param onLoad defines a callback called when texture is loaded
  78078. * @param onError defines a callback called if there is an error
  78079. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  78080. * @param invertY defines if data must be stored with Y axis inverted
  78081. * @returns the cube texture as an InternalTexture
  78082. */
  78083. 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;
  78084. /**
  78085. * Creates a new raw 3D texture
  78086. * @param data defines the data used to create the texture
  78087. * @param width defines the width of the texture
  78088. * @param height defines the height of the texture
  78089. * @param depth defines the depth of the texture
  78090. * @param format defines the format of the texture
  78091. * @param generateMipMaps defines if the engine must generate mip levels
  78092. * @param invertY defines if data must be stored with Y axis inverted
  78093. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  78094. * @param compression defines the compressed used (can be null)
  78095. * @param textureType defines the compressed used (can be null)
  78096. * @returns a new raw 3D texture (stored in an InternalTexture)
  78097. */
  78098. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  78099. /**
  78100. * Update a raw 3D texture
  78101. * @param texture defines the texture to update
  78102. * @param data defines the data to store
  78103. * @param format defines the data format
  78104. * @param invertY defines if data must be stored with Y axis inverted
  78105. */
  78106. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  78107. /**
  78108. * Update a raw 3D texture
  78109. * @param texture defines the texture to update
  78110. * @param data defines the data to store
  78111. * @param format defines the data format
  78112. * @param invertY defines if data must be stored with Y axis inverted
  78113. * @param compression defines the used compression (can be null)
  78114. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  78115. */
  78116. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  78117. }
  78118. }
  78119. declare module BABYLON {
  78120. /**
  78121. * Raw texture can help creating a texture directly from an array of data.
  78122. * This can be super useful if you either get the data from an uncompressed source or
  78123. * if you wish to create your texture pixel by pixel.
  78124. */
  78125. export class RawTexture extends Texture {
  78126. /**
  78127. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  78128. */
  78129. format: number;
  78130. private _engine;
  78131. /**
  78132. * Instantiates a new RawTexture.
  78133. * Raw texture can help creating a texture directly from an array of data.
  78134. * This can be super useful if you either get the data from an uncompressed source or
  78135. * if you wish to create your texture pixel by pixel.
  78136. * @param data define the array of data to use to create the texture
  78137. * @param width define the width of the texture
  78138. * @param height define the height of the texture
  78139. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  78140. * @param scene define the scene the texture belongs to
  78141. * @param generateMipMaps define whether mip maps should be generated or not
  78142. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78143. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78144. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  78145. */
  78146. constructor(data: ArrayBufferView, width: number, height: number,
  78147. /**
  78148. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  78149. */
  78150. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  78151. /**
  78152. * Updates the texture underlying data.
  78153. * @param data Define the new data of the texture
  78154. */
  78155. update(data: ArrayBufferView): void;
  78156. /**
  78157. * Creates a luminance texture from some data.
  78158. * @param data Define the texture data
  78159. * @param width Define the width of the texture
  78160. * @param height Define the height of the texture
  78161. * @param scene Define the scene the texture belongs to
  78162. * @param generateMipMaps Define whether or not to create mip maps for the texture
  78163. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78164. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78165. * @returns the luminance texture
  78166. */
  78167. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  78168. /**
  78169. * Creates a luminance alpha texture from some data.
  78170. * @param data Define the texture data
  78171. * @param width Define the width of the texture
  78172. * @param height Define the height of the texture
  78173. * @param scene Define the scene the texture belongs to
  78174. * @param generateMipMaps Define whether or not to create mip maps for the texture
  78175. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78176. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78177. * @returns the luminance alpha texture
  78178. */
  78179. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  78180. /**
  78181. * Creates an alpha texture from some data.
  78182. * @param data Define the texture data
  78183. * @param width Define the width of the texture
  78184. * @param height Define the height of the texture
  78185. * @param scene Define the scene the texture belongs to
  78186. * @param generateMipMaps Define whether or not to create mip maps for the texture
  78187. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78188. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78189. * @returns the alpha texture
  78190. */
  78191. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  78192. /**
  78193. * Creates a RGB texture from some data.
  78194. * @param data Define the texture data
  78195. * @param width Define the width of the texture
  78196. * @param height Define the height of the texture
  78197. * @param scene Define the scene the texture belongs to
  78198. * @param generateMipMaps Define whether or not to create mip maps for the texture
  78199. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78200. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78201. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  78202. * @returns the RGB alpha texture
  78203. */
  78204. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  78205. /**
  78206. * Creates a RGBA texture from some data.
  78207. * @param data Define the texture data
  78208. * @param width Define the width of the texture
  78209. * @param height Define the height of the texture
  78210. * @param scene Define the scene the texture belongs to
  78211. * @param generateMipMaps Define whether or not to create mip maps for the texture
  78212. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78213. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78214. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  78215. * @returns the RGBA texture
  78216. */
  78217. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  78218. /**
  78219. * Creates a R texture from some data.
  78220. * @param data Define the texture data
  78221. * @param width Define the width of the texture
  78222. * @param height Define the height of the texture
  78223. * @param scene Define the scene the texture belongs to
  78224. * @param generateMipMaps Define whether or not to create mip maps for the texture
  78225. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78226. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78227. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  78228. * @returns the R texture
  78229. */
  78230. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  78231. }
  78232. }
  78233. declare module BABYLON {
  78234. /**
  78235. * Interface for the size containing width and height
  78236. */
  78237. export interface ISize {
  78238. /**
  78239. * Width
  78240. */
  78241. width: number;
  78242. /**
  78243. * Heighht
  78244. */
  78245. height: number;
  78246. }
  78247. /**
  78248. * Size containing widht and height
  78249. */
  78250. export class Size implements ISize {
  78251. /**
  78252. * Width
  78253. */
  78254. width: number;
  78255. /**
  78256. * Height
  78257. */
  78258. height: number;
  78259. /**
  78260. * Creates a Size object from the given width and height (floats).
  78261. * @param width width of the new size
  78262. * @param height height of the new size
  78263. */
  78264. constructor(width: number, height: number);
  78265. /**
  78266. * Returns a string with the Size width and height
  78267. * @returns a string with the Size width and height
  78268. */
  78269. toString(): string;
  78270. /**
  78271. * "Size"
  78272. * @returns the string "Size"
  78273. */
  78274. getClassName(): string;
  78275. /**
  78276. * Returns the Size hash code.
  78277. * @returns a hash code for a unique width and height
  78278. */
  78279. getHashCode(): number;
  78280. /**
  78281. * Updates the current size from the given one.
  78282. * @param src the given size
  78283. */
  78284. copyFrom(src: Size): void;
  78285. /**
  78286. * Updates in place the current Size from the given floats.
  78287. * @param width width of the new size
  78288. * @param height height of the new size
  78289. * @returns the updated Size.
  78290. */
  78291. copyFromFloats(width: number, height: number): Size;
  78292. /**
  78293. * Updates in place the current Size from the given floats.
  78294. * @param width width to set
  78295. * @param height height to set
  78296. * @returns the updated Size.
  78297. */
  78298. set(width: number, height: number): Size;
  78299. /**
  78300. * Multiplies the width and height by numbers
  78301. * @param w factor to multiple the width by
  78302. * @param h factor to multiple the height by
  78303. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  78304. */
  78305. multiplyByFloats(w: number, h: number): Size;
  78306. /**
  78307. * Clones the size
  78308. * @returns a new Size copied from the given one.
  78309. */
  78310. clone(): Size;
  78311. /**
  78312. * True if the current Size and the given one width and height are strictly equal.
  78313. * @param other the other size to compare against
  78314. * @returns True if the current Size and the given one width and height are strictly equal.
  78315. */
  78316. equals(other: Size): boolean;
  78317. /**
  78318. * The surface of the Size : width * height (float).
  78319. */
  78320. readonly surface: number;
  78321. /**
  78322. * Create a new size of zero
  78323. * @returns a new Size set to (0.0, 0.0)
  78324. */
  78325. static Zero(): Size;
  78326. /**
  78327. * Sums the width and height of two sizes
  78328. * @param otherSize size to add to this size
  78329. * @returns a new Size set as the addition result of the current Size and the given one.
  78330. */
  78331. add(otherSize: Size): Size;
  78332. /**
  78333. * Subtracts the width and height of two
  78334. * @param otherSize size to subtract to this size
  78335. * @returns a new Size set as the subtraction result of the given one from the current Size.
  78336. */
  78337. subtract(otherSize: Size): Size;
  78338. /**
  78339. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  78340. * @param start starting size to lerp between
  78341. * @param end end size to lerp between
  78342. * @param amount amount to lerp between the start and end values
  78343. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  78344. */
  78345. static Lerp(start: Size, end: Size, amount: number): Size;
  78346. }
  78347. }
  78348. declare module BABYLON {
  78349. /**
  78350. * Defines a runtime animation
  78351. */
  78352. export class RuntimeAnimation {
  78353. private _events;
  78354. /**
  78355. * The current frame of the runtime animation
  78356. */
  78357. private _currentFrame;
  78358. /**
  78359. * The animation used by the runtime animation
  78360. */
  78361. private _animation;
  78362. /**
  78363. * The target of the runtime animation
  78364. */
  78365. private _target;
  78366. /**
  78367. * The initiating animatable
  78368. */
  78369. private _host;
  78370. /**
  78371. * The original value of the runtime animation
  78372. */
  78373. private _originalValue;
  78374. /**
  78375. * The original blend value of the runtime animation
  78376. */
  78377. private _originalBlendValue;
  78378. /**
  78379. * The offsets cache of the runtime animation
  78380. */
  78381. private _offsetsCache;
  78382. /**
  78383. * The high limits cache of the runtime animation
  78384. */
  78385. private _highLimitsCache;
  78386. /**
  78387. * Specifies if the runtime animation has been stopped
  78388. */
  78389. private _stopped;
  78390. /**
  78391. * The blending factor of the runtime animation
  78392. */
  78393. private _blendingFactor;
  78394. /**
  78395. * The BabylonJS scene
  78396. */
  78397. private _scene;
  78398. /**
  78399. * The current value of the runtime animation
  78400. */
  78401. private _currentValue;
  78402. /** @hidden */
  78403. _animationState: _IAnimationState;
  78404. /**
  78405. * The active target of the runtime animation
  78406. */
  78407. private _activeTargets;
  78408. private _currentActiveTarget;
  78409. private _directTarget;
  78410. /**
  78411. * The target path of the runtime animation
  78412. */
  78413. private _targetPath;
  78414. /**
  78415. * The weight of the runtime animation
  78416. */
  78417. private _weight;
  78418. /**
  78419. * The ratio offset of the runtime animation
  78420. */
  78421. private _ratioOffset;
  78422. /**
  78423. * The previous delay of the runtime animation
  78424. */
  78425. private _previousDelay;
  78426. /**
  78427. * The previous ratio of the runtime animation
  78428. */
  78429. private _previousRatio;
  78430. private _enableBlending;
  78431. private _keys;
  78432. private _minFrame;
  78433. private _maxFrame;
  78434. private _minValue;
  78435. private _maxValue;
  78436. private _targetIsArray;
  78437. /**
  78438. * Gets the current frame of the runtime animation
  78439. */
  78440. readonly currentFrame: number;
  78441. /**
  78442. * Gets the weight of the runtime animation
  78443. */
  78444. readonly weight: number;
  78445. /**
  78446. * Gets the current value of the runtime animation
  78447. */
  78448. readonly currentValue: any;
  78449. /**
  78450. * Gets the target path of the runtime animation
  78451. */
  78452. readonly targetPath: string;
  78453. /**
  78454. * Gets the actual target of the runtime animation
  78455. */
  78456. readonly target: any;
  78457. /** @hidden */
  78458. _onLoop: () => void;
  78459. /**
  78460. * Create a new RuntimeAnimation object
  78461. * @param target defines the target of the animation
  78462. * @param animation defines the source animation object
  78463. * @param scene defines the hosting scene
  78464. * @param host defines the initiating Animatable
  78465. */
  78466. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  78467. private _preparePath;
  78468. /**
  78469. * Gets the animation from the runtime animation
  78470. */
  78471. readonly animation: Animation;
  78472. /**
  78473. * Resets the runtime animation to the beginning
  78474. * @param restoreOriginal defines whether to restore the target property to the original value
  78475. */
  78476. reset(restoreOriginal?: boolean): void;
  78477. /**
  78478. * Specifies if the runtime animation is stopped
  78479. * @returns Boolean specifying if the runtime animation is stopped
  78480. */
  78481. isStopped(): boolean;
  78482. /**
  78483. * Disposes of the runtime animation
  78484. */
  78485. dispose(): void;
  78486. /**
  78487. * Apply the interpolated value to the target
  78488. * @param currentValue defines the value computed by the animation
  78489. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  78490. */
  78491. setValue(currentValue: any, weight: number): void;
  78492. private _getOriginalValues;
  78493. private _setValue;
  78494. /**
  78495. * Gets the loop pmode of the runtime animation
  78496. * @returns Loop Mode
  78497. */
  78498. private _getCorrectLoopMode;
  78499. /**
  78500. * Move the current animation to a given frame
  78501. * @param frame defines the frame to move to
  78502. */
  78503. goToFrame(frame: number): void;
  78504. /**
  78505. * @hidden Internal use only
  78506. */
  78507. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  78508. /**
  78509. * Execute the current animation
  78510. * @param delay defines the delay to add to the current frame
  78511. * @param from defines the lower bound of the animation range
  78512. * @param to defines the upper bound of the animation range
  78513. * @param loop defines if the current animation must loop
  78514. * @param speedRatio defines the current speed ratio
  78515. * @param weight defines the weight of the animation (default is -1 so no weight)
  78516. * @param onLoop optional callback called when animation loops
  78517. * @returns a boolean indicating if the animation is running
  78518. */
  78519. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  78520. }
  78521. }
  78522. declare module BABYLON {
  78523. /**
  78524. * Class used to store an actual running animation
  78525. */
  78526. export class Animatable {
  78527. /** defines the target object */
  78528. target: any;
  78529. /** defines the starting frame number (default is 0) */
  78530. fromFrame: number;
  78531. /** defines the ending frame number (default is 100) */
  78532. toFrame: number;
  78533. /** defines if the animation must loop (default is false) */
  78534. loopAnimation: boolean;
  78535. /** defines a callback to call when animation ends if it is not looping */
  78536. onAnimationEnd?: (() => void) | null | undefined;
  78537. /** defines a callback to call when animation loops */
  78538. onAnimationLoop?: (() => void) | null | undefined;
  78539. private _localDelayOffset;
  78540. private _pausedDelay;
  78541. private _runtimeAnimations;
  78542. private _paused;
  78543. private _scene;
  78544. private _speedRatio;
  78545. private _weight;
  78546. private _syncRoot;
  78547. /**
  78548. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  78549. * This will only apply for non looping animation (default is true)
  78550. */
  78551. disposeOnEnd: boolean;
  78552. /**
  78553. * Gets a boolean indicating if the animation has started
  78554. */
  78555. animationStarted: boolean;
  78556. /**
  78557. * Observer raised when the animation ends
  78558. */
  78559. onAnimationEndObservable: Observable<Animatable>;
  78560. /**
  78561. * Observer raised when the animation loops
  78562. */
  78563. onAnimationLoopObservable: Observable<Animatable>;
  78564. /**
  78565. * Gets the root Animatable used to synchronize and normalize animations
  78566. */
  78567. readonly syncRoot: Nullable<Animatable>;
  78568. /**
  78569. * Gets the current frame of the first RuntimeAnimation
  78570. * Used to synchronize Animatables
  78571. */
  78572. readonly masterFrame: number;
  78573. /**
  78574. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  78575. */
  78576. weight: number;
  78577. /**
  78578. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  78579. */
  78580. speedRatio: number;
  78581. /**
  78582. * Creates a new Animatable
  78583. * @param scene defines the hosting scene
  78584. * @param target defines the target object
  78585. * @param fromFrame defines the starting frame number (default is 0)
  78586. * @param toFrame defines the ending frame number (default is 100)
  78587. * @param loopAnimation defines if the animation must loop (default is false)
  78588. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  78589. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  78590. * @param animations defines a group of animation to add to the new Animatable
  78591. * @param onAnimationLoop defines a callback to call when animation loops
  78592. */
  78593. constructor(scene: Scene,
  78594. /** defines the target object */
  78595. target: any,
  78596. /** defines the starting frame number (default is 0) */
  78597. fromFrame?: number,
  78598. /** defines the ending frame number (default is 100) */
  78599. toFrame?: number,
  78600. /** defines if the animation must loop (default is false) */
  78601. loopAnimation?: boolean, speedRatio?: number,
  78602. /** defines a callback to call when animation ends if it is not looping */
  78603. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  78604. /** defines a callback to call when animation loops */
  78605. onAnimationLoop?: (() => void) | null | undefined);
  78606. /**
  78607. * Synchronize and normalize current Animatable with a source Animatable
  78608. * This is useful when using animation weights and when animations are not of the same length
  78609. * @param root defines the root Animatable to synchronize with
  78610. * @returns the current Animatable
  78611. */
  78612. syncWith(root: Animatable): Animatable;
  78613. /**
  78614. * Gets the list of runtime animations
  78615. * @returns an array of RuntimeAnimation
  78616. */
  78617. getAnimations(): RuntimeAnimation[];
  78618. /**
  78619. * Adds more animations to the current animatable
  78620. * @param target defines the target of the animations
  78621. * @param animations defines the new animations to add
  78622. */
  78623. appendAnimations(target: any, animations: Animation[]): void;
  78624. /**
  78625. * Gets the source animation for a specific property
  78626. * @param property defines the propertyu to look for
  78627. * @returns null or the source animation for the given property
  78628. */
  78629. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  78630. /**
  78631. * Gets the runtime animation for a specific property
  78632. * @param property defines the propertyu to look for
  78633. * @returns null or the runtime animation for the given property
  78634. */
  78635. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  78636. /**
  78637. * Resets the animatable to its original state
  78638. */
  78639. reset(): void;
  78640. /**
  78641. * Allows the animatable to blend with current running animations
  78642. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  78643. * @param blendingSpeed defines the blending speed to use
  78644. */
  78645. enableBlending(blendingSpeed: number): void;
  78646. /**
  78647. * Disable animation blending
  78648. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  78649. */
  78650. disableBlending(): void;
  78651. /**
  78652. * Jump directly to a given frame
  78653. * @param frame defines the frame to jump to
  78654. */
  78655. goToFrame(frame: number): void;
  78656. /**
  78657. * Pause the animation
  78658. */
  78659. pause(): void;
  78660. /**
  78661. * Restart the animation
  78662. */
  78663. restart(): void;
  78664. private _raiseOnAnimationEnd;
  78665. /**
  78666. * Stop and delete the current animation
  78667. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  78668. * @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)
  78669. */
  78670. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  78671. /**
  78672. * Wait asynchronously for the animation to end
  78673. * @returns a promise which will be fullfilled when the animation ends
  78674. */
  78675. waitAsync(): Promise<Animatable>;
  78676. /** @hidden */
  78677. _animate(delay: number): boolean;
  78678. }
  78679. interface Scene {
  78680. /** @hidden */
  78681. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  78682. /** @hidden */
  78683. _processLateAnimationBindingsForMatrices(holder: {
  78684. totalWeight: number;
  78685. animations: RuntimeAnimation[];
  78686. originalValue: Matrix;
  78687. }): any;
  78688. /** @hidden */
  78689. _processLateAnimationBindingsForQuaternions(holder: {
  78690. totalWeight: number;
  78691. animations: RuntimeAnimation[];
  78692. originalValue: Quaternion;
  78693. }, refQuaternion: Quaternion): Quaternion;
  78694. /** @hidden */
  78695. _processLateAnimationBindings(): void;
  78696. /**
  78697. * Will start the animation sequence of a given target
  78698. * @param target defines the target
  78699. * @param from defines from which frame should animation start
  78700. * @param to defines until which frame should animation run.
  78701. * @param weight defines the weight to apply to the animation (1.0 by default)
  78702. * @param loop defines if the animation loops
  78703. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  78704. * @param onAnimationEnd defines the function to be executed when the animation ends
  78705. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  78706. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  78707. * @param onAnimationLoop defines the callback to call when an animation loops
  78708. * @returns the animatable object created for this animation
  78709. */
  78710. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  78711. /**
  78712. * Will start the animation sequence of a given target
  78713. * @param target defines the target
  78714. * @param from defines from which frame should animation start
  78715. * @param to defines until which frame should animation run.
  78716. * @param loop defines if the animation loops
  78717. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  78718. * @param onAnimationEnd defines the function to be executed when the animation ends
  78719. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  78720. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  78721. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  78722. * @param onAnimationLoop defines the callback to call when an animation loops
  78723. * @returns the animatable object created for this animation
  78724. */
  78725. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  78726. /**
  78727. * Will start the animation sequence of a given target and its hierarchy
  78728. * @param target defines the target
  78729. * @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.
  78730. * @param from defines from which frame should animation start
  78731. * @param to defines until which frame should animation run.
  78732. * @param loop defines if the animation loops
  78733. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  78734. * @param onAnimationEnd defines the function to be executed when the animation ends
  78735. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  78736. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  78737. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  78738. * @param onAnimationLoop defines the callback to call when an animation loops
  78739. * @returns the list of created animatables
  78740. */
  78741. 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[];
  78742. /**
  78743. * Begin a new animation on a given node
  78744. * @param target defines the target where the animation will take place
  78745. * @param animations defines the list of animations to start
  78746. * @param from defines the initial value
  78747. * @param to defines the final value
  78748. * @param loop defines if you want animation to loop (off by default)
  78749. * @param speedRatio defines the speed ratio to apply to all animations
  78750. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  78751. * @param onAnimationLoop defines the callback to call when an animation loops
  78752. * @returns the list of created animatables
  78753. */
  78754. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  78755. /**
  78756. * Begin a new animation on a given node and its hierarchy
  78757. * @param target defines the root node where the animation will take place
  78758. * @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.
  78759. * @param animations defines the list of animations to start
  78760. * @param from defines the initial value
  78761. * @param to defines the final value
  78762. * @param loop defines if you want animation to loop (off by default)
  78763. * @param speedRatio defines the speed ratio to apply to all animations
  78764. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  78765. * @param onAnimationLoop defines the callback to call when an animation loops
  78766. * @returns the list of animatables created for all nodes
  78767. */
  78768. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  78769. /**
  78770. * Gets the animatable associated with a specific target
  78771. * @param target defines the target of the animatable
  78772. * @returns the required animatable if found
  78773. */
  78774. getAnimatableByTarget(target: any): Nullable<Animatable>;
  78775. /**
  78776. * Gets all animatables associated with a given target
  78777. * @param target defines the target to look animatables for
  78778. * @returns an array of Animatables
  78779. */
  78780. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  78781. /**
  78782. * Stops and removes all animations that have been applied to the scene
  78783. */
  78784. stopAllAnimations(): void;
  78785. }
  78786. interface Bone {
  78787. /**
  78788. * Copy an animation range from another bone
  78789. * @param source defines the source bone
  78790. * @param rangeName defines the range name to copy
  78791. * @param frameOffset defines the frame offset
  78792. * @param rescaleAsRequired defines if rescaling must be applied if required
  78793. * @param skelDimensionsRatio defines the scaling ratio
  78794. * @returns true if operation was successful
  78795. */
  78796. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  78797. }
  78798. }
  78799. declare module BABYLON {
  78800. /**
  78801. * Class used to override all child animations of a given target
  78802. */
  78803. export class AnimationPropertiesOverride {
  78804. /**
  78805. * Gets or sets a value indicating if animation blending must be used
  78806. */
  78807. enableBlending: boolean;
  78808. /**
  78809. * Gets or sets the blending speed to use when enableBlending is true
  78810. */
  78811. blendingSpeed: number;
  78812. /**
  78813. * Gets or sets the default loop mode to use
  78814. */
  78815. loopMode: number;
  78816. }
  78817. }
  78818. declare module BABYLON {
  78819. /**
  78820. * Class used to handle skinning animations
  78821. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  78822. */
  78823. export class Skeleton implements IAnimatable {
  78824. /** defines the skeleton name */
  78825. name: string;
  78826. /** defines the skeleton Id */
  78827. id: string;
  78828. /**
  78829. * Defines the list of child bones
  78830. */
  78831. bones: Bone[];
  78832. /**
  78833. * Defines an estimate of the dimension of the skeleton at rest
  78834. */
  78835. dimensionsAtRest: Vector3;
  78836. /**
  78837. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  78838. */
  78839. needInitialSkinMatrix: boolean;
  78840. /**
  78841. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  78842. */
  78843. overrideMesh: Nullable<AbstractMesh>;
  78844. /**
  78845. * Gets the list of animations attached to this skeleton
  78846. */
  78847. animations: Array<Animation>;
  78848. private _scene;
  78849. private _isDirty;
  78850. private _transformMatrices;
  78851. private _transformMatrixTexture;
  78852. private _meshesWithPoseMatrix;
  78853. private _animatables;
  78854. private _identity;
  78855. private _synchronizedWithMesh;
  78856. private _ranges;
  78857. private _lastAbsoluteTransformsUpdateId;
  78858. private _canUseTextureForBones;
  78859. private _uniqueId;
  78860. /** @hidden */
  78861. _numBonesWithLinkedTransformNode: number;
  78862. /** @hidden */
  78863. _hasWaitingData: Nullable<boolean>;
  78864. /**
  78865. * Specifies if the skeleton should be serialized
  78866. */
  78867. doNotSerialize: boolean;
  78868. private _useTextureToStoreBoneMatrices;
  78869. /**
  78870. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  78871. * Please note that this option is not available if the hardware does not support it
  78872. */
  78873. useTextureToStoreBoneMatrices: boolean;
  78874. private _animationPropertiesOverride;
  78875. /**
  78876. * Gets or sets the animation properties override
  78877. */
  78878. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  78879. /**
  78880. * List of inspectable custom properties (used by the Inspector)
  78881. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  78882. */
  78883. inspectableCustomProperties: IInspectable[];
  78884. /**
  78885. * An observable triggered before computing the skeleton's matrices
  78886. */
  78887. onBeforeComputeObservable: Observable<Skeleton>;
  78888. /**
  78889. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  78890. */
  78891. readonly isUsingTextureForMatrices: boolean;
  78892. /**
  78893. * Gets the unique ID of this skeleton
  78894. */
  78895. readonly uniqueId: number;
  78896. /**
  78897. * Creates a new skeleton
  78898. * @param name defines the skeleton name
  78899. * @param id defines the skeleton Id
  78900. * @param scene defines the hosting scene
  78901. */
  78902. constructor(
  78903. /** defines the skeleton name */
  78904. name: string,
  78905. /** defines the skeleton Id */
  78906. id: string, scene: Scene);
  78907. /**
  78908. * Gets the current object class name.
  78909. * @return the class name
  78910. */
  78911. getClassName(): string;
  78912. /**
  78913. * Returns an array containing the root bones
  78914. * @returns an array containing the root bones
  78915. */
  78916. getChildren(): Array<Bone>;
  78917. /**
  78918. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  78919. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  78920. * @returns a Float32Array containing matrices data
  78921. */
  78922. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  78923. /**
  78924. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  78925. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  78926. * @returns a raw texture containing the data
  78927. */
  78928. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  78929. /**
  78930. * Gets the current hosting scene
  78931. * @returns a scene object
  78932. */
  78933. getScene(): Scene;
  78934. /**
  78935. * Gets a string representing the current skeleton data
  78936. * @param fullDetails defines a boolean indicating if we want a verbose version
  78937. * @returns a string representing the current skeleton data
  78938. */
  78939. toString(fullDetails?: boolean): string;
  78940. /**
  78941. * Get bone's index searching by name
  78942. * @param name defines bone's name to search for
  78943. * @return the indice of the bone. Returns -1 if not found
  78944. */
  78945. getBoneIndexByName(name: string): number;
  78946. /**
  78947. * Creater a new animation range
  78948. * @param name defines the name of the range
  78949. * @param from defines the start key
  78950. * @param to defines the end key
  78951. */
  78952. createAnimationRange(name: string, from: number, to: number): void;
  78953. /**
  78954. * Delete a specific animation range
  78955. * @param name defines the name of the range
  78956. * @param deleteFrames defines if frames must be removed as well
  78957. */
  78958. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  78959. /**
  78960. * Gets a specific animation range
  78961. * @param name defines the name of the range to look for
  78962. * @returns the requested animation range or null if not found
  78963. */
  78964. getAnimationRange(name: string): Nullable<AnimationRange>;
  78965. /**
  78966. * Gets the list of all animation ranges defined on this skeleton
  78967. * @returns an array
  78968. */
  78969. getAnimationRanges(): Nullable<AnimationRange>[];
  78970. /**
  78971. * Copy animation range from a source skeleton.
  78972. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  78973. * @param source defines the source skeleton
  78974. * @param name defines the name of the range to copy
  78975. * @param rescaleAsRequired defines if rescaling must be applied if required
  78976. * @returns true if operation was successful
  78977. */
  78978. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  78979. /**
  78980. * Forces the skeleton to go to rest pose
  78981. */
  78982. returnToRest(): void;
  78983. private _getHighestAnimationFrame;
  78984. /**
  78985. * Begin a specific animation range
  78986. * @param name defines the name of the range to start
  78987. * @param loop defines if looping must be turned on (false by default)
  78988. * @param speedRatio defines the speed ratio to apply (1 by default)
  78989. * @param onAnimationEnd defines a callback which will be called when animation will end
  78990. * @returns a new animatable
  78991. */
  78992. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  78993. /** @hidden */
  78994. _markAsDirty(): void;
  78995. /** @hidden */
  78996. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  78997. /** @hidden */
  78998. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  78999. private _computeTransformMatrices;
  79000. /**
  79001. * Build all resources required to render a skeleton
  79002. */
  79003. prepare(): void;
  79004. /**
  79005. * Gets the list of animatables currently running for this skeleton
  79006. * @returns an array of animatables
  79007. */
  79008. getAnimatables(): IAnimatable[];
  79009. /**
  79010. * Clone the current skeleton
  79011. * @param name defines the name of the new skeleton
  79012. * @param id defines the id of the new skeleton
  79013. * @returns the new skeleton
  79014. */
  79015. clone(name: string, id: string): Skeleton;
  79016. /**
  79017. * Enable animation blending for this skeleton
  79018. * @param blendingSpeed defines the blending speed to apply
  79019. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  79020. */
  79021. enableBlending(blendingSpeed?: number): void;
  79022. /**
  79023. * Releases all resources associated with the current skeleton
  79024. */
  79025. dispose(): void;
  79026. /**
  79027. * Serialize the skeleton in a JSON object
  79028. * @returns a JSON object
  79029. */
  79030. serialize(): any;
  79031. /**
  79032. * Creates a new skeleton from serialized data
  79033. * @param parsedSkeleton defines the serialized data
  79034. * @param scene defines the hosting scene
  79035. * @returns a new skeleton
  79036. */
  79037. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  79038. /**
  79039. * Compute all node absolute transforms
  79040. * @param forceUpdate defines if computation must be done even if cache is up to date
  79041. */
  79042. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  79043. /**
  79044. * Gets the root pose matrix
  79045. * @returns a matrix
  79046. */
  79047. getPoseMatrix(): Nullable<Matrix>;
  79048. /**
  79049. * Sorts bones per internal index
  79050. */
  79051. sortBones(): void;
  79052. private _sortBones;
  79053. }
  79054. }
  79055. declare module BABYLON {
  79056. /**
  79057. * Class used to store bone information
  79058. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  79059. */
  79060. export class Bone extends Node {
  79061. /**
  79062. * defines the bone name
  79063. */
  79064. name: string;
  79065. private static _tmpVecs;
  79066. private static _tmpQuat;
  79067. private static _tmpMats;
  79068. /**
  79069. * Gets the list of child bones
  79070. */
  79071. children: Bone[];
  79072. /** Gets the animations associated with this bone */
  79073. animations: Animation[];
  79074. /**
  79075. * Gets or sets bone length
  79076. */
  79077. length: number;
  79078. /**
  79079. * @hidden Internal only
  79080. * Set this value to map this bone to a different index in the transform matrices
  79081. * Set this value to -1 to exclude the bone from the transform matrices
  79082. */
  79083. _index: Nullable<number>;
  79084. private _skeleton;
  79085. private _localMatrix;
  79086. private _restPose;
  79087. private _baseMatrix;
  79088. private _absoluteTransform;
  79089. private _invertedAbsoluteTransform;
  79090. private _parent;
  79091. private _scalingDeterminant;
  79092. private _worldTransform;
  79093. private _localScaling;
  79094. private _localRotation;
  79095. private _localPosition;
  79096. private _needToDecompose;
  79097. private _needToCompose;
  79098. /** @hidden */
  79099. _linkedTransformNode: Nullable<TransformNode>;
  79100. /** @hidden */
  79101. _waitingTransformNodeId: Nullable<string>;
  79102. /** @hidden */
  79103. /** @hidden */
  79104. _matrix: Matrix;
  79105. /**
  79106. * Create a new bone
  79107. * @param name defines the bone name
  79108. * @param skeleton defines the parent skeleton
  79109. * @param parentBone defines the parent (can be null if the bone is the root)
  79110. * @param localMatrix defines the local matrix
  79111. * @param restPose defines the rest pose matrix
  79112. * @param baseMatrix defines the base matrix
  79113. * @param index defines index of the bone in the hiearchy
  79114. */
  79115. constructor(
  79116. /**
  79117. * defines the bone name
  79118. */
  79119. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  79120. /**
  79121. * Gets the current object class name.
  79122. * @return the class name
  79123. */
  79124. getClassName(): string;
  79125. /**
  79126. * Gets the parent skeleton
  79127. * @returns a skeleton
  79128. */
  79129. getSkeleton(): Skeleton;
  79130. /**
  79131. * Gets parent bone
  79132. * @returns a bone or null if the bone is the root of the bone hierarchy
  79133. */
  79134. getParent(): Nullable<Bone>;
  79135. /**
  79136. * Returns an array containing the root bones
  79137. * @returns an array containing the root bones
  79138. */
  79139. getChildren(): Array<Bone>;
  79140. /**
  79141. * Sets the parent bone
  79142. * @param parent defines the parent (can be null if the bone is the root)
  79143. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  79144. */
  79145. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  79146. /**
  79147. * Gets the local matrix
  79148. * @returns a matrix
  79149. */
  79150. getLocalMatrix(): Matrix;
  79151. /**
  79152. * Gets the base matrix (initial matrix which remains unchanged)
  79153. * @returns a matrix
  79154. */
  79155. getBaseMatrix(): Matrix;
  79156. /**
  79157. * Gets the rest pose matrix
  79158. * @returns a matrix
  79159. */
  79160. getRestPose(): Matrix;
  79161. /**
  79162. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  79163. */
  79164. getWorldMatrix(): Matrix;
  79165. /**
  79166. * Sets the local matrix to rest pose matrix
  79167. */
  79168. returnToRest(): void;
  79169. /**
  79170. * Gets the inverse of the absolute transform matrix.
  79171. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  79172. * @returns a matrix
  79173. */
  79174. getInvertedAbsoluteTransform(): Matrix;
  79175. /**
  79176. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  79177. * @returns a matrix
  79178. */
  79179. getAbsoluteTransform(): Matrix;
  79180. /**
  79181. * Links with the given transform node.
  79182. * The local matrix of this bone is copied from the transform node every frame.
  79183. * @param transformNode defines the transform node to link to
  79184. */
  79185. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  79186. /**
  79187. * Gets the node used to drive the bone's transformation
  79188. * @returns a transform node or null
  79189. */
  79190. getTransformNode(): Nullable<TransformNode>;
  79191. /** Gets or sets current position (in local space) */
  79192. position: Vector3;
  79193. /** Gets or sets current rotation (in local space) */
  79194. rotation: Vector3;
  79195. /** Gets or sets current rotation quaternion (in local space) */
  79196. rotationQuaternion: Quaternion;
  79197. /** Gets or sets current scaling (in local space) */
  79198. scaling: Vector3;
  79199. /**
  79200. * Gets the animation properties override
  79201. */
  79202. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  79203. private _decompose;
  79204. private _compose;
  79205. /**
  79206. * Update the base and local matrices
  79207. * @param matrix defines the new base or local matrix
  79208. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  79209. * @param updateLocalMatrix defines if the local matrix should be updated
  79210. */
  79211. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  79212. /** @hidden */
  79213. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  79214. /**
  79215. * Flag the bone as dirty (Forcing it to update everything)
  79216. */
  79217. markAsDirty(): void;
  79218. /** @hidden */
  79219. _markAsDirtyAndCompose(): void;
  79220. private _markAsDirtyAndDecompose;
  79221. /**
  79222. * Translate the bone in local or world space
  79223. * @param vec The amount to translate the bone
  79224. * @param space The space that the translation is in
  79225. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79226. */
  79227. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  79228. /**
  79229. * Set the postion of the bone in local or world space
  79230. * @param position The position to set the bone
  79231. * @param space The space that the position is in
  79232. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79233. */
  79234. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  79235. /**
  79236. * Set the absolute position of the bone (world space)
  79237. * @param position The position to set the bone
  79238. * @param mesh The mesh that this bone is attached to
  79239. */
  79240. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  79241. /**
  79242. * Scale the bone on the x, y and z axes (in local space)
  79243. * @param x The amount to scale the bone on the x axis
  79244. * @param y The amount to scale the bone on the y axis
  79245. * @param z The amount to scale the bone on the z axis
  79246. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  79247. */
  79248. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  79249. /**
  79250. * Set the bone scaling in local space
  79251. * @param scale defines the scaling vector
  79252. */
  79253. setScale(scale: Vector3): void;
  79254. /**
  79255. * Gets the current scaling in local space
  79256. * @returns the current scaling vector
  79257. */
  79258. getScale(): Vector3;
  79259. /**
  79260. * Gets the current scaling in local space and stores it in a target vector
  79261. * @param result defines the target vector
  79262. */
  79263. getScaleToRef(result: Vector3): void;
  79264. /**
  79265. * Set the yaw, pitch, and roll of the bone in local or world space
  79266. * @param yaw The rotation of the bone on the y axis
  79267. * @param pitch The rotation of the bone on the x axis
  79268. * @param roll The rotation of the bone on the z axis
  79269. * @param space The space that the axes of rotation are in
  79270. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79271. */
  79272. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  79273. /**
  79274. * Add a rotation to the bone on an axis in local or world space
  79275. * @param axis The axis to rotate the bone on
  79276. * @param amount The amount to rotate the bone
  79277. * @param space The space that the axis is in
  79278. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79279. */
  79280. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  79281. /**
  79282. * Set the rotation of the bone to a particular axis angle in local or world space
  79283. * @param axis The axis to rotate the bone on
  79284. * @param angle The angle that the bone should be rotated to
  79285. * @param space The space that the axis is in
  79286. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79287. */
  79288. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  79289. /**
  79290. * Set the euler rotation of the bone in local of world space
  79291. * @param rotation The euler rotation that the bone should be set to
  79292. * @param space The space that the rotation is in
  79293. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79294. */
  79295. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  79296. /**
  79297. * Set the quaternion rotation of the bone in local of world space
  79298. * @param quat The quaternion rotation that the bone should be set to
  79299. * @param space The space that the rotation is in
  79300. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79301. */
  79302. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  79303. /**
  79304. * Set the rotation matrix of the bone in local of world space
  79305. * @param rotMat The rotation matrix that the bone should be set to
  79306. * @param space The space that the rotation is in
  79307. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79308. */
  79309. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  79310. private _rotateWithMatrix;
  79311. private _getNegativeRotationToRef;
  79312. /**
  79313. * Get the position of the bone in local or world space
  79314. * @param space The space that the returned position is in
  79315. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79316. * @returns The position of the bone
  79317. */
  79318. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  79319. /**
  79320. * Copy the position of the bone to a vector3 in local or world space
  79321. * @param space The space that the returned position is in
  79322. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79323. * @param result The vector3 to copy the position to
  79324. */
  79325. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  79326. /**
  79327. * Get the absolute position of the bone (world space)
  79328. * @param mesh The mesh that this bone is attached to
  79329. * @returns The absolute position of the bone
  79330. */
  79331. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  79332. /**
  79333. * Copy the absolute position of the bone (world space) to the result param
  79334. * @param mesh The mesh that this bone is attached to
  79335. * @param result The vector3 to copy the absolute position to
  79336. */
  79337. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  79338. /**
  79339. * Compute the absolute transforms of this bone and its children
  79340. */
  79341. computeAbsoluteTransforms(): void;
  79342. /**
  79343. * Get the world direction from an axis that is in the local space of the bone
  79344. * @param localAxis The local direction that is used to compute the world direction
  79345. * @param mesh The mesh that this bone is attached to
  79346. * @returns The world direction
  79347. */
  79348. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  79349. /**
  79350. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  79351. * @param localAxis The local direction that is used to compute the world direction
  79352. * @param mesh The mesh that this bone is attached to
  79353. * @param result The vector3 that the world direction will be copied to
  79354. */
  79355. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79356. /**
  79357. * Get the euler rotation of the bone in local or world space
  79358. * @param space The space that the rotation should be in
  79359. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79360. * @returns The euler rotation
  79361. */
  79362. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  79363. /**
  79364. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  79365. * @param space The space that the rotation should be in
  79366. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79367. * @param result The vector3 that the rotation should be copied to
  79368. */
  79369. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79370. /**
  79371. * Get the quaternion rotation of the bone in either local or world space
  79372. * @param space The space that the rotation should be in
  79373. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79374. * @returns The quaternion rotation
  79375. */
  79376. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  79377. /**
  79378. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  79379. * @param space The space that the rotation should be in
  79380. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79381. * @param result The quaternion that the rotation should be copied to
  79382. */
  79383. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  79384. /**
  79385. * Get the rotation matrix of the bone in local or world space
  79386. * @param space The space that the rotation should be in
  79387. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79388. * @returns The rotation matrix
  79389. */
  79390. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  79391. /**
  79392. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  79393. * @param space The space that the rotation should be in
  79394. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79395. * @param result The quaternion that the rotation should be copied to
  79396. */
  79397. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  79398. /**
  79399. * Get the world position of a point that is in the local space of the bone
  79400. * @param position The local position
  79401. * @param mesh The mesh that this bone is attached to
  79402. * @returns The world position
  79403. */
  79404. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  79405. /**
  79406. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  79407. * @param position The local position
  79408. * @param mesh The mesh that this bone is attached to
  79409. * @param result The vector3 that the world position should be copied to
  79410. */
  79411. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79412. /**
  79413. * Get the local position of a point that is in world space
  79414. * @param position The world position
  79415. * @param mesh The mesh that this bone is attached to
  79416. * @returns The local position
  79417. */
  79418. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  79419. /**
  79420. * Get the local position of a point that is in world space and copy it to the result param
  79421. * @param position The world position
  79422. * @param mesh The mesh that this bone is attached to
  79423. * @param result The vector3 that the local position should be copied to
  79424. */
  79425. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79426. }
  79427. }
  79428. declare module BABYLON {
  79429. /**
  79430. * 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.
  79431. * @see https://doc.babylonjs.com/how_to/transformnode
  79432. */
  79433. export class TransformNode extends Node {
  79434. /**
  79435. * Object will not rotate to face the camera
  79436. */
  79437. static BILLBOARDMODE_NONE: number;
  79438. /**
  79439. * Object will rotate to face the camera but only on the x axis
  79440. */
  79441. static BILLBOARDMODE_X: number;
  79442. /**
  79443. * Object will rotate to face the camera but only on the y axis
  79444. */
  79445. static BILLBOARDMODE_Y: number;
  79446. /**
  79447. * Object will rotate to face the camera but only on the z axis
  79448. */
  79449. static BILLBOARDMODE_Z: number;
  79450. /**
  79451. * Object will rotate to face the camera
  79452. */
  79453. static BILLBOARDMODE_ALL: number;
  79454. /**
  79455. * Object will rotate to face the camera's position instead of orientation
  79456. */
  79457. static BILLBOARDMODE_USE_POSITION: number;
  79458. private _forward;
  79459. private _forwardInverted;
  79460. private _up;
  79461. private _right;
  79462. private _rightInverted;
  79463. private _position;
  79464. private _rotation;
  79465. private _rotationQuaternion;
  79466. protected _scaling: Vector3;
  79467. protected _isDirty: boolean;
  79468. private _transformToBoneReferal;
  79469. private _isAbsoluteSynced;
  79470. private _billboardMode;
  79471. /**
  79472. * Gets or sets the billboard mode. Default is 0.
  79473. *
  79474. * | Value | Type | Description |
  79475. * | --- | --- | --- |
  79476. * | 0 | BILLBOARDMODE_NONE | |
  79477. * | 1 | BILLBOARDMODE_X | |
  79478. * | 2 | BILLBOARDMODE_Y | |
  79479. * | 4 | BILLBOARDMODE_Z | |
  79480. * | 7 | BILLBOARDMODE_ALL | |
  79481. *
  79482. */
  79483. billboardMode: number;
  79484. private _preserveParentRotationForBillboard;
  79485. /**
  79486. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  79487. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  79488. */
  79489. preserveParentRotationForBillboard: boolean;
  79490. /**
  79491. * 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
  79492. */
  79493. scalingDeterminant: number;
  79494. private _infiniteDistance;
  79495. /**
  79496. * Gets or sets the distance of the object to max, often used by skybox
  79497. */
  79498. infiniteDistance: boolean;
  79499. /**
  79500. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  79501. * By default the system will update normals to compensate
  79502. */
  79503. ignoreNonUniformScaling: boolean;
  79504. /**
  79505. * 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
  79506. */
  79507. reIntegrateRotationIntoRotationQuaternion: boolean;
  79508. /** @hidden */
  79509. _poseMatrix: Nullable<Matrix>;
  79510. /** @hidden */
  79511. _localMatrix: Matrix;
  79512. private _usePivotMatrix;
  79513. private _absolutePosition;
  79514. private _absoluteScaling;
  79515. private _absoluteRotationQuaternion;
  79516. private _pivotMatrix;
  79517. private _pivotMatrixInverse;
  79518. protected _postMultiplyPivotMatrix: boolean;
  79519. protected _isWorldMatrixFrozen: boolean;
  79520. /** @hidden */
  79521. _indexInSceneTransformNodesArray: number;
  79522. /**
  79523. * An event triggered after the world matrix is updated
  79524. */
  79525. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  79526. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  79527. /**
  79528. * Gets a string identifying the name of the class
  79529. * @returns "TransformNode" string
  79530. */
  79531. getClassName(): string;
  79532. /**
  79533. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  79534. */
  79535. position: Vector3;
  79536. /**
  79537. * 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)).
  79538. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  79539. */
  79540. rotation: Vector3;
  79541. /**
  79542. * 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)).
  79543. */
  79544. scaling: Vector3;
  79545. /**
  79546. * 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).
  79547. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  79548. */
  79549. rotationQuaternion: Nullable<Quaternion>;
  79550. /**
  79551. * The forward direction of that transform in world space.
  79552. */
  79553. readonly forward: Vector3;
  79554. /**
  79555. * The up direction of that transform in world space.
  79556. */
  79557. readonly up: Vector3;
  79558. /**
  79559. * The right direction of that transform in world space.
  79560. */
  79561. readonly right: Vector3;
  79562. /**
  79563. * Copies the parameter passed Matrix into the mesh Pose matrix.
  79564. * @param matrix the matrix to copy the pose from
  79565. * @returns this TransformNode.
  79566. */
  79567. updatePoseMatrix(matrix: Matrix): TransformNode;
  79568. /**
  79569. * Returns the mesh Pose matrix.
  79570. * @returns the pose matrix
  79571. */
  79572. getPoseMatrix(): Matrix;
  79573. /** @hidden */
  79574. _isSynchronized(): boolean;
  79575. /** @hidden */
  79576. _initCache(): void;
  79577. /**
  79578. * Flag the transform node as dirty (Forcing it to update everything)
  79579. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  79580. * @returns this transform node
  79581. */
  79582. markAsDirty(property: string): TransformNode;
  79583. /**
  79584. * Returns the current mesh absolute position.
  79585. * Returns a Vector3.
  79586. */
  79587. readonly absolutePosition: Vector3;
  79588. /**
  79589. * Returns the current mesh absolute scaling.
  79590. * Returns a Vector3.
  79591. */
  79592. readonly absoluteScaling: Vector3;
  79593. /**
  79594. * Returns the current mesh absolute rotation.
  79595. * Returns a Quaternion.
  79596. */
  79597. readonly absoluteRotationQuaternion: Quaternion;
  79598. /**
  79599. * Sets a new matrix to apply before all other transformation
  79600. * @param matrix defines the transform matrix
  79601. * @returns the current TransformNode
  79602. */
  79603. setPreTransformMatrix(matrix: Matrix): TransformNode;
  79604. /**
  79605. * Sets a new pivot matrix to the current node
  79606. * @param matrix defines the new pivot matrix to use
  79607. * @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
  79608. * @returns the current TransformNode
  79609. */
  79610. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  79611. /**
  79612. * Returns the mesh pivot matrix.
  79613. * Default : Identity.
  79614. * @returns the matrix
  79615. */
  79616. getPivotMatrix(): Matrix;
  79617. /**
  79618. * Instantiate (when possible) or clone that node with its hierarchy
  79619. * @param newParent defines the new parent to use for the instance (or clone)
  79620. * @returns an instance (or a clone) of the current node with its hiearchy
  79621. */
  79622. instantiateHierarchy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  79623. /**
  79624. * Prevents the World matrix to be computed any longer
  79625. * @param newWorldMatrix defines an optional matrix to use as world matrix
  79626. * @returns the TransformNode.
  79627. */
  79628. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  79629. /**
  79630. * Allows back the World matrix computation.
  79631. * @returns the TransformNode.
  79632. */
  79633. unfreezeWorldMatrix(): this;
  79634. /**
  79635. * True if the World matrix has been frozen.
  79636. */
  79637. readonly isWorldMatrixFrozen: boolean;
  79638. /**
  79639. * Retuns the mesh absolute position in the World.
  79640. * @returns a Vector3.
  79641. */
  79642. getAbsolutePosition(): Vector3;
  79643. /**
  79644. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  79645. * @param absolutePosition the absolute position to set
  79646. * @returns the TransformNode.
  79647. */
  79648. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  79649. /**
  79650. * Sets the mesh position in its local space.
  79651. * @param vector3 the position to set in localspace
  79652. * @returns the TransformNode.
  79653. */
  79654. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  79655. /**
  79656. * Returns the mesh position in the local space from the current World matrix values.
  79657. * @returns a new Vector3.
  79658. */
  79659. getPositionExpressedInLocalSpace(): Vector3;
  79660. /**
  79661. * Translates the mesh along the passed Vector3 in its local space.
  79662. * @param vector3 the distance to translate in localspace
  79663. * @returns the TransformNode.
  79664. */
  79665. locallyTranslate(vector3: Vector3): TransformNode;
  79666. private static _lookAtVectorCache;
  79667. /**
  79668. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  79669. * @param targetPoint the position (must be in same space as current mesh) to look at
  79670. * @param yawCor optional yaw (y-axis) correction in radians
  79671. * @param pitchCor optional pitch (x-axis) correction in radians
  79672. * @param rollCor optional roll (z-axis) correction in radians
  79673. * @param space the choosen space of the target
  79674. * @returns the TransformNode.
  79675. */
  79676. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  79677. /**
  79678. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  79679. * This Vector3 is expressed in the World space.
  79680. * @param localAxis axis to rotate
  79681. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  79682. */
  79683. getDirection(localAxis: Vector3): Vector3;
  79684. /**
  79685. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  79686. * localAxis is expressed in the mesh local space.
  79687. * result is computed in the Wordl space from the mesh World matrix.
  79688. * @param localAxis axis to rotate
  79689. * @param result the resulting transformnode
  79690. * @returns this TransformNode.
  79691. */
  79692. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  79693. /**
  79694. * Sets this transform node rotation to the given local axis.
  79695. * @param localAxis the axis in local space
  79696. * @param yawCor optional yaw (y-axis) correction in radians
  79697. * @param pitchCor optional pitch (x-axis) correction in radians
  79698. * @param rollCor optional roll (z-axis) correction in radians
  79699. * @returns this TransformNode
  79700. */
  79701. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  79702. /**
  79703. * Sets a new pivot point to the current node
  79704. * @param point defines the new pivot point to use
  79705. * @param space defines if the point is in world or local space (local by default)
  79706. * @returns the current TransformNode
  79707. */
  79708. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  79709. /**
  79710. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  79711. * @returns the pivot point
  79712. */
  79713. getPivotPoint(): Vector3;
  79714. /**
  79715. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  79716. * @param result the vector3 to store the result
  79717. * @returns this TransformNode.
  79718. */
  79719. getPivotPointToRef(result: Vector3): TransformNode;
  79720. /**
  79721. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  79722. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  79723. */
  79724. getAbsolutePivotPoint(): Vector3;
  79725. /**
  79726. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  79727. * @param result vector3 to store the result
  79728. * @returns this TransformNode.
  79729. */
  79730. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  79731. /**
  79732. * Defines the passed node as the parent of the current node.
  79733. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  79734. * @see https://doc.babylonjs.com/how_to/parenting
  79735. * @param node the node ot set as the parent
  79736. * @returns this TransformNode.
  79737. */
  79738. setParent(node: Nullable<Node>): TransformNode;
  79739. private _nonUniformScaling;
  79740. /**
  79741. * True if the scaling property of this object is non uniform eg. (1,2,1)
  79742. */
  79743. readonly nonUniformScaling: boolean;
  79744. /** @hidden */
  79745. _updateNonUniformScalingState(value: boolean): boolean;
  79746. /**
  79747. * Attach the current TransformNode to another TransformNode associated with a bone
  79748. * @param bone Bone affecting the TransformNode
  79749. * @param affectedTransformNode TransformNode associated with the bone
  79750. * @returns this object
  79751. */
  79752. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  79753. /**
  79754. * Detach the transform node if its associated with a bone
  79755. * @returns this object
  79756. */
  79757. detachFromBone(): TransformNode;
  79758. private static _rotationAxisCache;
  79759. /**
  79760. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  79761. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  79762. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  79763. * The passed axis is also normalized.
  79764. * @param axis the axis to rotate around
  79765. * @param amount the amount to rotate in radians
  79766. * @param space Space to rotate in (Default: local)
  79767. * @returns the TransformNode.
  79768. */
  79769. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  79770. /**
  79771. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  79772. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  79773. * The passed axis is also normalized. .
  79774. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  79775. * @param point the point to rotate around
  79776. * @param axis the axis to rotate around
  79777. * @param amount the amount to rotate in radians
  79778. * @returns the TransformNode
  79779. */
  79780. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  79781. /**
  79782. * Translates the mesh along the axis vector for the passed distance in the given space.
  79783. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  79784. * @param axis the axis to translate in
  79785. * @param distance the distance to translate
  79786. * @param space Space to rotate in (Default: local)
  79787. * @returns the TransformNode.
  79788. */
  79789. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  79790. /**
  79791. * Adds a rotation step to the mesh current rotation.
  79792. * x, y, z are Euler angles expressed in radians.
  79793. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  79794. * This means this rotation is made in the mesh local space only.
  79795. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  79796. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  79797. * ```javascript
  79798. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  79799. * ```
  79800. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  79801. * 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.
  79802. * @param x Rotation to add
  79803. * @param y Rotation to add
  79804. * @param z Rotation to add
  79805. * @returns the TransformNode.
  79806. */
  79807. addRotation(x: number, y: number, z: number): TransformNode;
  79808. /**
  79809. * @hidden
  79810. */
  79811. protected _getEffectiveParent(): Nullable<Node>;
  79812. /**
  79813. * Computes the world matrix of the node
  79814. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  79815. * @returns the world matrix
  79816. */
  79817. computeWorldMatrix(force?: boolean): Matrix;
  79818. protected _afterComputeWorldMatrix(): void;
  79819. /**
  79820. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  79821. * @param func callback function to add
  79822. *
  79823. * @returns the TransformNode.
  79824. */
  79825. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  79826. /**
  79827. * Removes a registered callback function.
  79828. * @param func callback function to remove
  79829. * @returns the TransformNode.
  79830. */
  79831. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  79832. /**
  79833. * Gets the position of the current mesh in camera space
  79834. * @param camera defines the camera to use
  79835. * @returns a position
  79836. */
  79837. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  79838. /**
  79839. * Returns the distance from the mesh to the active camera
  79840. * @param camera defines the camera to use
  79841. * @returns the distance
  79842. */
  79843. getDistanceToCamera(camera?: Nullable<Camera>): number;
  79844. /**
  79845. * Clone the current transform node
  79846. * @param name Name of the new clone
  79847. * @param newParent New parent for the clone
  79848. * @param doNotCloneChildren Do not clone children hierarchy
  79849. * @returns the new transform node
  79850. */
  79851. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  79852. /**
  79853. * Serializes the objects information.
  79854. * @param currentSerializationObject defines the object to serialize in
  79855. * @returns the serialized object
  79856. */
  79857. serialize(currentSerializationObject?: any): any;
  79858. /**
  79859. * Returns a new TransformNode object parsed from the source provided.
  79860. * @param parsedTransformNode is the source.
  79861. * @param scene the scne the object belongs to
  79862. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  79863. * @returns a new TransformNode object parsed from the source provided.
  79864. */
  79865. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  79866. /**
  79867. * Get all child-transformNodes of this node
  79868. * @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
  79869. * @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
  79870. * @returns an array of TransformNode
  79871. */
  79872. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  79873. /**
  79874. * Releases resources associated with this transform node.
  79875. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  79876. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  79877. */
  79878. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  79879. /**
  79880. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  79881. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  79882. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  79883. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  79884. * @returns the current mesh
  79885. */
  79886. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  79887. private _syncAbsoluteScalingAndRotation;
  79888. }
  79889. }
  79890. declare module BABYLON {
  79891. /**
  79892. * Defines the types of pose enabled controllers that are supported
  79893. */
  79894. export enum PoseEnabledControllerType {
  79895. /**
  79896. * HTC Vive
  79897. */
  79898. VIVE = 0,
  79899. /**
  79900. * Oculus Rift
  79901. */
  79902. OCULUS = 1,
  79903. /**
  79904. * Windows mixed reality
  79905. */
  79906. WINDOWS = 2,
  79907. /**
  79908. * Samsung gear VR
  79909. */
  79910. GEAR_VR = 3,
  79911. /**
  79912. * Google Daydream
  79913. */
  79914. DAYDREAM = 4,
  79915. /**
  79916. * Generic
  79917. */
  79918. GENERIC = 5
  79919. }
  79920. /**
  79921. * Defines the MutableGamepadButton interface for the state of a gamepad button
  79922. */
  79923. export interface MutableGamepadButton {
  79924. /**
  79925. * Value of the button/trigger
  79926. */
  79927. value: number;
  79928. /**
  79929. * If the button/trigger is currently touched
  79930. */
  79931. touched: boolean;
  79932. /**
  79933. * If the button/trigger is currently pressed
  79934. */
  79935. pressed: boolean;
  79936. }
  79937. /**
  79938. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  79939. * @hidden
  79940. */
  79941. export interface ExtendedGamepadButton extends GamepadButton {
  79942. /**
  79943. * If the button/trigger is currently pressed
  79944. */
  79945. readonly pressed: boolean;
  79946. /**
  79947. * If the button/trigger is currently touched
  79948. */
  79949. readonly touched: boolean;
  79950. /**
  79951. * Value of the button/trigger
  79952. */
  79953. readonly value: number;
  79954. }
  79955. /** @hidden */
  79956. export interface _GamePadFactory {
  79957. /**
  79958. * Returns wether or not the current gamepad can be created for this type of controller.
  79959. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  79960. * @returns true if it can be created, otherwise false
  79961. */
  79962. canCreate(gamepadInfo: any): boolean;
  79963. /**
  79964. * Creates a new instance of the Gamepad.
  79965. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  79966. * @returns the new gamepad instance
  79967. */
  79968. create(gamepadInfo: any): Gamepad;
  79969. }
  79970. /**
  79971. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  79972. */
  79973. export class PoseEnabledControllerHelper {
  79974. /** @hidden */
  79975. static _ControllerFactories: _GamePadFactory[];
  79976. /** @hidden */
  79977. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  79978. /**
  79979. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  79980. * @param vrGamepad the gamepad to initialized
  79981. * @returns a vr controller of the type the gamepad identified as
  79982. */
  79983. static InitiateController(vrGamepad: any): Gamepad;
  79984. }
  79985. /**
  79986. * Defines the PoseEnabledController object that contains state of a vr capable controller
  79987. */
  79988. export class PoseEnabledController extends Gamepad implements PoseControlled {
  79989. /**
  79990. * If the controller is used in a webXR session
  79991. */
  79992. isXR: boolean;
  79993. private _deviceRoomPosition;
  79994. private _deviceRoomRotationQuaternion;
  79995. /**
  79996. * The device position in babylon space
  79997. */
  79998. devicePosition: Vector3;
  79999. /**
  80000. * The device rotation in babylon space
  80001. */
  80002. deviceRotationQuaternion: Quaternion;
  80003. /**
  80004. * The scale factor of the device in babylon space
  80005. */
  80006. deviceScaleFactor: number;
  80007. /**
  80008. * (Likely devicePosition should be used instead) The device position in its room space
  80009. */
  80010. position: Vector3;
  80011. /**
  80012. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  80013. */
  80014. rotationQuaternion: Quaternion;
  80015. /**
  80016. * The type of controller (Eg. Windows mixed reality)
  80017. */
  80018. controllerType: PoseEnabledControllerType;
  80019. protected _calculatedPosition: Vector3;
  80020. private _calculatedRotation;
  80021. /**
  80022. * The raw pose from the device
  80023. */
  80024. rawPose: DevicePose;
  80025. private _trackPosition;
  80026. private _maxRotationDistFromHeadset;
  80027. private _draggedRoomRotation;
  80028. /**
  80029. * @hidden
  80030. */
  80031. _disableTrackPosition(fixedPosition: Vector3): void;
  80032. /**
  80033. * Internal, the mesh attached to the controller
  80034. * @hidden
  80035. */
  80036. _mesh: Nullable<AbstractMesh>;
  80037. private _poseControlledCamera;
  80038. private _leftHandSystemQuaternion;
  80039. /**
  80040. * Internal, matrix used to convert room space to babylon space
  80041. * @hidden
  80042. */
  80043. _deviceToWorld: Matrix;
  80044. /**
  80045. * Node to be used when casting a ray from the controller
  80046. * @hidden
  80047. */
  80048. _pointingPoseNode: Nullable<TransformNode>;
  80049. /**
  80050. * Name of the child mesh that can be used to cast a ray from the controller
  80051. */
  80052. static readonly POINTING_POSE: string;
  80053. /**
  80054. * Creates a new PoseEnabledController from a gamepad
  80055. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  80056. */
  80057. constructor(browserGamepad: any);
  80058. private _workingMatrix;
  80059. /**
  80060. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  80061. */
  80062. update(): void;
  80063. /**
  80064. * Updates only the pose device and mesh without doing any button event checking
  80065. */
  80066. protected _updatePoseAndMesh(): void;
  80067. /**
  80068. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  80069. * @param poseData raw pose fromthe device
  80070. */
  80071. updateFromDevice(poseData: DevicePose): void;
  80072. /**
  80073. * @hidden
  80074. */
  80075. _meshAttachedObservable: Observable<AbstractMesh>;
  80076. /**
  80077. * Attaches a mesh to the controller
  80078. * @param mesh the mesh to be attached
  80079. */
  80080. attachToMesh(mesh: AbstractMesh): void;
  80081. /**
  80082. * Attaches the controllers mesh to a camera
  80083. * @param camera the camera the mesh should be attached to
  80084. */
  80085. attachToPoseControlledCamera(camera: TargetCamera): void;
  80086. /**
  80087. * Disposes of the controller
  80088. */
  80089. dispose(): void;
  80090. /**
  80091. * The mesh that is attached to the controller
  80092. */
  80093. readonly mesh: Nullable<AbstractMesh>;
  80094. /**
  80095. * Gets the ray of the controller in the direction the controller is pointing
  80096. * @param length the length the resulting ray should be
  80097. * @returns a ray in the direction the controller is pointing
  80098. */
  80099. getForwardRay(length?: number): Ray;
  80100. }
  80101. }
  80102. declare module BABYLON {
  80103. /**
  80104. * Defines the WebVRController object that represents controllers tracked in 3D space
  80105. */
  80106. export abstract class WebVRController extends PoseEnabledController {
  80107. /**
  80108. * Internal, the default controller model for the controller
  80109. */
  80110. protected _defaultModel: AbstractMesh;
  80111. /**
  80112. * Fired when the trigger state has changed
  80113. */
  80114. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  80115. /**
  80116. * Fired when the main button state has changed
  80117. */
  80118. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  80119. /**
  80120. * Fired when the secondary button state has changed
  80121. */
  80122. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  80123. /**
  80124. * Fired when the pad state has changed
  80125. */
  80126. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  80127. /**
  80128. * Fired when controllers stick values have changed
  80129. */
  80130. onPadValuesChangedObservable: Observable<StickValues>;
  80131. /**
  80132. * Array of button availible on the controller
  80133. */
  80134. protected _buttons: Array<MutableGamepadButton>;
  80135. private _onButtonStateChange;
  80136. /**
  80137. * Fired when a controller button's state has changed
  80138. * @param callback the callback containing the button that was modified
  80139. */
  80140. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  80141. /**
  80142. * X and Y axis corresponding to the controllers joystick
  80143. */
  80144. pad: StickValues;
  80145. /**
  80146. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  80147. */
  80148. hand: string;
  80149. /**
  80150. * The default controller model for the controller
  80151. */
  80152. readonly defaultModel: AbstractMesh;
  80153. /**
  80154. * Creates a new WebVRController from a gamepad
  80155. * @param vrGamepad the gamepad that the WebVRController should be created from
  80156. */
  80157. constructor(vrGamepad: any);
  80158. /**
  80159. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  80160. */
  80161. update(): void;
  80162. /**
  80163. * Function to be called when a button is modified
  80164. */
  80165. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  80166. /**
  80167. * Loads a mesh and attaches it to the controller
  80168. * @param scene the scene the mesh should be added to
  80169. * @param meshLoaded callback for when the mesh has been loaded
  80170. */
  80171. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  80172. private _setButtonValue;
  80173. private _changes;
  80174. private _checkChanges;
  80175. /**
  80176. * Disposes of th webVRCOntroller
  80177. */
  80178. dispose(): void;
  80179. }
  80180. }
  80181. declare module BABYLON {
  80182. /**
  80183. * The HemisphericLight simulates the ambient environment light,
  80184. * so the passed direction is the light reflection direction, not the incoming direction.
  80185. */
  80186. export class HemisphericLight extends Light {
  80187. /**
  80188. * The groundColor is the light in the opposite direction to the one specified during creation.
  80189. * 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.
  80190. */
  80191. groundColor: Color3;
  80192. /**
  80193. * The light reflection direction, not the incoming direction.
  80194. */
  80195. direction: Vector3;
  80196. /**
  80197. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  80198. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  80199. * The HemisphericLight can't cast shadows.
  80200. * Documentation : https://doc.babylonjs.com/babylon101/lights
  80201. * @param name The friendly name of the light
  80202. * @param direction The direction of the light reflection
  80203. * @param scene The scene the light belongs to
  80204. */
  80205. constructor(name: string, direction: Vector3, scene: Scene);
  80206. protected _buildUniformLayout(): void;
  80207. /**
  80208. * Returns the string "HemisphericLight".
  80209. * @return The class name
  80210. */
  80211. getClassName(): string;
  80212. /**
  80213. * Sets the HemisphericLight direction towards the passed target (Vector3).
  80214. * Returns the updated direction.
  80215. * @param target The target the direction should point to
  80216. * @return The computed direction
  80217. */
  80218. setDirectionToTarget(target: Vector3): Vector3;
  80219. /**
  80220. * Returns the shadow generator associated to the light.
  80221. * @returns Always null for hemispheric lights because it does not support shadows.
  80222. */
  80223. getShadowGenerator(): Nullable<IShadowGenerator>;
  80224. /**
  80225. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  80226. * @param effect The effect to update
  80227. * @param lightIndex The index of the light in the effect to update
  80228. * @returns The hemispheric light
  80229. */
  80230. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  80231. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  80232. /**
  80233. * Computes the world matrix of the node
  80234. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  80235. * @param useWasUpdatedFlag defines a reserved property
  80236. * @returns the world matrix
  80237. */
  80238. computeWorldMatrix(): Matrix;
  80239. /**
  80240. * Returns the integer 3.
  80241. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  80242. */
  80243. getTypeID(): number;
  80244. /**
  80245. * Prepares the list of defines specific to the light type.
  80246. * @param defines the list of defines
  80247. * @param lightIndex defines the index of the light for the effect
  80248. */
  80249. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  80250. }
  80251. }
  80252. declare module BABYLON {
  80253. /** @hidden */
  80254. export var vrMultiviewToSingleviewPixelShader: {
  80255. name: string;
  80256. shader: string;
  80257. };
  80258. }
  80259. declare module BABYLON {
  80260. /**
  80261. * Renders to multiple views with a single draw call
  80262. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  80263. */
  80264. export class MultiviewRenderTarget extends RenderTargetTexture {
  80265. /**
  80266. * Creates a multiview render target
  80267. * @param scene scene used with the render target
  80268. * @param size the size of the render target (used for each view)
  80269. */
  80270. constructor(scene: Scene, size?: number | {
  80271. width: number;
  80272. height: number;
  80273. } | {
  80274. ratio: number;
  80275. });
  80276. /**
  80277. * @hidden
  80278. * @param faceIndex the face index, if its a cube texture
  80279. */
  80280. _bindFrameBuffer(faceIndex?: number): void;
  80281. /**
  80282. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  80283. * @returns the view count
  80284. */
  80285. getViewCount(): number;
  80286. }
  80287. }
  80288. declare module BABYLON {
  80289. /**
  80290. * Represents a camera frustum
  80291. */
  80292. export class Frustum {
  80293. /**
  80294. * Gets the planes representing the frustum
  80295. * @param transform matrix to be applied to the returned planes
  80296. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  80297. */
  80298. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  80299. /**
  80300. * Gets the near frustum plane transformed by the transform matrix
  80301. * @param transform transformation matrix to be applied to the resulting frustum plane
  80302. * @param frustumPlane the resuling frustum plane
  80303. */
  80304. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80305. /**
  80306. * Gets the far frustum plane transformed by the transform matrix
  80307. * @param transform transformation matrix to be applied to the resulting frustum plane
  80308. * @param frustumPlane the resuling frustum plane
  80309. */
  80310. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80311. /**
  80312. * Gets the left frustum plane transformed by the transform matrix
  80313. * @param transform transformation matrix to be applied to the resulting frustum plane
  80314. * @param frustumPlane the resuling frustum plane
  80315. */
  80316. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80317. /**
  80318. * Gets the right frustum plane transformed by the transform matrix
  80319. * @param transform transformation matrix to be applied to the resulting frustum plane
  80320. * @param frustumPlane the resuling frustum plane
  80321. */
  80322. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80323. /**
  80324. * Gets the top frustum plane transformed by the transform matrix
  80325. * @param transform transformation matrix to be applied to the resulting frustum plane
  80326. * @param frustumPlane the resuling frustum plane
  80327. */
  80328. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80329. /**
  80330. * Gets the bottom frustum plane transformed by the transform matrix
  80331. * @param transform transformation matrix to be applied to the resulting frustum plane
  80332. * @param frustumPlane the resuling frustum plane
  80333. */
  80334. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80335. /**
  80336. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  80337. * @param transform transformation matrix to be applied to the resulting frustum planes
  80338. * @param frustumPlanes the resuling frustum planes
  80339. */
  80340. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  80341. }
  80342. }
  80343. declare module BABYLON {
  80344. interface Engine {
  80345. /**
  80346. * Creates a new multiview render target
  80347. * @param width defines the width of the texture
  80348. * @param height defines the height of the texture
  80349. * @returns the created multiview texture
  80350. */
  80351. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  80352. /**
  80353. * Binds a multiview framebuffer to be drawn to
  80354. * @param multiviewTexture texture to bind
  80355. */
  80356. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  80357. }
  80358. interface Camera {
  80359. /**
  80360. * @hidden
  80361. * 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)
  80362. */
  80363. _useMultiviewToSingleView: boolean;
  80364. /**
  80365. * @hidden
  80366. * 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)
  80367. */
  80368. _multiviewTexture: Nullable<RenderTargetTexture>;
  80369. /**
  80370. * @hidden
  80371. * ensures the multiview texture of the camera exists and has the specified width/height
  80372. * @param width height to set on the multiview texture
  80373. * @param height width to set on the multiview texture
  80374. */
  80375. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  80376. }
  80377. interface Scene {
  80378. /** @hidden */
  80379. _transformMatrixR: Matrix;
  80380. /** @hidden */
  80381. _multiviewSceneUbo: Nullable<UniformBuffer>;
  80382. /** @hidden */
  80383. _createMultiviewUbo(): void;
  80384. /** @hidden */
  80385. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  80386. /** @hidden */
  80387. _renderMultiviewToSingleView(camera: Camera): void;
  80388. }
  80389. }
  80390. declare module BABYLON {
  80391. /**
  80392. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  80393. * This will not be used for webXR as it supports displaying texture arrays directly
  80394. */
  80395. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  80396. /**
  80397. * Initializes a VRMultiviewToSingleview
  80398. * @param name name of the post process
  80399. * @param camera camera to be applied to
  80400. * @param scaleFactor scaling factor to the size of the output texture
  80401. */
  80402. constructor(name: string, camera: Camera, scaleFactor: number);
  80403. }
  80404. }
  80405. declare module BABYLON {
  80406. interface Engine {
  80407. /** @hidden */
  80408. _vrDisplay: any;
  80409. /** @hidden */
  80410. _vrSupported: boolean;
  80411. /** @hidden */
  80412. _oldSize: Size;
  80413. /** @hidden */
  80414. _oldHardwareScaleFactor: number;
  80415. /** @hidden */
  80416. _vrExclusivePointerMode: boolean;
  80417. /** @hidden */
  80418. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  80419. /** @hidden */
  80420. _onVRDisplayPointerRestricted: () => void;
  80421. /** @hidden */
  80422. _onVRDisplayPointerUnrestricted: () => void;
  80423. /** @hidden */
  80424. _onVrDisplayConnect: Nullable<(display: any) => void>;
  80425. /** @hidden */
  80426. _onVrDisplayDisconnect: Nullable<() => void>;
  80427. /** @hidden */
  80428. _onVrDisplayPresentChange: Nullable<() => void>;
  80429. /**
  80430. * Observable signaled when VR display mode changes
  80431. */
  80432. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  80433. /**
  80434. * Observable signaled when VR request present is complete
  80435. */
  80436. onVRRequestPresentComplete: Observable<boolean>;
  80437. /**
  80438. * Observable signaled when VR request present starts
  80439. */
  80440. onVRRequestPresentStart: Observable<Engine>;
  80441. /**
  80442. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  80443. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  80444. */
  80445. isInVRExclusivePointerMode: boolean;
  80446. /**
  80447. * Gets a boolean indicating if a webVR device was detected
  80448. * @returns true if a webVR device was detected
  80449. */
  80450. isVRDevicePresent(): boolean;
  80451. /**
  80452. * Gets the current webVR device
  80453. * @returns the current webVR device (or null)
  80454. */
  80455. getVRDevice(): any;
  80456. /**
  80457. * Initializes a webVR display and starts listening to display change events
  80458. * The onVRDisplayChangedObservable will be notified upon these changes
  80459. * @returns A promise containing a VRDisplay and if vr is supported
  80460. */
  80461. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  80462. /** @hidden */
  80463. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  80464. /**
  80465. * Call this function to switch to webVR mode
  80466. * Will do nothing if webVR is not supported or if there is no webVR device
  80467. * @see http://doc.babylonjs.com/how_to/webvr_camera
  80468. */
  80469. enableVR(): void;
  80470. /** @hidden */
  80471. _onVRFullScreenTriggered(): void;
  80472. }
  80473. }
  80474. declare module BABYLON {
  80475. /**
  80476. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  80477. * IMPORTANT!! The data is right-hand data.
  80478. * @export
  80479. * @interface DevicePose
  80480. */
  80481. export interface DevicePose {
  80482. /**
  80483. * The position of the device, values in array are [x,y,z].
  80484. */
  80485. readonly position: Nullable<Float32Array>;
  80486. /**
  80487. * The linearVelocity of the device, values in array are [x,y,z].
  80488. */
  80489. readonly linearVelocity: Nullable<Float32Array>;
  80490. /**
  80491. * The linearAcceleration of the device, values in array are [x,y,z].
  80492. */
  80493. readonly linearAcceleration: Nullable<Float32Array>;
  80494. /**
  80495. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  80496. */
  80497. readonly orientation: Nullable<Float32Array>;
  80498. /**
  80499. * The angularVelocity of the device, values in array are [x,y,z].
  80500. */
  80501. readonly angularVelocity: Nullable<Float32Array>;
  80502. /**
  80503. * The angularAcceleration of the device, values in array are [x,y,z].
  80504. */
  80505. readonly angularAcceleration: Nullable<Float32Array>;
  80506. }
  80507. /**
  80508. * Interface representing a pose controlled object in Babylon.
  80509. * A pose controlled object has both regular pose values as well as pose values
  80510. * from an external device such as a VR head mounted display
  80511. */
  80512. export interface PoseControlled {
  80513. /**
  80514. * The position of the object in babylon space.
  80515. */
  80516. position: Vector3;
  80517. /**
  80518. * The rotation quaternion of the object in babylon space.
  80519. */
  80520. rotationQuaternion: Quaternion;
  80521. /**
  80522. * The position of the device in babylon space.
  80523. */
  80524. devicePosition?: Vector3;
  80525. /**
  80526. * The rotation quaternion of the device in babylon space.
  80527. */
  80528. deviceRotationQuaternion: Quaternion;
  80529. /**
  80530. * The raw pose coming from the device.
  80531. */
  80532. rawPose: Nullable<DevicePose>;
  80533. /**
  80534. * The scale of the device to be used when translating from device space to babylon space.
  80535. */
  80536. deviceScaleFactor: number;
  80537. /**
  80538. * Updates the poseControlled values based on the input device pose.
  80539. * @param poseData the pose data to update the object with
  80540. */
  80541. updateFromDevice(poseData: DevicePose): void;
  80542. }
  80543. /**
  80544. * Set of options to customize the webVRCamera
  80545. */
  80546. export interface WebVROptions {
  80547. /**
  80548. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  80549. */
  80550. trackPosition?: boolean;
  80551. /**
  80552. * Sets the scale of the vrDevice in babylon space. (default: 1)
  80553. */
  80554. positionScale?: number;
  80555. /**
  80556. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  80557. */
  80558. displayName?: string;
  80559. /**
  80560. * Should the native controller meshes be initialized. (default: true)
  80561. */
  80562. controllerMeshes?: boolean;
  80563. /**
  80564. * Creating a default HemiLight only on controllers. (default: true)
  80565. */
  80566. defaultLightingOnControllers?: boolean;
  80567. /**
  80568. * If you don't want to use the default VR button of the helper. (default: false)
  80569. */
  80570. useCustomVRButton?: boolean;
  80571. /**
  80572. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  80573. */
  80574. customVRButton?: HTMLButtonElement;
  80575. /**
  80576. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  80577. */
  80578. rayLength?: number;
  80579. /**
  80580. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  80581. */
  80582. defaultHeight?: number;
  80583. /**
  80584. * If multiview should be used if availible (default: false)
  80585. */
  80586. useMultiview?: boolean;
  80587. }
  80588. /**
  80589. * This represents a WebVR camera.
  80590. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  80591. * @example http://doc.babylonjs.com/how_to/webvr_camera
  80592. */
  80593. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  80594. private webVROptions;
  80595. /**
  80596. * @hidden
  80597. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  80598. */
  80599. _vrDevice: any;
  80600. /**
  80601. * The rawPose of the vrDevice.
  80602. */
  80603. rawPose: Nullable<DevicePose>;
  80604. private _onVREnabled;
  80605. private _specsVersion;
  80606. private _attached;
  80607. private _frameData;
  80608. protected _descendants: Array<Node>;
  80609. private _deviceRoomPosition;
  80610. /** @hidden */
  80611. _deviceRoomRotationQuaternion: Quaternion;
  80612. private _standingMatrix;
  80613. /**
  80614. * Represents device position in babylon space.
  80615. */
  80616. devicePosition: Vector3;
  80617. /**
  80618. * Represents device rotation in babylon space.
  80619. */
  80620. deviceRotationQuaternion: Quaternion;
  80621. /**
  80622. * The scale of the device to be used when translating from device space to babylon space.
  80623. */
  80624. deviceScaleFactor: number;
  80625. private _deviceToWorld;
  80626. private _worldToDevice;
  80627. /**
  80628. * References to the webVR controllers for the vrDevice.
  80629. */
  80630. controllers: Array<WebVRController>;
  80631. /**
  80632. * Emits an event when a controller is attached.
  80633. */
  80634. onControllersAttachedObservable: Observable<WebVRController[]>;
  80635. /**
  80636. * Emits an event when a controller's mesh has been loaded;
  80637. */
  80638. onControllerMeshLoadedObservable: Observable<WebVRController>;
  80639. /**
  80640. * Emits an event when the HMD's pose has been updated.
  80641. */
  80642. onPoseUpdatedFromDeviceObservable: Observable<any>;
  80643. private _poseSet;
  80644. /**
  80645. * If the rig cameras be used as parent instead of this camera.
  80646. */
  80647. rigParenting: boolean;
  80648. private _lightOnControllers;
  80649. private _defaultHeight?;
  80650. /**
  80651. * Instantiates a WebVRFreeCamera.
  80652. * @param name The name of the WebVRFreeCamera
  80653. * @param position The starting anchor position for the camera
  80654. * @param scene The scene the camera belongs to
  80655. * @param webVROptions a set of customizable options for the webVRCamera
  80656. */
  80657. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  80658. /**
  80659. * Gets the device distance from the ground in meters.
  80660. * @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.
  80661. */
  80662. deviceDistanceToRoomGround(): number;
  80663. /**
  80664. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  80665. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  80666. */
  80667. useStandingMatrix(callback?: (bool: boolean) => void): void;
  80668. /**
  80669. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  80670. * @returns A promise with a boolean set to if the standing matrix is supported.
  80671. */
  80672. useStandingMatrixAsync(): Promise<boolean>;
  80673. /**
  80674. * Disposes the camera
  80675. */
  80676. dispose(): void;
  80677. /**
  80678. * Gets a vrController by name.
  80679. * @param name The name of the controller to retreive
  80680. * @returns the controller matching the name specified or null if not found
  80681. */
  80682. getControllerByName(name: string): Nullable<WebVRController>;
  80683. private _leftController;
  80684. /**
  80685. * The controller corresponding to the users left hand.
  80686. */
  80687. readonly leftController: Nullable<WebVRController>;
  80688. private _rightController;
  80689. /**
  80690. * The controller corresponding to the users right hand.
  80691. */
  80692. readonly rightController: Nullable<WebVRController>;
  80693. /**
  80694. * Casts a ray forward from the vrCamera's gaze.
  80695. * @param length Length of the ray (default: 100)
  80696. * @returns the ray corresponding to the gaze
  80697. */
  80698. getForwardRay(length?: number): Ray;
  80699. /**
  80700. * @hidden
  80701. * Updates the camera based on device's frame data
  80702. */
  80703. _checkInputs(): void;
  80704. /**
  80705. * Updates the poseControlled values based on the input device pose.
  80706. * @param poseData Pose coming from the device
  80707. */
  80708. updateFromDevice(poseData: DevicePose): void;
  80709. private _htmlElementAttached;
  80710. private _detachIfAttached;
  80711. /**
  80712. * WebVR's attach control will start broadcasting frames to the device.
  80713. * Note that in certain browsers (chrome for example) this function must be called
  80714. * within a user-interaction callback. Example:
  80715. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  80716. *
  80717. * @param element html element to attach the vrDevice to
  80718. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  80719. */
  80720. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  80721. /**
  80722. * Detaches the camera from the html element and disables VR
  80723. *
  80724. * @param element html element to detach from
  80725. */
  80726. detachControl(element: HTMLElement): void;
  80727. /**
  80728. * @returns the name of this class
  80729. */
  80730. getClassName(): string;
  80731. /**
  80732. * Calls resetPose on the vrDisplay
  80733. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  80734. */
  80735. resetToCurrentRotation(): void;
  80736. /**
  80737. * @hidden
  80738. * Updates the rig cameras (left and right eye)
  80739. */
  80740. _updateRigCameras(): void;
  80741. private _workingVector;
  80742. private _oneVector;
  80743. private _workingMatrix;
  80744. private updateCacheCalled;
  80745. private _correctPositionIfNotTrackPosition;
  80746. /**
  80747. * @hidden
  80748. * Updates the cached values of the camera
  80749. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  80750. */
  80751. _updateCache(ignoreParentClass?: boolean): void;
  80752. /**
  80753. * @hidden
  80754. * Get current device position in babylon world
  80755. */
  80756. _computeDevicePosition(): void;
  80757. /**
  80758. * Updates the current device position and rotation in the babylon world
  80759. */
  80760. update(): void;
  80761. /**
  80762. * @hidden
  80763. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  80764. * @returns an identity matrix
  80765. */
  80766. _getViewMatrix(): Matrix;
  80767. private _tmpMatrix;
  80768. /**
  80769. * This function is called by the two RIG cameras.
  80770. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  80771. * @hidden
  80772. */
  80773. _getWebVRViewMatrix(): Matrix;
  80774. /** @hidden */
  80775. _getWebVRProjectionMatrix(): Matrix;
  80776. private _onGamepadConnectedObserver;
  80777. private _onGamepadDisconnectedObserver;
  80778. private _updateCacheWhenTrackingDisabledObserver;
  80779. /**
  80780. * Initializes the controllers and their meshes
  80781. */
  80782. initControllers(): void;
  80783. }
  80784. }
  80785. declare module BABYLON {
  80786. /**
  80787. * Size options for a post process
  80788. */
  80789. export type PostProcessOptions = {
  80790. width: number;
  80791. height: number;
  80792. };
  80793. /**
  80794. * PostProcess can be used to apply a shader to a texture after it has been rendered
  80795. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  80796. */
  80797. export class PostProcess {
  80798. /** Name of the PostProcess. */
  80799. name: string;
  80800. /**
  80801. * Gets or sets the unique id of the post process
  80802. */
  80803. uniqueId: number;
  80804. /**
  80805. * Width of the texture to apply the post process on
  80806. */
  80807. width: number;
  80808. /**
  80809. * Height of the texture to apply the post process on
  80810. */
  80811. height: number;
  80812. /**
  80813. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  80814. * @hidden
  80815. */
  80816. _outputTexture: Nullable<InternalTexture>;
  80817. /**
  80818. * Sampling mode used by the shader
  80819. * See https://doc.babylonjs.com/classes/3.1/texture
  80820. */
  80821. renderTargetSamplingMode: number;
  80822. /**
  80823. * Clear color to use when screen clearing
  80824. */
  80825. clearColor: Color4;
  80826. /**
  80827. * If the buffer needs to be cleared before applying the post process. (default: true)
  80828. * Should be set to false if shader will overwrite all previous pixels.
  80829. */
  80830. autoClear: boolean;
  80831. /**
  80832. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  80833. */
  80834. alphaMode: number;
  80835. /**
  80836. * Sets the setAlphaBlendConstants of the babylon engine
  80837. */
  80838. alphaConstants: Color4;
  80839. /**
  80840. * Animations to be used for the post processing
  80841. */
  80842. animations: Animation[];
  80843. /**
  80844. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  80845. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  80846. */
  80847. enablePixelPerfectMode: boolean;
  80848. /**
  80849. * Force the postprocess to be applied without taking in account viewport
  80850. */
  80851. forceFullscreenViewport: boolean;
  80852. /**
  80853. * List of inspectable custom properties (used by the Inspector)
  80854. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  80855. */
  80856. inspectableCustomProperties: IInspectable[];
  80857. /**
  80858. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  80859. *
  80860. * | Value | Type | Description |
  80861. * | ----- | ----------------------------------- | ----------- |
  80862. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  80863. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  80864. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  80865. *
  80866. */
  80867. scaleMode: number;
  80868. /**
  80869. * Force textures to be a power of two (default: false)
  80870. */
  80871. alwaysForcePOT: boolean;
  80872. private _samples;
  80873. /**
  80874. * Number of sample textures (default: 1)
  80875. */
  80876. samples: number;
  80877. /**
  80878. * Modify the scale of the post process to be the same as the viewport (default: false)
  80879. */
  80880. adaptScaleToCurrentViewport: boolean;
  80881. private _camera;
  80882. private _scene;
  80883. private _engine;
  80884. private _options;
  80885. private _reusable;
  80886. private _textureType;
  80887. /**
  80888. * Smart array of input and output textures for the post process.
  80889. * @hidden
  80890. */
  80891. _textures: SmartArray<InternalTexture>;
  80892. /**
  80893. * The index in _textures that corresponds to the output texture.
  80894. * @hidden
  80895. */
  80896. _currentRenderTextureInd: number;
  80897. private _effect;
  80898. private _samplers;
  80899. private _fragmentUrl;
  80900. private _vertexUrl;
  80901. private _parameters;
  80902. private _scaleRatio;
  80903. protected _indexParameters: any;
  80904. private _shareOutputWithPostProcess;
  80905. private _texelSize;
  80906. private _forcedOutputTexture;
  80907. /**
  80908. * Returns the fragment url or shader name used in the post process.
  80909. * @returns the fragment url or name in the shader store.
  80910. */
  80911. getEffectName(): string;
  80912. /**
  80913. * An event triggered when the postprocess is activated.
  80914. */
  80915. onActivateObservable: Observable<Camera>;
  80916. private _onActivateObserver;
  80917. /**
  80918. * A function that is added to the onActivateObservable
  80919. */
  80920. onActivate: Nullable<(camera: Camera) => void>;
  80921. /**
  80922. * An event triggered when the postprocess changes its size.
  80923. */
  80924. onSizeChangedObservable: Observable<PostProcess>;
  80925. private _onSizeChangedObserver;
  80926. /**
  80927. * A function that is added to the onSizeChangedObservable
  80928. */
  80929. onSizeChanged: (postProcess: PostProcess) => void;
  80930. /**
  80931. * An event triggered when the postprocess applies its effect.
  80932. */
  80933. onApplyObservable: Observable<Effect>;
  80934. private _onApplyObserver;
  80935. /**
  80936. * A function that is added to the onApplyObservable
  80937. */
  80938. onApply: (effect: Effect) => void;
  80939. /**
  80940. * An event triggered before rendering the postprocess
  80941. */
  80942. onBeforeRenderObservable: Observable<Effect>;
  80943. private _onBeforeRenderObserver;
  80944. /**
  80945. * A function that is added to the onBeforeRenderObservable
  80946. */
  80947. onBeforeRender: (effect: Effect) => void;
  80948. /**
  80949. * An event triggered after rendering the postprocess
  80950. */
  80951. onAfterRenderObservable: Observable<Effect>;
  80952. private _onAfterRenderObserver;
  80953. /**
  80954. * A function that is added to the onAfterRenderObservable
  80955. */
  80956. onAfterRender: (efect: Effect) => void;
  80957. /**
  80958. * 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
  80959. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  80960. */
  80961. inputTexture: InternalTexture;
  80962. /**
  80963. * Gets the camera which post process is applied to.
  80964. * @returns The camera the post process is applied to.
  80965. */
  80966. getCamera(): Camera;
  80967. /**
  80968. * Gets the texel size of the postprocess.
  80969. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  80970. */
  80971. readonly texelSize: Vector2;
  80972. /**
  80973. * Creates a new instance PostProcess
  80974. * @param name The name of the PostProcess.
  80975. * @param fragmentUrl The url of the fragment shader to be used.
  80976. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  80977. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  80978. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  80979. * @param camera The camera to apply the render pass to.
  80980. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  80981. * @param engine The engine which the post process will be applied. (default: current engine)
  80982. * @param reusable If the post process can be reused on the same frame. (default: false)
  80983. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  80984. * @param textureType Type of textures used when performing the post process. (default: 0)
  80985. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  80986. * @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
  80987. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  80988. */
  80989. constructor(
  80990. /** Name of the PostProcess. */
  80991. 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);
  80992. /**
  80993. * Gets a string idenfifying the name of the class
  80994. * @returns "PostProcess" string
  80995. */
  80996. getClassName(): string;
  80997. /**
  80998. * Gets the engine which this post process belongs to.
  80999. * @returns The engine the post process was enabled with.
  81000. */
  81001. getEngine(): Engine;
  81002. /**
  81003. * The effect that is created when initializing the post process.
  81004. * @returns The created effect corresponding the the postprocess.
  81005. */
  81006. getEffect(): Effect;
  81007. /**
  81008. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  81009. * @param postProcess The post process to share the output with.
  81010. * @returns This post process.
  81011. */
  81012. shareOutputWith(postProcess: PostProcess): PostProcess;
  81013. /**
  81014. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  81015. * This should be called if the post process that shares output with this post process is disabled/disposed.
  81016. */
  81017. useOwnOutput(): void;
  81018. /**
  81019. * Updates the effect with the current post process compile time values and recompiles the shader.
  81020. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  81021. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  81022. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  81023. * @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
  81024. * @param onCompiled Called when the shader has been compiled.
  81025. * @param onError Called if there is an error when compiling a shader.
  81026. */
  81027. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  81028. /**
  81029. * The post process is reusable if it can be used multiple times within one frame.
  81030. * @returns If the post process is reusable
  81031. */
  81032. isReusable(): boolean;
  81033. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  81034. markTextureDirty(): void;
  81035. /**
  81036. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  81037. * 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.
  81038. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  81039. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  81040. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  81041. * @returns The target texture that was bound to be written to.
  81042. */
  81043. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  81044. /**
  81045. * If the post process is supported.
  81046. */
  81047. readonly isSupported: boolean;
  81048. /**
  81049. * The aspect ratio of the output texture.
  81050. */
  81051. readonly aspectRatio: number;
  81052. /**
  81053. * Get a value indicating if the post-process is ready to be used
  81054. * @returns true if the post-process is ready (shader is compiled)
  81055. */
  81056. isReady(): boolean;
  81057. /**
  81058. * Binds all textures and uniforms to the shader, this will be run on every pass.
  81059. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  81060. */
  81061. apply(): Nullable<Effect>;
  81062. private _disposeTextures;
  81063. /**
  81064. * Disposes the post process.
  81065. * @param camera The camera to dispose the post process on.
  81066. */
  81067. dispose(camera?: Camera): void;
  81068. }
  81069. }
  81070. declare module BABYLON {
  81071. /** @hidden */
  81072. export var kernelBlurVaryingDeclaration: {
  81073. name: string;
  81074. shader: string;
  81075. };
  81076. }
  81077. declare module BABYLON {
  81078. /** @hidden */
  81079. export var kernelBlurFragment: {
  81080. name: string;
  81081. shader: string;
  81082. };
  81083. }
  81084. declare module BABYLON {
  81085. /** @hidden */
  81086. export var kernelBlurFragment2: {
  81087. name: string;
  81088. shader: string;
  81089. };
  81090. }
  81091. declare module BABYLON {
  81092. /** @hidden */
  81093. export var kernelBlurPixelShader: {
  81094. name: string;
  81095. shader: string;
  81096. };
  81097. }
  81098. declare module BABYLON {
  81099. /** @hidden */
  81100. export var kernelBlurVertex: {
  81101. name: string;
  81102. shader: string;
  81103. };
  81104. }
  81105. declare module BABYLON {
  81106. /** @hidden */
  81107. export var kernelBlurVertexShader: {
  81108. name: string;
  81109. shader: string;
  81110. };
  81111. }
  81112. declare module BABYLON {
  81113. /**
  81114. * The Blur Post Process which blurs an image based on a kernel and direction.
  81115. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  81116. */
  81117. export class BlurPostProcess extends PostProcess {
  81118. /** The direction in which to blur the image. */
  81119. direction: Vector2;
  81120. private blockCompilation;
  81121. protected _kernel: number;
  81122. protected _idealKernel: number;
  81123. protected _packedFloat: boolean;
  81124. private _staticDefines;
  81125. /**
  81126. * Sets the length in pixels of the blur sample region
  81127. */
  81128. /**
  81129. * Gets the length in pixels of the blur sample region
  81130. */
  81131. kernel: number;
  81132. /**
  81133. * Sets wether or not the blur needs to unpack/repack floats
  81134. */
  81135. /**
  81136. * Gets wether or not the blur is unpacking/repacking floats
  81137. */
  81138. packedFloat: boolean;
  81139. /**
  81140. * Creates a new instance BlurPostProcess
  81141. * @param name The name of the effect.
  81142. * @param direction The direction in which to blur the image.
  81143. * @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.
  81144. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  81145. * @param camera The camera to apply the render pass to.
  81146. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  81147. * @param engine The engine which the post process will be applied. (default: current engine)
  81148. * @param reusable If the post process can be reused on the same frame. (default: false)
  81149. * @param textureType Type of textures used when performing the post process. (default: 0)
  81150. * @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)
  81151. */
  81152. constructor(name: string,
  81153. /** The direction in which to blur the image. */
  81154. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  81155. /**
  81156. * Updates the effect with the current post process compile time values and recompiles the shader.
  81157. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  81158. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  81159. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  81160. * @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
  81161. * @param onCompiled Called when the shader has been compiled.
  81162. * @param onError Called if there is an error when compiling a shader.
  81163. */
  81164. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  81165. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  81166. /**
  81167. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  81168. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  81169. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  81170. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  81171. * The gaps between physical kernels are compensated for in the weighting of the samples
  81172. * @param idealKernel Ideal blur kernel.
  81173. * @return Nearest best kernel.
  81174. */
  81175. protected _nearestBestKernel(idealKernel: number): number;
  81176. /**
  81177. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  81178. * @param x The point on the Gaussian distribution to sample.
  81179. * @return the value of the Gaussian function at x.
  81180. */
  81181. protected _gaussianWeight(x: number): number;
  81182. /**
  81183. * Generates a string that can be used as a floating point number in GLSL.
  81184. * @param x Value to print.
  81185. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  81186. * @return GLSL float string.
  81187. */
  81188. protected _glslFloat(x: number, decimalFigures?: number): string;
  81189. }
  81190. }
  81191. declare module BABYLON {
  81192. /**
  81193. * Mirror texture can be used to simulate the view from a mirror in a scene.
  81194. * It will dynamically be rendered every frame to adapt to the camera point of view.
  81195. * You can then easily use it as a reflectionTexture on a flat surface.
  81196. * In case the surface is not a plane, please consider relying on reflection probes.
  81197. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  81198. */
  81199. export class MirrorTexture extends RenderTargetTexture {
  81200. private scene;
  81201. /**
  81202. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  81203. * 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.
  81204. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  81205. */
  81206. mirrorPlane: Plane;
  81207. /**
  81208. * Define the blur ratio used to blur the reflection if needed.
  81209. */
  81210. blurRatio: number;
  81211. /**
  81212. * Define the adaptive blur kernel used to blur the reflection if needed.
  81213. * This will autocompute the closest best match for the `blurKernel`
  81214. */
  81215. adaptiveBlurKernel: number;
  81216. /**
  81217. * Define the blur kernel used to blur the reflection if needed.
  81218. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  81219. */
  81220. blurKernel: number;
  81221. /**
  81222. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  81223. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  81224. */
  81225. blurKernelX: number;
  81226. /**
  81227. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  81228. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  81229. */
  81230. blurKernelY: number;
  81231. private _autoComputeBlurKernel;
  81232. protected _onRatioRescale(): void;
  81233. private _updateGammaSpace;
  81234. private _imageProcessingConfigChangeObserver;
  81235. private _transformMatrix;
  81236. private _mirrorMatrix;
  81237. private _savedViewMatrix;
  81238. private _blurX;
  81239. private _blurY;
  81240. private _adaptiveBlurKernel;
  81241. private _blurKernelX;
  81242. private _blurKernelY;
  81243. private _blurRatio;
  81244. /**
  81245. * Instantiates a Mirror Texture.
  81246. * Mirror texture can be used to simulate the view from a mirror in a scene.
  81247. * It will dynamically be rendered every frame to adapt to the camera point of view.
  81248. * You can then easily use it as a reflectionTexture on a flat surface.
  81249. * In case the surface is not a plane, please consider relying on reflection probes.
  81250. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  81251. * @param name
  81252. * @param size
  81253. * @param scene
  81254. * @param generateMipMaps
  81255. * @param type
  81256. * @param samplingMode
  81257. * @param generateDepthBuffer
  81258. */
  81259. constructor(name: string, size: number | {
  81260. width: number;
  81261. height: number;
  81262. } | {
  81263. ratio: number;
  81264. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  81265. private _preparePostProcesses;
  81266. /**
  81267. * Clone the mirror texture.
  81268. * @returns the cloned texture
  81269. */
  81270. clone(): MirrorTexture;
  81271. /**
  81272. * Serialize the texture to a JSON representation you could use in Parse later on
  81273. * @returns the serialized JSON representation
  81274. */
  81275. serialize(): any;
  81276. /**
  81277. * Dispose the texture and release its associated resources.
  81278. */
  81279. dispose(): void;
  81280. }
  81281. }
  81282. declare module BABYLON {
  81283. /**
  81284. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  81285. * @see http://doc.babylonjs.com/babylon101/materials#texture
  81286. */
  81287. export class Texture extends BaseTexture {
  81288. /**
  81289. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  81290. */
  81291. static SerializeBuffers: boolean;
  81292. /** @hidden */
  81293. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  81294. /** @hidden */
  81295. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  81296. /** @hidden */
  81297. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  81298. /** nearest is mag = nearest and min = nearest and mip = linear */
  81299. static readonly NEAREST_SAMPLINGMODE: number;
  81300. /** nearest is mag = nearest and min = nearest and mip = linear */
  81301. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  81302. /** Bilinear is mag = linear and min = linear and mip = nearest */
  81303. static readonly BILINEAR_SAMPLINGMODE: number;
  81304. /** Bilinear is mag = linear and min = linear and mip = nearest */
  81305. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  81306. /** Trilinear is mag = linear and min = linear and mip = linear */
  81307. static readonly TRILINEAR_SAMPLINGMODE: number;
  81308. /** Trilinear is mag = linear and min = linear and mip = linear */
  81309. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  81310. /** mag = nearest and min = nearest and mip = nearest */
  81311. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  81312. /** mag = nearest and min = linear and mip = nearest */
  81313. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  81314. /** mag = nearest and min = linear and mip = linear */
  81315. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  81316. /** mag = nearest and min = linear and mip = none */
  81317. static readonly NEAREST_LINEAR: number;
  81318. /** mag = nearest and min = nearest and mip = none */
  81319. static readonly NEAREST_NEAREST: number;
  81320. /** mag = linear and min = nearest and mip = nearest */
  81321. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  81322. /** mag = linear and min = nearest and mip = linear */
  81323. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  81324. /** mag = linear and min = linear and mip = none */
  81325. static readonly LINEAR_LINEAR: number;
  81326. /** mag = linear and min = nearest and mip = none */
  81327. static readonly LINEAR_NEAREST: number;
  81328. /** Explicit coordinates mode */
  81329. static readonly EXPLICIT_MODE: number;
  81330. /** Spherical coordinates mode */
  81331. static readonly SPHERICAL_MODE: number;
  81332. /** Planar coordinates mode */
  81333. static readonly PLANAR_MODE: number;
  81334. /** Cubic coordinates mode */
  81335. static readonly CUBIC_MODE: number;
  81336. /** Projection coordinates mode */
  81337. static readonly PROJECTION_MODE: number;
  81338. /** Inverse Cubic coordinates mode */
  81339. static readonly SKYBOX_MODE: number;
  81340. /** Inverse Cubic coordinates mode */
  81341. static readonly INVCUBIC_MODE: number;
  81342. /** Equirectangular coordinates mode */
  81343. static readonly EQUIRECTANGULAR_MODE: number;
  81344. /** Equirectangular Fixed coordinates mode */
  81345. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  81346. /** Equirectangular Fixed Mirrored coordinates mode */
  81347. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  81348. /** Texture is not repeating outside of 0..1 UVs */
  81349. static readonly CLAMP_ADDRESSMODE: number;
  81350. /** Texture is repeating outside of 0..1 UVs */
  81351. static readonly WRAP_ADDRESSMODE: number;
  81352. /** Texture is repeating and mirrored */
  81353. static readonly MIRROR_ADDRESSMODE: number;
  81354. /**
  81355. * 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
  81356. */
  81357. static UseSerializedUrlIfAny: boolean;
  81358. /**
  81359. * Define the url of the texture.
  81360. */
  81361. url: Nullable<string>;
  81362. /**
  81363. * Define an offset on the texture to offset the u coordinates of the UVs
  81364. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  81365. */
  81366. uOffset: number;
  81367. /**
  81368. * Define an offset on the texture to offset the v coordinates of the UVs
  81369. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  81370. */
  81371. vOffset: number;
  81372. /**
  81373. * Define an offset on the texture to scale the u coordinates of the UVs
  81374. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  81375. */
  81376. uScale: number;
  81377. /**
  81378. * Define an offset on the texture to scale the v coordinates of the UVs
  81379. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  81380. */
  81381. vScale: number;
  81382. /**
  81383. * Define an offset on the texture to rotate around the u coordinates of the UVs
  81384. * @see http://doc.babylonjs.com/how_to/more_materials
  81385. */
  81386. uAng: number;
  81387. /**
  81388. * Define an offset on the texture to rotate around the v coordinates of the UVs
  81389. * @see http://doc.babylonjs.com/how_to/more_materials
  81390. */
  81391. vAng: number;
  81392. /**
  81393. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  81394. * @see http://doc.babylonjs.com/how_to/more_materials
  81395. */
  81396. wAng: number;
  81397. /**
  81398. * Defines the center of rotation (U)
  81399. */
  81400. uRotationCenter: number;
  81401. /**
  81402. * Defines the center of rotation (V)
  81403. */
  81404. vRotationCenter: number;
  81405. /**
  81406. * Defines the center of rotation (W)
  81407. */
  81408. wRotationCenter: number;
  81409. /**
  81410. * Are mip maps generated for this texture or not.
  81411. */
  81412. readonly noMipmap: boolean;
  81413. /**
  81414. * List of inspectable custom properties (used by the Inspector)
  81415. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  81416. */
  81417. inspectableCustomProperties: Nullable<IInspectable[]>;
  81418. private _noMipmap;
  81419. /** @hidden */
  81420. _invertY: boolean;
  81421. private _rowGenerationMatrix;
  81422. private _cachedTextureMatrix;
  81423. private _projectionModeMatrix;
  81424. private _t0;
  81425. private _t1;
  81426. private _t2;
  81427. private _cachedUOffset;
  81428. private _cachedVOffset;
  81429. private _cachedUScale;
  81430. private _cachedVScale;
  81431. private _cachedUAng;
  81432. private _cachedVAng;
  81433. private _cachedWAng;
  81434. private _cachedProjectionMatrixId;
  81435. private _cachedCoordinatesMode;
  81436. /** @hidden */
  81437. protected _initialSamplingMode: number;
  81438. /** @hidden */
  81439. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  81440. private _deleteBuffer;
  81441. protected _format: Nullable<number>;
  81442. private _delayedOnLoad;
  81443. private _delayedOnError;
  81444. /**
  81445. * Observable triggered once the texture has been loaded.
  81446. */
  81447. onLoadObservable: Observable<Texture>;
  81448. protected _isBlocking: boolean;
  81449. /**
  81450. * Is the texture preventing material to render while loading.
  81451. * If false, a default texture will be used instead of the loading one during the preparation step.
  81452. */
  81453. isBlocking: boolean;
  81454. /**
  81455. * Get the current sampling mode associated with the texture.
  81456. */
  81457. readonly samplingMode: number;
  81458. /**
  81459. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  81460. */
  81461. readonly invertY: boolean;
  81462. /**
  81463. * Instantiates a new texture.
  81464. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  81465. * @see http://doc.babylonjs.com/babylon101/materials#texture
  81466. * @param url define the url of the picture to load as a texture
  81467. * @param scene define the scene or engine the texture will belong to
  81468. * @param noMipmap define if the texture will require mip maps or not
  81469. * @param invertY define if the texture needs to be inverted on the y axis during loading
  81470. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  81471. * @param onLoad define a callback triggered when the texture has been loaded
  81472. * @param onError define a callback triggered when an error occurred during the loading session
  81473. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  81474. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  81475. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  81476. */
  81477. 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 | ArrayBufferView | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  81478. /**
  81479. * Update the url (and optional buffer) of this texture if url was null during construction.
  81480. * @param url the url of the texture
  81481. * @param buffer the buffer of the texture (defaults to null)
  81482. * @param onLoad callback called when the texture is loaded (defaults to null)
  81483. */
  81484. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  81485. /**
  81486. * Finish the loading sequence of a texture flagged as delayed load.
  81487. * @hidden
  81488. */
  81489. delayLoad(): void;
  81490. private _prepareRowForTextureGeneration;
  81491. /**
  81492. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  81493. * @returns the transform matrix of the texture.
  81494. */
  81495. getTextureMatrix(): Matrix;
  81496. /**
  81497. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  81498. * @returns The reflection texture transform
  81499. */
  81500. getReflectionTextureMatrix(): Matrix;
  81501. /**
  81502. * Clones the texture.
  81503. * @returns the cloned texture
  81504. */
  81505. clone(): Texture;
  81506. /**
  81507. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  81508. * @returns The JSON representation of the texture
  81509. */
  81510. serialize(): any;
  81511. /**
  81512. * Get the current class name of the texture useful for serialization or dynamic coding.
  81513. * @returns "Texture"
  81514. */
  81515. getClassName(): string;
  81516. /**
  81517. * Dispose the texture and release its associated resources.
  81518. */
  81519. dispose(): void;
  81520. /**
  81521. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  81522. * @param parsedTexture Define the JSON representation of the texture
  81523. * @param scene Define the scene the parsed texture should be instantiated in
  81524. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  81525. * @returns The parsed texture if successful
  81526. */
  81527. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  81528. /**
  81529. * Creates a texture from its base 64 representation.
  81530. * @param data Define the base64 payload without the data: prefix
  81531. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  81532. * @param scene Define the scene the texture should belong to
  81533. * @param noMipmap Forces the texture to not create mip map information if true
  81534. * @param invertY define if the texture needs to be inverted on the y axis during loading
  81535. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  81536. * @param onLoad define a callback triggered when the texture has been loaded
  81537. * @param onError define a callback triggered when an error occurred during the loading session
  81538. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  81539. * @returns the created texture
  81540. */
  81541. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  81542. /**
  81543. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  81544. * @param data Define the base64 payload without the data: prefix
  81545. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  81546. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  81547. * @param scene Define the scene the texture should belong to
  81548. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  81549. * @param noMipmap Forces the texture to not create mip map information if true
  81550. * @param invertY define if the texture needs to be inverted on the y axis during loading
  81551. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  81552. * @param onLoad define a callback triggered when the texture has been loaded
  81553. * @param onError define a callback triggered when an error occurred during the loading session
  81554. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  81555. * @returns the created texture
  81556. */
  81557. 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;
  81558. }
  81559. }
  81560. declare module BABYLON {
  81561. /**
  81562. * PostProcessManager is used to manage one or more post processes or post process pipelines
  81563. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  81564. */
  81565. export class PostProcessManager {
  81566. private _scene;
  81567. private _indexBuffer;
  81568. private _vertexBuffers;
  81569. /**
  81570. * Creates a new instance PostProcess
  81571. * @param scene The scene that the post process is associated with.
  81572. */
  81573. constructor(scene: Scene);
  81574. private _prepareBuffers;
  81575. private _buildIndexBuffer;
  81576. /**
  81577. * Rebuilds the vertex buffers of the manager.
  81578. * @hidden
  81579. */
  81580. _rebuild(): void;
  81581. /**
  81582. * Prepares a frame to be run through a post process.
  81583. * @param sourceTexture The input texture to the post procesess. (default: null)
  81584. * @param postProcesses An array of post processes to be run. (default: null)
  81585. * @returns True if the post processes were able to be run.
  81586. * @hidden
  81587. */
  81588. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  81589. /**
  81590. * Manually render a set of post processes to a texture.
  81591. * @param postProcesses An array of post processes to be run.
  81592. * @param targetTexture The target texture to render to.
  81593. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  81594. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  81595. * @param lodLevel defines which lod of the texture to render to
  81596. */
  81597. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  81598. /**
  81599. * Finalize the result of the output of the postprocesses.
  81600. * @param doNotPresent If true the result will not be displayed to the screen.
  81601. * @param targetTexture The target texture to render to.
  81602. * @param faceIndex The index of the face to bind the target texture to.
  81603. * @param postProcesses The array of post processes to render.
  81604. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  81605. * @hidden
  81606. */
  81607. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  81608. /**
  81609. * Disposes of the post process manager.
  81610. */
  81611. dispose(): void;
  81612. }
  81613. }
  81614. declare module BABYLON {
  81615. /** Interface used by value gradients (color, factor, ...) */
  81616. export interface IValueGradient {
  81617. /**
  81618. * Gets or sets the gradient value (between 0 and 1)
  81619. */
  81620. gradient: number;
  81621. }
  81622. /** Class used to store color4 gradient */
  81623. export class ColorGradient implements IValueGradient {
  81624. /**
  81625. * Gets or sets the gradient value (between 0 and 1)
  81626. */
  81627. gradient: number;
  81628. /**
  81629. * Gets or sets first associated color
  81630. */
  81631. color1: Color4;
  81632. /**
  81633. * Gets or sets second associated color
  81634. */
  81635. color2?: Color4;
  81636. /**
  81637. * Will get a color picked randomly between color1 and color2.
  81638. * If color2 is undefined then color1 will be used
  81639. * @param result defines the target Color4 to store the result in
  81640. */
  81641. getColorToRef(result: Color4): void;
  81642. }
  81643. /** Class used to store color 3 gradient */
  81644. export class Color3Gradient implements IValueGradient {
  81645. /**
  81646. * Gets or sets the gradient value (between 0 and 1)
  81647. */
  81648. gradient: number;
  81649. /**
  81650. * Gets or sets the associated color
  81651. */
  81652. color: Color3;
  81653. }
  81654. /** Class used to store factor gradient */
  81655. export class FactorGradient implements IValueGradient {
  81656. /**
  81657. * Gets or sets the gradient value (between 0 and 1)
  81658. */
  81659. gradient: number;
  81660. /**
  81661. * Gets or sets first associated factor
  81662. */
  81663. factor1: number;
  81664. /**
  81665. * Gets or sets second associated factor
  81666. */
  81667. factor2?: number;
  81668. /**
  81669. * Will get a number picked randomly between factor1 and factor2.
  81670. * If factor2 is undefined then factor1 will be used
  81671. * @returns the picked number
  81672. */
  81673. getFactor(): number;
  81674. }
  81675. /**
  81676. * Helper used to simplify some generic gradient tasks
  81677. */
  81678. export class GradientHelper {
  81679. /**
  81680. * Gets the current gradient from an array of IValueGradient
  81681. * @param ratio defines the current ratio to get
  81682. * @param gradients defines the array of IValueGradient
  81683. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  81684. */
  81685. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  81686. }
  81687. }
  81688. declare module BABYLON {
  81689. interface AbstractScene {
  81690. /**
  81691. * The list of procedural textures added to the scene
  81692. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81693. */
  81694. proceduralTextures: Array<ProceduralTexture>;
  81695. }
  81696. /**
  81697. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  81698. * in a given scene.
  81699. */
  81700. export class ProceduralTextureSceneComponent implements ISceneComponent {
  81701. /**
  81702. * The component name helpfull to identify the component in the list of scene components.
  81703. */
  81704. readonly name: string;
  81705. /**
  81706. * The scene the component belongs to.
  81707. */
  81708. scene: Scene;
  81709. /**
  81710. * Creates a new instance of the component for the given scene
  81711. * @param scene Defines the scene to register the component in
  81712. */
  81713. constructor(scene: Scene);
  81714. /**
  81715. * Registers the component in a given scene
  81716. */
  81717. register(): void;
  81718. /**
  81719. * Rebuilds the elements related to this component in case of
  81720. * context lost for instance.
  81721. */
  81722. rebuild(): void;
  81723. /**
  81724. * Disposes the component and the associated ressources.
  81725. */
  81726. dispose(): void;
  81727. private _beforeClear;
  81728. }
  81729. }
  81730. declare module BABYLON {
  81731. interface Engine {
  81732. /**
  81733. * Creates a new render target cube texture
  81734. * @param size defines the size of the texture
  81735. * @param options defines the options used to create the texture
  81736. * @returns a new render target cube texture stored in an InternalTexture
  81737. */
  81738. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  81739. }
  81740. }
  81741. declare module BABYLON {
  81742. /** @hidden */
  81743. export var proceduralVertexShader: {
  81744. name: string;
  81745. shader: string;
  81746. };
  81747. }
  81748. declare module BABYLON {
  81749. /**
  81750. * 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.
  81751. * This is the base class of any Procedural texture and contains most of the shareable code.
  81752. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81753. */
  81754. export class ProceduralTexture extends Texture {
  81755. isCube: boolean;
  81756. /**
  81757. * Define if the texture is enabled or not (disabled texture will not render)
  81758. */
  81759. isEnabled: boolean;
  81760. /**
  81761. * Define if the texture must be cleared before rendering (default is true)
  81762. */
  81763. autoClear: boolean;
  81764. /**
  81765. * Callback called when the texture is generated
  81766. */
  81767. onGenerated: () => void;
  81768. /**
  81769. * Event raised when the texture is generated
  81770. */
  81771. onGeneratedObservable: Observable<ProceduralTexture>;
  81772. /** @hidden */
  81773. _generateMipMaps: boolean;
  81774. /** @hidden **/
  81775. _effect: Effect;
  81776. /** @hidden */
  81777. _textures: {
  81778. [key: string]: Texture;
  81779. };
  81780. private _size;
  81781. private _currentRefreshId;
  81782. private _refreshRate;
  81783. private _vertexBuffers;
  81784. private _indexBuffer;
  81785. private _uniforms;
  81786. private _samplers;
  81787. private _fragment;
  81788. private _floats;
  81789. private _ints;
  81790. private _floatsArrays;
  81791. private _colors3;
  81792. private _colors4;
  81793. private _vectors2;
  81794. private _vectors3;
  81795. private _matrices;
  81796. private _fallbackTexture;
  81797. private _fallbackTextureUsed;
  81798. private _engine;
  81799. private _cachedDefines;
  81800. private _contentUpdateId;
  81801. private _contentData;
  81802. /**
  81803. * Instantiates a new procedural texture.
  81804. * 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.
  81805. * This is the base class of any Procedural texture and contains most of the shareable code.
  81806. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81807. * @param name Define the name of the texture
  81808. * @param size Define the size of the texture to create
  81809. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  81810. * @param scene Define the scene the texture belongs to
  81811. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81812. * @param generateMipMaps Define if the texture should creates mip maps or not
  81813. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  81814. */
  81815. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  81816. /**
  81817. * The effect that is created when initializing the post process.
  81818. * @returns The created effect corresponding the the postprocess.
  81819. */
  81820. getEffect(): Effect;
  81821. /**
  81822. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  81823. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  81824. */
  81825. getContent(): Nullable<ArrayBufferView>;
  81826. private _createIndexBuffer;
  81827. /** @hidden */
  81828. _rebuild(): void;
  81829. /**
  81830. * Resets the texture in order to recreate its associated resources.
  81831. * This can be called in case of context loss
  81832. */
  81833. reset(): void;
  81834. protected _getDefines(): string;
  81835. /**
  81836. * Is the texture ready to be used ? (rendered at least once)
  81837. * @returns true if ready, otherwise, false.
  81838. */
  81839. isReady(): boolean;
  81840. /**
  81841. * Resets the refresh counter of the texture and start bak from scratch.
  81842. * Could be useful to regenerate the texture if it is setup to render only once.
  81843. */
  81844. resetRefreshCounter(): void;
  81845. /**
  81846. * Set the fragment shader to use in order to render the texture.
  81847. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  81848. */
  81849. setFragment(fragment: any): void;
  81850. /**
  81851. * Define the refresh rate of the texture or the rendering frequency.
  81852. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  81853. */
  81854. refreshRate: number;
  81855. /** @hidden */
  81856. _shouldRender(): boolean;
  81857. /**
  81858. * Get the size the texture is rendering at.
  81859. * @returns the size (texture is always squared)
  81860. */
  81861. getRenderSize(): number;
  81862. /**
  81863. * Resize the texture to new value.
  81864. * @param size Define the new size the texture should have
  81865. * @param generateMipMaps Define whether the new texture should create mip maps
  81866. */
  81867. resize(size: number, generateMipMaps: boolean): void;
  81868. private _checkUniform;
  81869. /**
  81870. * Set a texture in the shader program used to render.
  81871. * @param name Define the name of the uniform samplers as defined in the shader
  81872. * @param texture Define the texture to bind to this sampler
  81873. * @return the texture itself allowing "fluent" like uniform updates
  81874. */
  81875. setTexture(name: string, texture: Texture): ProceduralTexture;
  81876. /**
  81877. * Set a float in the shader.
  81878. * @param name Define the name of the uniform as defined in the shader
  81879. * @param value Define the value to give to the uniform
  81880. * @return the texture itself allowing "fluent" like uniform updates
  81881. */
  81882. setFloat(name: string, value: number): ProceduralTexture;
  81883. /**
  81884. * Set a int in the shader.
  81885. * @param name Define the name of the uniform as defined in the shader
  81886. * @param value Define the value to give to the uniform
  81887. * @return the texture itself allowing "fluent" like uniform updates
  81888. */
  81889. setInt(name: string, value: number): ProceduralTexture;
  81890. /**
  81891. * Set an array of floats in the shader.
  81892. * @param name Define the name of the uniform as defined in the shader
  81893. * @param value Define the value to give to the uniform
  81894. * @return the texture itself allowing "fluent" like uniform updates
  81895. */
  81896. setFloats(name: string, value: number[]): ProceduralTexture;
  81897. /**
  81898. * Set a vec3 in the shader from a Color3.
  81899. * @param name Define the name of the uniform as defined in the shader
  81900. * @param value Define the value to give to the uniform
  81901. * @return the texture itself allowing "fluent" like uniform updates
  81902. */
  81903. setColor3(name: string, value: Color3): ProceduralTexture;
  81904. /**
  81905. * Set a vec4 in the shader from a Color4.
  81906. * @param name Define the name of the uniform as defined in the shader
  81907. * @param value Define the value to give to the uniform
  81908. * @return the texture itself allowing "fluent" like uniform updates
  81909. */
  81910. setColor4(name: string, value: Color4): ProceduralTexture;
  81911. /**
  81912. * Set a vec2 in the shader from a Vector2.
  81913. * @param name Define the name of the uniform as defined in the shader
  81914. * @param value Define the value to give to the uniform
  81915. * @return the texture itself allowing "fluent" like uniform updates
  81916. */
  81917. setVector2(name: string, value: Vector2): ProceduralTexture;
  81918. /**
  81919. * Set a vec3 in the shader from a Vector3.
  81920. * @param name Define the name of the uniform as defined in the shader
  81921. * @param value Define the value to give to the uniform
  81922. * @return the texture itself allowing "fluent" like uniform updates
  81923. */
  81924. setVector3(name: string, value: Vector3): ProceduralTexture;
  81925. /**
  81926. * Set a mat4 in the shader from a MAtrix.
  81927. * @param name Define the name of the uniform as defined in the shader
  81928. * @param value Define the value to give to the uniform
  81929. * @return the texture itself allowing "fluent" like uniform updates
  81930. */
  81931. setMatrix(name: string, value: Matrix): ProceduralTexture;
  81932. /**
  81933. * Render the texture to its associated render target.
  81934. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81935. */
  81936. render(useCameraPostProcess?: boolean): void;
  81937. /**
  81938. * Clone the texture.
  81939. * @returns the cloned texture
  81940. */
  81941. clone(): ProceduralTexture;
  81942. /**
  81943. * Dispose the texture and release its asoociated resources.
  81944. */
  81945. dispose(): void;
  81946. }
  81947. }
  81948. declare module BABYLON {
  81949. /**
  81950. * This represents the base class for particle system in Babylon.
  81951. * 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.
  81952. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  81953. * @example https://doc.babylonjs.com/babylon101/particles
  81954. */
  81955. export class BaseParticleSystem {
  81956. /**
  81957. * Source color is added to the destination color without alpha affecting the result
  81958. */
  81959. static BLENDMODE_ONEONE: number;
  81960. /**
  81961. * Blend current color and particle color using particle’s alpha
  81962. */
  81963. static BLENDMODE_STANDARD: number;
  81964. /**
  81965. * Add current color and particle color multiplied by particle’s alpha
  81966. */
  81967. static BLENDMODE_ADD: number;
  81968. /**
  81969. * Multiply current color with particle color
  81970. */
  81971. static BLENDMODE_MULTIPLY: number;
  81972. /**
  81973. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  81974. */
  81975. static BLENDMODE_MULTIPLYADD: number;
  81976. /**
  81977. * List of animations used by the particle system.
  81978. */
  81979. animations: Animation[];
  81980. /**
  81981. * The id of the Particle system.
  81982. */
  81983. id: string;
  81984. /**
  81985. * The friendly name of the Particle system.
  81986. */
  81987. name: string;
  81988. /**
  81989. * The rendering group used by the Particle system to chose when to render.
  81990. */
  81991. renderingGroupId: number;
  81992. /**
  81993. * The emitter represents the Mesh or position we are attaching the particle system to.
  81994. */
  81995. emitter: Nullable<AbstractMesh | Vector3>;
  81996. /**
  81997. * The maximum number of particles to emit per frame
  81998. */
  81999. emitRate: number;
  82000. /**
  82001. * If you want to launch only a few particles at once, that can be done, as well.
  82002. */
  82003. manualEmitCount: number;
  82004. /**
  82005. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  82006. */
  82007. updateSpeed: number;
  82008. /**
  82009. * The amount of time the particle system is running (depends of the overall update speed).
  82010. */
  82011. targetStopDuration: number;
  82012. /**
  82013. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  82014. */
  82015. disposeOnStop: boolean;
  82016. /**
  82017. * Minimum power of emitting particles.
  82018. */
  82019. minEmitPower: number;
  82020. /**
  82021. * Maximum power of emitting particles.
  82022. */
  82023. maxEmitPower: number;
  82024. /**
  82025. * Minimum life time of emitting particles.
  82026. */
  82027. minLifeTime: number;
  82028. /**
  82029. * Maximum life time of emitting particles.
  82030. */
  82031. maxLifeTime: number;
  82032. /**
  82033. * Minimum Size of emitting particles.
  82034. */
  82035. minSize: number;
  82036. /**
  82037. * Maximum Size of emitting particles.
  82038. */
  82039. maxSize: number;
  82040. /**
  82041. * Minimum scale of emitting particles on X axis.
  82042. */
  82043. minScaleX: number;
  82044. /**
  82045. * Maximum scale of emitting particles on X axis.
  82046. */
  82047. maxScaleX: number;
  82048. /**
  82049. * Minimum scale of emitting particles on Y axis.
  82050. */
  82051. minScaleY: number;
  82052. /**
  82053. * Maximum scale of emitting particles on Y axis.
  82054. */
  82055. maxScaleY: number;
  82056. /**
  82057. * Gets or sets the minimal initial rotation in radians.
  82058. */
  82059. minInitialRotation: number;
  82060. /**
  82061. * Gets or sets the maximal initial rotation in radians.
  82062. */
  82063. maxInitialRotation: number;
  82064. /**
  82065. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  82066. */
  82067. minAngularSpeed: number;
  82068. /**
  82069. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  82070. */
  82071. maxAngularSpeed: number;
  82072. /**
  82073. * The texture used to render each particle. (this can be a spritesheet)
  82074. */
  82075. particleTexture: Nullable<Texture>;
  82076. /**
  82077. * The layer mask we are rendering the particles through.
  82078. */
  82079. layerMask: number;
  82080. /**
  82081. * This can help using your own shader to render the particle system.
  82082. * The according effect will be created
  82083. */
  82084. customShader: any;
  82085. /**
  82086. * By default particle system starts as soon as they are created. This prevents the
  82087. * automatic start to happen and let you decide when to start emitting particles.
  82088. */
  82089. preventAutoStart: boolean;
  82090. private _noiseTexture;
  82091. /**
  82092. * Gets or sets a texture used to add random noise to particle positions
  82093. */
  82094. noiseTexture: Nullable<ProceduralTexture>;
  82095. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  82096. noiseStrength: Vector3;
  82097. /**
  82098. * Callback triggered when the particle animation is ending.
  82099. */
  82100. onAnimationEnd: Nullable<() => void>;
  82101. /**
  82102. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  82103. */
  82104. blendMode: number;
  82105. /**
  82106. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  82107. * to override the particles.
  82108. */
  82109. forceDepthWrite: boolean;
  82110. /** 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 */
  82111. preWarmCycles: number;
  82112. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  82113. preWarmStepOffset: number;
  82114. /**
  82115. * 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)
  82116. */
  82117. spriteCellChangeSpeed: number;
  82118. /**
  82119. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  82120. */
  82121. startSpriteCellID: number;
  82122. /**
  82123. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  82124. */
  82125. endSpriteCellID: number;
  82126. /**
  82127. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  82128. */
  82129. spriteCellWidth: number;
  82130. /**
  82131. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  82132. */
  82133. spriteCellHeight: number;
  82134. /**
  82135. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  82136. */
  82137. spriteRandomStartCell: boolean;
  82138. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  82139. translationPivot: Vector2;
  82140. /** @hidden */
  82141. protected _isAnimationSheetEnabled: boolean;
  82142. /**
  82143. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  82144. */
  82145. beginAnimationOnStart: boolean;
  82146. /**
  82147. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  82148. */
  82149. beginAnimationFrom: number;
  82150. /**
  82151. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  82152. */
  82153. beginAnimationTo: number;
  82154. /**
  82155. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  82156. */
  82157. beginAnimationLoop: boolean;
  82158. /**
  82159. * Gets or sets a world offset applied to all particles
  82160. */
  82161. worldOffset: Vector3;
  82162. /**
  82163. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  82164. */
  82165. isAnimationSheetEnabled: boolean;
  82166. /**
  82167. * Get hosting scene
  82168. * @returns the scene
  82169. */
  82170. getScene(): Scene;
  82171. /**
  82172. * You can use gravity if you want to give an orientation to your particles.
  82173. */
  82174. gravity: Vector3;
  82175. protected _colorGradients: Nullable<Array<ColorGradient>>;
  82176. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  82177. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  82178. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  82179. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  82180. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  82181. protected _dragGradients: Nullable<Array<FactorGradient>>;
  82182. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  82183. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  82184. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  82185. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  82186. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  82187. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  82188. /**
  82189. * Defines the delay in milliseconds before starting the system (0 by default)
  82190. */
  82191. startDelay: number;
  82192. /**
  82193. * Gets the current list of drag gradients.
  82194. * You must use addDragGradient and removeDragGradient to udpate this list
  82195. * @returns the list of drag gradients
  82196. */
  82197. getDragGradients(): Nullable<Array<FactorGradient>>;
  82198. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  82199. limitVelocityDamping: number;
  82200. /**
  82201. * Gets the current list of limit velocity gradients.
  82202. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  82203. * @returns the list of limit velocity gradients
  82204. */
  82205. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  82206. /**
  82207. * Gets the current list of color gradients.
  82208. * You must use addColorGradient and removeColorGradient to udpate this list
  82209. * @returns the list of color gradients
  82210. */
  82211. getColorGradients(): Nullable<Array<ColorGradient>>;
  82212. /**
  82213. * Gets the current list of size gradients.
  82214. * You must use addSizeGradient and removeSizeGradient to udpate this list
  82215. * @returns the list of size gradients
  82216. */
  82217. getSizeGradients(): Nullable<Array<FactorGradient>>;
  82218. /**
  82219. * Gets the current list of color remap gradients.
  82220. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  82221. * @returns the list of color remap gradients
  82222. */
  82223. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  82224. /**
  82225. * Gets the current list of alpha remap gradients.
  82226. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  82227. * @returns the list of alpha remap gradients
  82228. */
  82229. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  82230. /**
  82231. * Gets the current list of life time gradients.
  82232. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  82233. * @returns the list of life time gradients
  82234. */
  82235. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  82236. /**
  82237. * Gets the current list of angular speed gradients.
  82238. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  82239. * @returns the list of angular speed gradients
  82240. */
  82241. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  82242. /**
  82243. * Gets the current list of velocity gradients.
  82244. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  82245. * @returns the list of velocity gradients
  82246. */
  82247. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  82248. /**
  82249. * Gets the current list of start size gradients.
  82250. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  82251. * @returns the list of start size gradients
  82252. */
  82253. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  82254. /**
  82255. * Gets the current list of emit rate gradients.
  82256. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  82257. * @returns the list of emit rate gradients
  82258. */
  82259. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  82260. /**
  82261. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82262. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82263. */
  82264. direction1: Vector3;
  82265. /**
  82266. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82267. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82268. */
  82269. direction2: Vector3;
  82270. /**
  82271. * 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.
  82272. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82273. */
  82274. minEmitBox: Vector3;
  82275. /**
  82276. * 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.
  82277. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82278. */
  82279. maxEmitBox: Vector3;
  82280. /**
  82281. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  82282. */
  82283. color1: Color4;
  82284. /**
  82285. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  82286. */
  82287. color2: Color4;
  82288. /**
  82289. * Color the particle will have at the end of its lifetime
  82290. */
  82291. colorDead: Color4;
  82292. /**
  82293. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  82294. */
  82295. textureMask: Color4;
  82296. /**
  82297. * The particle emitter type defines the emitter used by the particle system.
  82298. * It can be for example box, sphere, or cone...
  82299. */
  82300. particleEmitterType: IParticleEmitterType;
  82301. /** @hidden */
  82302. _isSubEmitter: boolean;
  82303. /**
  82304. * Gets or sets the billboard mode to use when isBillboardBased = true.
  82305. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  82306. */
  82307. billboardMode: number;
  82308. protected _isBillboardBased: boolean;
  82309. /**
  82310. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  82311. */
  82312. isBillboardBased: boolean;
  82313. /**
  82314. * The scene the particle system belongs to.
  82315. */
  82316. protected _scene: Scene;
  82317. /**
  82318. * Local cache of defines for image processing.
  82319. */
  82320. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  82321. /**
  82322. * Default configuration related to image processing available in the standard Material.
  82323. */
  82324. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  82325. /**
  82326. * Gets the image processing configuration used either in this material.
  82327. */
  82328. /**
  82329. * Sets the Default image processing configuration used either in the this material.
  82330. *
  82331. * If sets to null, the scene one is in use.
  82332. */
  82333. imageProcessingConfiguration: ImageProcessingConfiguration;
  82334. /**
  82335. * Attaches a new image processing configuration to the Standard Material.
  82336. * @param configuration
  82337. */
  82338. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  82339. /** @hidden */
  82340. protected _reset(): void;
  82341. /** @hidden */
  82342. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  82343. /**
  82344. * Instantiates a particle system.
  82345. * 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.
  82346. * @param name The name of the particle system
  82347. */
  82348. constructor(name: string);
  82349. /**
  82350. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  82351. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82352. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82353. * @returns the emitter
  82354. */
  82355. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  82356. /**
  82357. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  82358. * @param radius The radius of the hemisphere to emit from
  82359. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82360. * @returns the emitter
  82361. */
  82362. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  82363. /**
  82364. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  82365. * @param radius The radius of the sphere to emit from
  82366. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82367. * @returns the emitter
  82368. */
  82369. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  82370. /**
  82371. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  82372. * @param radius The radius of the sphere to emit from
  82373. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  82374. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  82375. * @returns the emitter
  82376. */
  82377. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  82378. /**
  82379. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  82380. * @param radius The radius of the emission cylinder
  82381. * @param height The height of the emission cylinder
  82382. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  82383. * @param directionRandomizer How much to randomize the particle direction [0-1]
  82384. * @returns the emitter
  82385. */
  82386. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  82387. /**
  82388. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  82389. * @param radius The radius of the cylinder to emit from
  82390. * @param height The height of the emission cylinder
  82391. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82392. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  82393. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  82394. * @returns the emitter
  82395. */
  82396. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  82397. /**
  82398. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  82399. * @param radius The radius of the cone to emit from
  82400. * @param angle The base angle of the cone
  82401. * @returns the emitter
  82402. */
  82403. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  82404. /**
  82405. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  82406. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82407. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82408. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82409. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82410. * @returns the emitter
  82411. */
  82412. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  82413. }
  82414. }
  82415. declare module BABYLON {
  82416. /**
  82417. * Type of sub emitter
  82418. */
  82419. export enum SubEmitterType {
  82420. /**
  82421. * Attached to the particle over it's lifetime
  82422. */
  82423. ATTACHED = 0,
  82424. /**
  82425. * Created when the particle dies
  82426. */
  82427. END = 1
  82428. }
  82429. /**
  82430. * Sub emitter class used to emit particles from an existing particle
  82431. */
  82432. export class SubEmitter {
  82433. /**
  82434. * the particle system to be used by the sub emitter
  82435. */
  82436. particleSystem: ParticleSystem;
  82437. /**
  82438. * Type of the submitter (Default: END)
  82439. */
  82440. type: SubEmitterType;
  82441. /**
  82442. * 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)
  82443. * Note: This only is supported when using an emitter of type Mesh
  82444. */
  82445. inheritDirection: boolean;
  82446. /**
  82447. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  82448. */
  82449. inheritedVelocityAmount: number;
  82450. /**
  82451. * Creates a sub emitter
  82452. * @param particleSystem the particle system to be used by the sub emitter
  82453. */
  82454. constructor(
  82455. /**
  82456. * the particle system to be used by the sub emitter
  82457. */
  82458. particleSystem: ParticleSystem);
  82459. /**
  82460. * Clones the sub emitter
  82461. * @returns the cloned sub emitter
  82462. */
  82463. clone(): SubEmitter;
  82464. /**
  82465. * Serialize current object to a JSON object
  82466. * @returns the serialized object
  82467. */
  82468. serialize(): any;
  82469. /** @hidden */
  82470. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  82471. /**
  82472. * Creates a new SubEmitter from a serialized JSON version
  82473. * @param serializationObject defines the JSON object to read from
  82474. * @param scene defines the hosting scene
  82475. * @param rootUrl defines the rootUrl for data loading
  82476. * @returns a new SubEmitter
  82477. */
  82478. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  82479. /** Release associated resources */
  82480. dispose(): void;
  82481. }
  82482. }
  82483. declare module BABYLON {
  82484. /** @hidden */
  82485. export var clipPlaneFragmentDeclaration: {
  82486. name: string;
  82487. shader: string;
  82488. };
  82489. }
  82490. declare module BABYLON {
  82491. /** @hidden */
  82492. export var imageProcessingDeclaration: {
  82493. name: string;
  82494. shader: string;
  82495. };
  82496. }
  82497. declare module BABYLON {
  82498. /** @hidden */
  82499. export var imageProcessingFunctions: {
  82500. name: string;
  82501. shader: string;
  82502. };
  82503. }
  82504. declare module BABYLON {
  82505. /** @hidden */
  82506. export var clipPlaneFragment: {
  82507. name: string;
  82508. shader: string;
  82509. };
  82510. }
  82511. declare module BABYLON {
  82512. /** @hidden */
  82513. export var particlesPixelShader: {
  82514. name: string;
  82515. shader: string;
  82516. };
  82517. }
  82518. declare module BABYLON {
  82519. /** @hidden */
  82520. export var clipPlaneVertexDeclaration: {
  82521. name: string;
  82522. shader: string;
  82523. };
  82524. }
  82525. declare module BABYLON {
  82526. /** @hidden */
  82527. export var clipPlaneVertex: {
  82528. name: string;
  82529. shader: string;
  82530. };
  82531. }
  82532. declare module BABYLON {
  82533. /** @hidden */
  82534. export var particlesVertexShader: {
  82535. name: string;
  82536. shader: string;
  82537. };
  82538. }
  82539. declare module BABYLON {
  82540. /**
  82541. * This represents a particle system in Babylon.
  82542. * 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.
  82543. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  82544. * @example https://doc.babylonjs.com/babylon101/particles
  82545. */
  82546. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  82547. /**
  82548. * Billboard mode will only apply to Y axis
  82549. */
  82550. static readonly BILLBOARDMODE_Y: number;
  82551. /**
  82552. * Billboard mode will apply to all axes
  82553. */
  82554. static readonly BILLBOARDMODE_ALL: number;
  82555. /**
  82556. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  82557. */
  82558. static readonly BILLBOARDMODE_STRETCHED: number;
  82559. /**
  82560. * This function can be defined to provide custom update for active particles.
  82561. * This function will be called instead of regular update (age, position, color, etc.).
  82562. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  82563. */
  82564. updateFunction: (particles: Particle[]) => void;
  82565. private _emitterWorldMatrix;
  82566. /**
  82567. * This function can be defined to specify initial direction for every new particle.
  82568. * It by default use the emitterType defined function
  82569. */
  82570. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  82571. /**
  82572. * This function can be defined to specify initial position for every new particle.
  82573. * It by default use the emitterType defined function
  82574. */
  82575. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  82576. /**
  82577. * @hidden
  82578. */
  82579. _inheritedVelocityOffset: Vector3;
  82580. /**
  82581. * An event triggered when the system is disposed
  82582. */
  82583. onDisposeObservable: Observable<ParticleSystem>;
  82584. private _onDisposeObserver;
  82585. /**
  82586. * Sets a callback that will be triggered when the system is disposed
  82587. */
  82588. onDispose: () => void;
  82589. private _particles;
  82590. private _epsilon;
  82591. private _capacity;
  82592. private _stockParticles;
  82593. private _newPartsExcess;
  82594. private _vertexData;
  82595. private _vertexBuffer;
  82596. private _vertexBuffers;
  82597. private _spriteBuffer;
  82598. private _indexBuffer;
  82599. private _effect;
  82600. private _customEffect;
  82601. private _cachedDefines;
  82602. private _scaledColorStep;
  82603. private _colorDiff;
  82604. private _scaledDirection;
  82605. private _scaledGravity;
  82606. private _currentRenderId;
  82607. private _alive;
  82608. private _useInstancing;
  82609. private _started;
  82610. private _stopped;
  82611. private _actualFrame;
  82612. private _scaledUpdateSpeed;
  82613. private _vertexBufferSize;
  82614. /** @hidden */
  82615. _currentEmitRateGradient: Nullable<FactorGradient>;
  82616. /** @hidden */
  82617. _currentEmitRate1: number;
  82618. /** @hidden */
  82619. _currentEmitRate2: number;
  82620. /** @hidden */
  82621. _currentStartSizeGradient: Nullable<FactorGradient>;
  82622. /** @hidden */
  82623. _currentStartSize1: number;
  82624. /** @hidden */
  82625. _currentStartSize2: number;
  82626. private readonly _rawTextureWidth;
  82627. private _rampGradientsTexture;
  82628. private _useRampGradients;
  82629. /** Gets or sets a boolean indicating that ramp gradients must be used
  82630. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  82631. */
  82632. useRampGradients: boolean;
  82633. /**
  82634. * 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.
  82635. * 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: [])
  82636. */
  82637. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  82638. private _subEmitters;
  82639. /**
  82640. * @hidden
  82641. * If the particle systems emitter should be disposed when the particle system is disposed
  82642. */
  82643. _disposeEmitterOnDispose: boolean;
  82644. /**
  82645. * The current active Sub-systems, this property is used by the root particle system only.
  82646. */
  82647. activeSubSystems: Array<ParticleSystem>;
  82648. private _rootParticleSystem;
  82649. /**
  82650. * Gets the current list of active particles
  82651. */
  82652. readonly particles: Particle[];
  82653. /**
  82654. * Returns the string "ParticleSystem"
  82655. * @returns a string containing the class name
  82656. */
  82657. getClassName(): string;
  82658. /**
  82659. * Instantiates a particle system.
  82660. * 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.
  82661. * @param name The name of the particle system
  82662. * @param capacity The max number of particles alive at the same time
  82663. * @param scene The scene the particle system belongs to
  82664. * @param customEffect a custom effect used to change the way particles are rendered by default
  82665. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  82666. * @param epsilon Offset used to render the particles
  82667. */
  82668. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  82669. private _addFactorGradient;
  82670. private _removeFactorGradient;
  82671. /**
  82672. * Adds a new life time gradient
  82673. * @param gradient defines the gradient to use (between 0 and 1)
  82674. * @param factor defines the life time factor to affect to the specified gradient
  82675. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82676. * @returns the current particle system
  82677. */
  82678. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82679. /**
  82680. * Remove a specific life time gradient
  82681. * @param gradient defines the gradient to remove
  82682. * @returns the current particle system
  82683. */
  82684. removeLifeTimeGradient(gradient: number): IParticleSystem;
  82685. /**
  82686. * Adds a new size gradient
  82687. * @param gradient defines the gradient to use (between 0 and 1)
  82688. * @param factor defines the size factor to affect to the specified gradient
  82689. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82690. * @returns the current particle system
  82691. */
  82692. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82693. /**
  82694. * Remove a specific size gradient
  82695. * @param gradient defines the gradient to remove
  82696. * @returns the current particle system
  82697. */
  82698. removeSizeGradient(gradient: number): IParticleSystem;
  82699. /**
  82700. * Adds a new color remap gradient
  82701. * @param gradient defines the gradient to use (between 0 and 1)
  82702. * @param min defines the color remap minimal range
  82703. * @param max defines the color remap maximal range
  82704. * @returns the current particle system
  82705. */
  82706. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82707. /**
  82708. * Remove a specific color remap gradient
  82709. * @param gradient defines the gradient to remove
  82710. * @returns the current particle system
  82711. */
  82712. removeColorRemapGradient(gradient: number): IParticleSystem;
  82713. /**
  82714. * Adds a new alpha remap gradient
  82715. * @param gradient defines the gradient to use (between 0 and 1)
  82716. * @param min defines the alpha remap minimal range
  82717. * @param max defines the alpha remap maximal range
  82718. * @returns the current particle system
  82719. */
  82720. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82721. /**
  82722. * Remove a specific alpha remap gradient
  82723. * @param gradient defines the gradient to remove
  82724. * @returns the current particle system
  82725. */
  82726. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  82727. /**
  82728. * Adds a new angular speed gradient
  82729. * @param gradient defines the gradient to use (between 0 and 1)
  82730. * @param factor defines the angular speed to affect to the specified gradient
  82731. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82732. * @returns the current particle system
  82733. */
  82734. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82735. /**
  82736. * Remove a specific angular speed gradient
  82737. * @param gradient defines the gradient to remove
  82738. * @returns the current particle system
  82739. */
  82740. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  82741. /**
  82742. * Adds a new velocity gradient
  82743. * @param gradient defines the gradient to use (between 0 and 1)
  82744. * @param factor defines the velocity to affect to the specified gradient
  82745. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82746. * @returns the current particle system
  82747. */
  82748. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82749. /**
  82750. * Remove a specific velocity gradient
  82751. * @param gradient defines the gradient to remove
  82752. * @returns the current particle system
  82753. */
  82754. removeVelocityGradient(gradient: number): IParticleSystem;
  82755. /**
  82756. * Adds a new limit velocity gradient
  82757. * @param gradient defines the gradient to use (between 0 and 1)
  82758. * @param factor defines the limit velocity value to affect to the specified gradient
  82759. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82760. * @returns the current particle system
  82761. */
  82762. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82763. /**
  82764. * Remove a specific limit velocity gradient
  82765. * @param gradient defines the gradient to remove
  82766. * @returns the current particle system
  82767. */
  82768. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  82769. /**
  82770. * Adds a new drag gradient
  82771. * @param gradient defines the gradient to use (between 0 and 1)
  82772. * @param factor defines the drag value to affect to the specified gradient
  82773. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82774. * @returns the current particle system
  82775. */
  82776. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82777. /**
  82778. * Remove a specific drag gradient
  82779. * @param gradient defines the gradient to remove
  82780. * @returns the current particle system
  82781. */
  82782. removeDragGradient(gradient: number): IParticleSystem;
  82783. /**
  82784. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  82785. * @param gradient defines the gradient to use (between 0 and 1)
  82786. * @param factor defines the emit rate value to affect to the specified gradient
  82787. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82788. * @returns the current particle system
  82789. */
  82790. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82791. /**
  82792. * Remove a specific emit rate gradient
  82793. * @param gradient defines the gradient to remove
  82794. * @returns the current particle system
  82795. */
  82796. removeEmitRateGradient(gradient: number): IParticleSystem;
  82797. /**
  82798. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  82799. * @param gradient defines the gradient to use (between 0 and 1)
  82800. * @param factor defines the start size value to affect to the specified gradient
  82801. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82802. * @returns the current particle system
  82803. */
  82804. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82805. /**
  82806. * Remove a specific start size gradient
  82807. * @param gradient defines the gradient to remove
  82808. * @returns the current particle system
  82809. */
  82810. removeStartSizeGradient(gradient: number): IParticleSystem;
  82811. private _createRampGradientTexture;
  82812. /**
  82813. * Gets the current list of ramp gradients.
  82814. * You must use addRampGradient and removeRampGradient to udpate this list
  82815. * @returns the list of ramp gradients
  82816. */
  82817. getRampGradients(): Nullable<Array<Color3Gradient>>;
  82818. /**
  82819. * Adds a new ramp gradient used to remap particle colors
  82820. * @param gradient defines the gradient to use (between 0 and 1)
  82821. * @param color defines the color to affect to the specified gradient
  82822. * @returns the current particle system
  82823. */
  82824. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  82825. /**
  82826. * Remove a specific ramp gradient
  82827. * @param gradient defines the gradient to remove
  82828. * @returns the current particle system
  82829. */
  82830. removeRampGradient(gradient: number): ParticleSystem;
  82831. /**
  82832. * Adds a new color gradient
  82833. * @param gradient defines the gradient to use (between 0 and 1)
  82834. * @param color1 defines the color to affect to the specified gradient
  82835. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  82836. * @returns this particle system
  82837. */
  82838. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  82839. /**
  82840. * Remove a specific color gradient
  82841. * @param gradient defines the gradient to remove
  82842. * @returns this particle system
  82843. */
  82844. removeColorGradient(gradient: number): IParticleSystem;
  82845. private _fetchR;
  82846. protected _reset(): void;
  82847. private _resetEffect;
  82848. private _createVertexBuffers;
  82849. private _createIndexBuffer;
  82850. /**
  82851. * Gets the maximum number of particles active at the same time.
  82852. * @returns The max number of active particles.
  82853. */
  82854. getCapacity(): number;
  82855. /**
  82856. * Gets whether there are still active particles in the system.
  82857. * @returns True if it is alive, otherwise false.
  82858. */
  82859. isAlive(): boolean;
  82860. /**
  82861. * Gets if the system has been started. (Note: this will still be true after stop is called)
  82862. * @returns True if it has been started, otherwise false.
  82863. */
  82864. isStarted(): boolean;
  82865. private _prepareSubEmitterInternalArray;
  82866. /**
  82867. * Starts the particle system and begins to emit
  82868. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  82869. */
  82870. start(delay?: number): void;
  82871. /**
  82872. * Stops the particle system.
  82873. * @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.
  82874. */
  82875. stop(stopSubEmitters?: boolean): void;
  82876. /**
  82877. * Remove all active particles
  82878. */
  82879. reset(): void;
  82880. /**
  82881. * @hidden (for internal use only)
  82882. */
  82883. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  82884. /**
  82885. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  82886. * Its lifetime will start back at 0.
  82887. */
  82888. recycleParticle: (particle: Particle) => void;
  82889. private _stopSubEmitters;
  82890. private _createParticle;
  82891. private _removeFromRoot;
  82892. private _emitFromParticle;
  82893. private _update;
  82894. /** @hidden */
  82895. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  82896. /** @hidden */
  82897. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  82898. /** @hidden */
  82899. private _getEffect;
  82900. /**
  82901. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  82902. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  82903. */
  82904. animate(preWarmOnly?: boolean): void;
  82905. private _appendParticleVertices;
  82906. /**
  82907. * Rebuilds the particle system.
  82908. */
  82909. rebuild(): void;
  82910. /**
  82911. * Is this system ready to be used/rendered
  82912. * @return true if the system is ready
  82913. */
  82914. isReady(): boolean;
  82915. private _render;
  82916. /**
  82917. * Renders the particle system in its current state.
  82918. * @returns the current number of particles
  82919. */
  82920. render(): number;
  82921. /**
  82922. * Disposes the particle system and free the associated resources
  82923. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  82924. */
  82925. dispose(disposeTexture?: boolean): void;
  82926. /**
  82927. * Clones the particle system.
  82928. * @param name The name of the cloned object
  82929. * @param newEmitter The new emitter to use
  82930. * @returns the cloned particle system
  82931. */
  82932. clone(name: string, newEmitter: any): ParticleSystem;
  82933. /**
  82934. * Serializes the particle system to a JSON object.
  82935. * @returns the JSON object
  82936. */
  82937. serialize(): any;
  82938. /** @hidden */
  82939. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  82940. /** @hidden */
  82941. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  82942. /**
  82943. * Parses a JSON object to create a particle system.
  82944. * @param parsedParticleSystem The JSON object to parse
  82945. * @param scene The scene to create the particle system in
  82946. * @param rootUrl The root url to use to load external dependencies like texture
  82947. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  82948. * @returns the Parsed particle system
  82949. */
  82950. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  82951. }
  82952. }
  82953. declare module BABYLON {
  82954. /**
  82955. * A particle represents one of the element emitted by a particle system.
  82956. * This is mainly define by its coordinates, direction, velocity and age.
  82957. */
  82958. export class Particle {
  82959. /**
  82960. * The particle system the particle belongs to.
  82961. */
  82962. particleSystem: ParticleSystem;
  82963. private static _Count;
  82964. /**
  82965. * Unique ID of the particle
  82966. */
  82967. id: number;
  82968. /**
  82969. * The world position of the particle in the scene.
  82970. */
  82971. position: Vector3;
  82972. /**
  82973. * The world direction of the particle in the scene.
  82974. */
  82975. direction: Vector3;
  82976. /**
  82977. * The color of the particle.
  82978. */
  82979. color: Color4;
  82980. /**
  82981. * The color change of the particle per step.
  82982. */
  82983. colorStep: Color4;
  82984. /**
  82985. * Defines how long will the life of the particle be.
  82986. */
  82987. lifeTime: number;
  82988. /**
  82989. * The current age of the particle.
  82990. */
  82991. age: number;
  82992. /**
  82993. * The current size of the particle.
  82994. */
  82995. size: number;
  82996. /**
  82997. * The current scale of the particle.
  82998. */
  82999. scale: Vector2;
  83000. /**
  83001. * The current angle of the particle.
  83002. */
  83003. angle: number;
  83004. /**
  83005. * Defines how fast is the angle changing.
  83006. */
  83007. angularSpeed: number;
  83008. /**
  83009. * Defines the cell index used by the particle to be rendered from a sprite.
  83010. */
  83011. cellIndex: number;
  83012. /**
  83013. * The information required to support color remapping
  83014. */
  83015. remapData: Vector4;
  83016. /** @hidden */
  83017. _randomCellOffset?: number;
  83018. /** @hidden */
  83019. _initialDirection: Nullable<Vector3>;
  83020. /** @hidden */
  83021. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  83022. /** @hidden */
  83023. _initialStartSpriteCellID: number;
  83024. /** @hidden */
  83025. _initialEndSpriteCellID: number;
  83026. /** @hidden */
  83027. _currentColorGradient: Nullable<ColorGradient>;
  83028. /** @hidden */
  83029. _currentColor1: Color4;
  83030. /** @hidden */
  83031. _currentColor2: Color4;
  83032. /** @hidden */
  83033. _currentSizeGradient: Nullable<FactorGradient>;
  83034. /** @hidden */
  83035. _currentSize1: number;
  83036. /** @hidden */
  83037. _currentSize2: number;
  83038. /** @hidden */
  83039. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  83040. /** @hidden */
  83041. _currentAngularSpeed1: number;
  83042. /** @hidden */
  83043. _currentAngularSpeed2: number;
  83044. /** @hidden */
  83045. _currentVelocityGradient: Nullable<FactorGradient>;
  83046. /** @hidden */
  83047. _currentVelocity1: number;
  83048. /** @hidden */
  83049. _currentVelocity2: number;
  83050. /** @hidden */
  83051. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  83052. /** @hidden */
  83053. _currentLimitVelocity1: number;
  83054. /** @hidden */
  83055. _currentLimitVelocity2: number;
  83056. /** @hidden */
  83057. _currentDragGradient: Nullable<FactorGradient>;
  83058. /** @hidden */
  83059. _currentDrag1: number;
  83060. /** @hidden */
  83061. _currentDrag2: number;
  83062. /** @hidden */
  83063. _randomNoiseCoordinates1: Vector3;
  83064. /** @hidden */
  83065. _randomNoiseCoordinates2: Vector3;
  83066. /**
  83067. * Creates a new instance Particle
  83068. * @param particleSystem the particle system the particle belongs to
  83069. */
  83070. constructor(
  83071. /**
  83072. * The particle system the particle belongs to.
  83073. */
  83074. particleSystem: ParticleSystem);
  83075. private updateCellInfoFromSystem;
  83076. /**
  83077. * Defines how the sprite cell index is updated for the particle
  83078. */
  83079. updateCellIndex(): void;
  83080. /** @hidden */
  83081. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  83082. /** @hidden */
  83083. _inheritParticleInfoToSubEmitters(): void;
  83084. /** @hidden */
  83085. _reset(): void;
  83086. /**
  83087. * Copy the properties of particle to another one.
  83088. * @param other the particle to copy the information to.
  83089. */
  83090. copyTo(other: Particle): void;
  83091. }
  83092. }
  83093. declare module BABYLON {
  83094. /**
  83095. * Particle emitter represents a volume emitting particles.
  83096. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  83097. */
  83098. export interface IParticleEmitterType {
  83099. /**
  83100. * Called by the particle System when the direction is computed for the created particle.
  83101. * @param worldMatrix is the world matrix of the particle system
  83102. * @param directionToUpdate is the direction vector to update with the result
  83103. * @param particle is the particle we are computed the direction for
  83104. */
  83105. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83106. /**
  83107. * Called by the particle System when the position is computed for the created particle.
  83108. * @param worldMatrix is the world matrix of the particle system
  83109. * @param positionToUpdate is the position vector to update with the result
  83110. * @param particle is the particle we are computed the position for
  83111. */
  83112. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83113. /**
  83114. * Clones the current emitter and returns a copy of it
  83115. * @returns the new emitter
  83116. */
  83117. clone(): IParticleEmitterType;
  83118. /**
  83119. * Called by the GPUParticleSystem to setup the update shader
  83120. * @param effect defines the update shader
  83121. */
  83122. applyToShader(effect: Effect): void;
  83123. /**
  83124. * Returns a string to use to update the GPU particles update shader
  83125. * @returns the effect defines string
  83126. */
  83127. getEffectDefines(): string;
  83128. /**
  83129. * Returns a string representing the class name
  83130. * @returns a string containing the class name
  83131. */
  83132. getClassName(): string;
  83133. /**
  83134. * Serializes the particle system to a JSON object.
  83135. * @returns the JSON object
  83136. */
  83137. serialize(): any;
  83138. /**
  83139. * Parse properties from a JSON object
  83140. * @param serializationObject defines the JSON object
  83141. */
  83142. parse(serializationObject: any): void;
  83143. }
  83144. }
  83145. declare module BABYLON {
  83146. /**
  83147. * Particle emitter emitting particles from the inside of a box.
  83148. * It emits the particles randomly between 2 given directions.
  83149. */
  83150. export class BoxParticleEmitter implements IParticleEmitterType {
  83151. /**
  83152. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  83153. */
  83154. direction1: Vector3;
  83155. /**
  83156. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  83157. */
  83158. direction2: Vector3;
  83159. /**
  83160. * 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.
  83161. */
  83162. minEmitBox: Vector3;
  83163. /**
  83164. * 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.
  83165. */
  83166. maxEmitBox: Vector3;
  83167. /**
  83168. * Creates a new instance BoxParticleEmitter
  83169. */
  83170. constructor();
  83171. /**
  83172. * Called by the particle System when the direction is computed for the created particle.
  83173. * @param worldMatrix is the world matrix of the particle system
  83174. * @param directionToUpdate is the direction vector to update with the result
  83175. * @param particle is the particle we are computed the direction for
  83176. */
  83177. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83178. /**
  83179. * Called by the particle System when the position is computed for the created particle.
  83180. * @param worldMatrix is the world matrix of the particle system
  83181. * @param positionToUpdate is the position vector to update with the result
  83182. * @param particle is the particle we are computed the position for
  83183. */
  83184. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83185. /**
  83186. * Clones the current emitter and returns a copy of it
  83187. * @returns the new emitter
  83188. */
  83189. clone(): BoxParticleEmitter;
  83190. /**
  83191. * Called by the GPUParticleSystem to setup the update shader
  83192. * @param effect defines the update shader
  83193. */
  83194. applyToShader(effect: Effect): void;
  83195. /**
  83196. * Returns a string to use to update the GPU particles update shader
  83197. * @returns a string containng the defines string
  83198. */
  83199. getEffectDefines(): string;
  83200. /**
  83201. * Returns the string "BoxParticleEmitter"
  83202. * @returns a string containing the class name
  83203. */
  83204. getClassName(): string;
  83205. /**
  83206. * Serializes the particle system to a JSON object.
  83207. * @returns the JSON object
  83208. */
  83209. serialize(): any;
  83210. /**
  83211. * Parse properties from a JSON object
  83212. * @param serializationObject defines the JSON object
  83213. */
  83214. parse(serializationObject: any): void;
  83215. }
  83216. }
  83217. declare module BABYLON {
  83218. /**
  83219. * Particle emitter emitting particles from the inside of a cone.
  83220. * It emits the particles alongside the cone volume from the base to the particle.
  83221. * The emission direction might be randomized.
  83222. */
  83223. export class ConeParticleEmitter implements IParticleEmitterType {
  83224. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  83225. directionRandomizer: number;
  83226. private _radius;
  83227. private _angle;
  83228. private _height;
  83229. /**
  83230. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  83231. */
  83232. radiusRange: number;
  83233. /**
  83234. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  83235. */
  83236. heightRange: number;
  83237. /**
  83238. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  83239. */
  83240. emitFromSpawnPointOnly: boolean;
  83241. /**
  83242. * Gets or sets the radius of the emission cone
  83243. */
  83244. radius: number;
  83245. /**
  83246. * Gets or sets the angle of the emission cone
  83247. */
  83248. angle: number;
  83249. private _buildHeight;
  83250. /**
  83251. * Creates a new instance ConeParticleEmitter
  83252. * @param radius the radius of the emission cone (1 by default)
  83253. * @param angle the cone base angle (PI by default)
  83254. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  83255. */
  83256. constructor(radius?: number, angle?: number,
  83257. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  83258. directionRandomizer?: number);
  83259. /**
  83260. * Called by the particle System when the direction is computed for the created particle.
  83261. * @param worldMatrix is the world matrix of the particle system
  83262. * @param directionToUpdate is the direction vector to update with the result
  83263. * @param particle is the particle we are computed the direction for
  83264. */
  83265. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83266. /**
  83267. * Called by the particle System when the position is computed for the created particle.
  83268. * @param worldMatrix is the world matrix of the particle system
  83269. * @param positionToUpdate is the position vector to update with the result
  83270. * @param particle is the particle we are computed the position for
  83271. */
  83272. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83273. /**
  83274. * Clones the current emitter and returns a copy of it
  83275. * @returns the new emitter
  83276. */
  83277. clone(): ConeParticleEmitter;
  83278. /**
  83279. * Called by the GPUParticleSystem to setup the update shader
  83280. * @param effect defines the update shader
  83281. */
  83282. applyToShader(effect: Effect): void;
  83283. /**
  83284. * Returns a string to use to update the GPU particles update shader
  83285. * @returns a string containng the defines string
  83286. */
  83287. getEffectDefines(): string;
  83288. /**
  83289. * Returns the string "ConeParticleEmitter"
  83290. * @returns a string containing the class name
  83291. */
  83292. getClassName(): string;
  83293. /**
  83294. * Serializes the particle system to a JSON object.
  83295. * @returns the JSON object
  83296. */
  83297. serialize(): any;
  83298. /**
  83299. * Parse properties from a JSON object
  83300. * @param serializationObject defines the JSON object
  83301. */
  83302. parse(serializationObject: any): void;
  83303. }
  83304. }
  83305. declare module BABYLON {
  83306. /**
  83307. * Particle emitter emitting particles from the inside of a cylinder.
  83308. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  83309. */
  83310. export class CylinderParticleEmitter implements IParticleEmitterType {
  83311. /**
  83312. * The radius of the emission cylinder.
  83313. */
  83314. radius: number;
  83315. /**
  83316. * The height of the emission cylinder.
  83317. */
  83318. height: number;
  83319. /**
  83320. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83321. */
  83322. radiusRange: number;
  83323. /**
  83324. * How much to randomize the particle direction [0-1].
  83325. */
  83326. directionRandomizer: number;
  83327. /**
  83328. * Creates a new instance CylinderParticleEmitter
  83329. * @param radius the radius of the emission cylinder (1 by default)
  83330. * @param height the height of the emission cylinder (1 by default)
  83331. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83332. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  83333. */
  83334. constructor(
  83335. /**
  83336. * The radius of the emission cylinder.
  83337. */
  83338. radius?: number,
  83339. /**
  83340. * The height of the emission cylinder.
  83341. */
  83342. height?: number,
  83343. /**
  83344. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83345. */
  83346. radiusRange?: number,
  83347. /**
  83348. * How much to randomize the particle direction [0-1].
  83349. */
  83350. directionRandomizer?: number);
  83351. /**
  83352. * Called by the particle System when the direction is computed for the created particle.
  83353. * @param worldMatrix is the world matrix of the particle system
  83354. * @param directionToUpdate is the direction vector to update with the result
  83355. * @param particle is the particle we are computed the direction for
  83356. */
  83357. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83358. /**
  83359. * Called by the particle System when the position is computed for the created particle.
  83360. * @param worldMatrix is the world matrix of the particle system
  83361. * @param positionToUpdate is the position vector to update with the result
  83362. * @param particle is the particle we are computed the position for
  83363. */
  83364. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83365. /**
  83366. * Clones the current emitter and returns a copy of it
  83367. * @returns the new emitter
  83368. */
  83369. clone(): CylinderParticleEmitter;
  83370. /**
  83371. * Called by the GPUParticleSystem to setup the update shader
  83372. * @param effect defines the update shader
  83373. */
  83374. applyToShader(effect: Effect): void;
  83375. /**
  83376. * Returns a string to use to update the GPU particles update shader
  83377. * @returns a string containng the defines string
  83378. */
  83379. getEffectDefines(): string;
  83380. /**
  83381. * Returns the string "CylinderParticleEmitter"
  83382. * @returns a string containing the class name
  83383. */
  83384. getClassName(): string;
  83385. /**
  83386. * Serializes the particle system to a JSON object.
  83387. * @returns the JSON object
  83388. */
  83389. serialize(): any;
  83390. /**
  83391. * Parse properties from a JSON object
  83392. * @param serializationObject defines the JSON object
  83393. */
  83394. parse(serializationObject: any): void;
  83395. }
  83396. /**
  83397. * Particle emitter emitting particles from the inside of a cylinder.
  83398. * It emits the particles randomly between two vectors.
  83399. */
  83400. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  83401. /**
  83402. * The min limit of the emission direction.
  83403. */
  83404. direction1: Vector3;
  83405. /**
  83406. * The max limit of the emission direction.
  83407. */
  83408. direction2: Vector3;
  83409. /**
  83410. * Creates a new instance CylinderDirectedParticleEmitter
  83411. * @param radius the radius of the emission cylinder (1 by default)
  83412. * @param height the height of the emission cylinder (1 by default)
  83413. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83414. * @param direction1 the min limit of the emission direction (up vector by default)
  83415. * @param direction2 the max limit of the emission direction (up vector by default)
  83416. */
  83417. constructor(radius?: number, height?: number, radiusRange?: number,
  83418. /**
  83419. * The min limit of the emission direction.
  83420. */
  83421. direction1?: Vector3,
  83422. /**
  83423. * The max limit of the emission direction.
  83424. */
  83425. direction2?: Vector3);
  83426. /**
  83427. * Called by the particle System when the direction is computed for the created particle.
  83428. * @param worldMatrix is the world matrix of the particle system
  83429. * @param directionToUpdate is the direction vector to update with the result
  83430. * @param particle is the particle we are computed the direction for
  83431. */
  83432. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83433. /**
  83434. * Clones the current emitter and returns a copy of it
  83435. * @returns the new emitter
  83436. */
  83437. clone(): CylinderDirectedParticleEmitter;
  83438. /**
  83439. * Called by the GPUParticleSystem to setup the update shader
  83440. * @param effect defines the update shader
  83441. */
  83442. applyToShader(effect: Effect): void;
  83443. /**
  83444. * Returns a string to use to update the GPU particles update shader
  83445. * @returns a string containng the defines string
  83446. */
  83447. getEffectDefines(): string;
  83448. /**
  83449. * Returns the string "CylinderDirectedParticleEmitter"
  83450. * @returns a string containing the class name
  83451. */
  83452. getClassName(): string;
  83453. /**
  83454. * Serializes the particle system to a JSON object.
  83455. * @returns the JSON object
  83456. */
  83457. serialize(): any;
  83458. /**
  83459. * Parse properties from a JSON object
  83460. * @param serializationObject defines the JSON object
  83461. */
  83462. parse(serializationObject: any): void;
  83463. }
  83464. }
  83465. declare module BABYLON {
  83466. /**
  83467. * Particle emitter emitting particles from the inside of a hemisphere.
  83468. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  83469. */
  83470. export class HemisphericParticleEmitter implements IParticleEmitterType {
  83471. /**
  83472. * The radius of the emission hemisphere.
  83473. */
  83474. radius: number;
  83475. /**
  83476. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83477. */
  83478. radiusRange: number;
  83479. /**
  83480. * How much to randomize the particle direction [0-1].
  83481. */
  83482. directionRandomizer: number;
  83483. /**
  83484. * Creates a new instance HemisphericParticleEmitter
  83485. * @param radius the radius of the emission hemisphere (1 by default)
  83486. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83487. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  83488. */
  83489. constructor(
  83490. /**
  83491. * The radius of the emission hemisphere.
  83492. */
  83493. radius?: number,
  83494. /**
  83495. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83496. */
  83497. radiusRange?: number,
  83498. /**
  83499. * How much to randomize the particle direction [0-1].
  83500. */
  83501. directionRandomizer?: number);
  83502. /**
  83503. * Called by the particle System when the direction is computed for the created particle.
  83504. * @param worldMatrix is the world matrix of the particle system
  83505. * @param directionToUpdate is the direction vector to update with the result
  83506. * @param particle is the particle we are computed the direction for
  83507. */
  83508. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83509. /**
  83510. * Called by the particle System when the position is computed for the created particle.
  83511. * @param worldMatrix is the world matrix of the particle system
  83512. * @param positionToUpdate is the position vector to update with the result
  83513. * @param particle is the particle we are computed the position for
  83514. */
  83515. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83516. /**
  83517. * Clones the current emitter and returns a copy of it
  83518. * @returns the new emitter
  83519. */
  83520. clone(): HemisphericParticleEmitter;
  83521. /**
  83522. * Called by the GPUParticleSystem to setup the update shader
  83523. * @param effect defines the update shader
  83524. */
  83525. applyToShader(effect: Effect): void;
  83526. /**
  83527. * Returns a string to use to update the GPU particles update shader
  83528. * @returns a string containng the defines string
  83529. */
  83530. getEffectDefines(): string;
  83531. /**
  83532. * Returns the string "HemisphericParticleEmitter"
  83533. * @returns a string containing the class name
  83534. */
  83535. getClassName(): string;
  83536. /**
  83537. * Serializes the particle system to a JSON object.
  83538. * @returns the JSON object
  83539. */
  83540. serialize(): any;
  83541. /**
  83542. * Parse properties from a JSON object
  83543. * @param serializationObject defines the JSON object
  83544. */
  83545. parse(serializationObject: any): void;
  83546. }
  83547. }
  83548. declare module BABYLON {
  83549. /**
  83550. * Particle emitter emitting particles from a point.
  83551. * It emits the particles randomly between 2 given directions.
  83552. */
  83553. export class PointParticleEmitter implements IParticleEmitterType {
  83554. /**
  83555. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  83556. */
  83557. direction1: Vector3;
  83558. /**
  83559. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  83560. */
  83561. direction2: Vector3;
  83562. /**
  83563. * Creates a new instance PointParticleEmitter
  83564. */
  83565. constructor();
  83566. /**
  83567. * Called by the particle System when the direction is computed for the created particle.
  83568. * @param worldMatrix is the world matrix of the particle system
  83569. * @param directionToUpdate is the direction vector to update with the result
  83570. * @param particle is the particle we are computed the direction for
  83571. */
  83572. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83573. /**
  83574. * Called by the particle System when the position is computed for the created particle.
  83575. * @param worldMatrix is the world matrix of the particle system
  83576. * @param positionToUpdate is the position vector to update with the result
  83577. * @param particle is the particle we are computed the position for
  83578. */
  83579. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83580. /**
  83581. * Clones the current emitter and returns a copy of it
  83582. * @returns the new emitter
  83583. */
  83584. clone(): PointParticleEmitter;
  83585. /**
  83586. * Called by the GPUParticleSystem to setup the update shader
  83587. * @param effect defines the update shader
  83588. */
  83589. applyToShader(effect: Effect): void;
  83590. /**
  83591. * Returns a string to use to update the GPU particles update shader
  83592. * @returns a string containng the defines string
  83593. */
  83594. getEffectDefines(): string;
  83595. /**
  83596. * Returns the string "PointParticleEmitter"
  83597. * @returns a string containing the class name
  83598. */
  83599. getClassName(): string;
  83600. /**
  83601. * Serializes the particle system to a JSON object.
  83602. * @returns the JSON object
  83603. */
  83604. serialize(): any;
  83605. /**
  83606. * Parse properties from a JSON object
  83607. * @param serializationObject defines the JSON object
  83608. */
  83609. parse(serializationObject: any): void;
  83610. }
  83611. }
  83612. declare module BABYLON {
  83613. /**
  83614. * Particle emitter emitting particles from the inside of a sphere.
  83615. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  83616. */
  83617. export class SphereParticleEmitter implements IParticleEmitterType {
  83618. /**
  83619. * The radius of the emission sphere.
  83620. */
  83621. radius: number;
  83622. /**
  83623. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83624. */
  83625. radiusRange: number;
  83626. /**
  83627. * How much to randomize the particle direction [0-1].
  83628. */
  83629. directionRandomizer: number;
  83630. /**
  83631. * Creates a new instance SphereParticleEmitter
  83632. * @param radius the radius of the emission sphere (1 by default)
  83633. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83634. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  83635. */
  83636. constructor(
  83637. /**
  83638. * The radius of the emission sphere.
  83639. */
  83640. radius?: number,
  83641. /**
  83642. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83643. */
  83644. radiusRange?: number,
  83645. /**
  83646. * How much to randomize the particle direction [0-1].
  83647. */
  83648. directionRandomizer?: number);
  83649. /**
  83650. * Called by the particle System when the direction is computed for the created particle.
  83651. * @param worldMatrix is the world matrix of the particle system
  83652. * @param directionToUpdate is the direction vector to update with the result
  83653. * @param particle is the particle we are computed the direction for
  83654. */
  83655. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83656. /**
  83657. * Called by the particle System when the position is computed for the created particle.
  83658. * @param worldMatrix is the world matrix of the particle system
  83659. * @param positionToUpdate is the position vector to update with the result
  83660. * @param particle is the particle we are computed the position for
  83661. */
  83662. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83663. /**
  83664. * Clones the current emitter and returns a copy of it
  83665. * @returns the new emitter
  83666. */
  83667. clone(): SphereParticleEmitter;
  83668. /**
  83669. * Called by the GPUParticleSystem to setup the update shader
  83670. * @param effect defines the update shader
  83671. */
  83672. applyToShader(effect: Effect): void;
  83673. /**
  83674. * Returns a string to use to update the GPU particles update shader
  83675. * @returns a string containng the defines string
  83676. */
  83677. getEffectDefines(): string;
  83678. /**
  83679. * Returns the string "SphereParticleEmitter"
  83680. * @returns a string containing the class name
  83681. */
  83682. getClassName(): string;
  83683. /**
  83684. * Serializes the particle system to a JSON object.
  83685. * @returns the JSON object
  83686. */
  83687. serialize(): any;
  83688. /**
  83689. * Parse properties from a JSON object
  83690. * @param serializationObject defines the JSON object
  83691. */
  83692. parse(serializationObject: any): void;
  83693. }
  83694. /**
  83695. * Particle emitter emitting particles from the inside of a sphere.
  83696. * It emits the particles randomly between two vectors.
  83697. */
  83698. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  83699. /**
  83700. * The min limit of the emission direction.
  83701. */
  83702. direction1: Vector3;
  83703. /**
  83704. * The max limit of the emission direction.
  83705. */
  83706. direction2: Vector3;
  83707. /**
  83708. * Creates a new instance SphereDirectedParticleEmitter
  83709. * @param radius the radius of the emission sphere (1 by default)
  83710. * @param direction1 the min limit of the emission direction (up vector by default)
  83711. * @param direction2 the max limit of the emission direction (up vector by default)
  83712. */
  83713. constructor(radius?: number,
  83714. /**
  83715. * The min limit of the emission direction.
  83716. */
  83717. direction1?: Vector3,
  83718. /**
  83719. * The max limit of the emission direction.
  83720. */
  83721. direction2?: Vector3);
  83722. /**
  83723. * Called by the particle System when the direction is computed for the created particle.
  83724. * @param worldMatrix is the world matrix of the particle system
  83725. * @param directionToUpdate is the direction vector to update with the result
  83726. * @param particle is the particle we are computed the direction for
  83727. */
  83728. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83729. /**
  83730. * Clones the current emitter and returns a copy of it
  83731. * @returns the new emitter
  83732. */
  83733. clone(): SphereDirectedParticleEmitter;
  83734. /**
  83735. * Called by the GPUParticleSystem to setup the update shader
  83736. * @param effect defines the update shader
  83737. */
  83738. applyToShader(effect: Effect): void;
  83739. /**
  83740. * Returns a string to use to update the GPU particles update shader
  83741. * @returns a string containng the defines string
  83742. */
  83743. getEffectDefines(): string;
  83744. /**
  83745. * Returns the string "SphereDirectedParticleEmitter"
  83746. * @returns a string containing the class name
  83747. */
  83748. getClassName(): string;
  83749. /**
  83750. * Serializes the particle system to a JSON object.
  83751. * @returns the JSON object
  83752. */
  83753. serialize(): any;
  83754. /**
  83755. * Parse properties from a JSON object
  83756. * @param serializationObject defines the JSON object
  83757. */
  83758. parse(serializationObject: any): void;
  83759. }
  83760. }
  83761. declare module BABYLON {
  83762. /**
  83763. * Interface representing a particle system in Babylon.js.
  83764. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  83765. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  83766. */
  83767. export interface IParticleSystem {
  83768. /**
  83769. * List of animations used by the particle system.
  83770. */
  83771. animations: Animation[];
  83772. /**
  83773. * The id of the Particle system.
  83774. */
  83775. id: string;
  83776. /**
  83777. * The name of the Particle system.
  83778. */
  83779. name: string;
  83780. /**
  83781. * The emitter represents the Mesh or position we are attaching the particle system to.
  83782. */
  83783. emitter: Nullable<AbstractMesh | Vector3>;
  83784. /**
  83785. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  83786. */
  83787. isBillboardBased: boolean;
  83788. /**
  83789. * The rendering group used by the Particle system to chose when to render.
  83790. */
  83791. renderingGroupId: number;
  83792. /**
  83793. * The layer mask we are rendering the particles through.
  83794. */
  83795. layerMask: number;
  83796. /**
  83797. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  83798. */
  83799. updateSpeed: number;
  83800. /**
  83801. * The amount of time the particle system is running (depends of the overall update speed).
  83802. */
  83803. targetStopDuration: number;
  83804. /**
  83805. * The texture used to render each particle. (this can be a spritesheet)
  83806. */
  83807. particleTexture: Nullable<Texture>;
  83808. /**
  83809. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  83810. */
  83811. blendMode: number;
  83812. /**
  83813. * Minimum life time of emitting particles.
  83814. */
  83815. minLifeTime: number;
  83816. /**
  83817. * Maximum life time of emitting particles.
  83818. */
  83819. maxLifeTime: number;
  83820. /**
  83821. * Minimum Size of emitting particles.
  83822. */
  83823. minSize: number;
  83824. /**
  83825. * Maximum Size of emitting particles.
  83826. */
  83827. maxSize: number;
  83828. /**
  83829. * Minimum scale of emitting particles on X axis.
  83830. */
  83831. minScaleX: number;
  83832. /**
  83833. * Maximum scale of emitting particles on X axis.
  83834. */
  83835. maxScaleX: number;
  83836. /**
  83837. * Minimum scale of emitting particles on Y axis.
  83838. */
  83839. minScaleY: number;
  83840. /**
  83841. * Maximum scale of emitting particles on Y axis.
  83842. */
  83843. maxScaleY: number;
  83844. /**
  83845. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  83846. */
  83847. color1: Color4;
  83848. /**
  83849. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  83850. */
  83851. color2: Color4;
  83852. /**
  83853. * Color the particle will have at the end of its lifetime.
  83854. */
  83855. colorDead: Color4;
  83856. /**
  83857. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  83858. */
  83859. emitRate: number;
  83860. /**
  83861. * You can use gravity if you want to give an orientation to your particles.
  83862. */
  83863. gravity: Vector3;
  83864. /**
  83865. * Minimum power of emitting particles.
  83866. */
  83867. minEmitPower: number;
  83868. /**
  83869. * Maximum power of emitting particles.
  83870. */
  83871. maxEmitPower: number;
  83872. /**
  83873. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  83874. */
  83875. minAngularSpeed: number;
  83876. /**
  83877. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  83878. */
  83879. maxAngularSpeed: number;
  83880. /**
  83881. * Gets or sets the minimal initial rotation in radians.
  83882. */
  83883. minInitialRotation: number;
  83884. /**
  83885. * Gets or sets the maximal initial rotation in radians.
  83886. */
  83887. maxInitialRotation: number;
  83888. /**
  83889. * The particle emitter type defines the emitter used by the particle system.
  83890. * It can be for example box, sphere, or cone...
  83891. */
  83892. particleEmitterType: Nullable<IParticleEmitterType>;
  83893. /**
  83894. * Defines the delay in milliseconds before starting the system (0 by default)
  83895. */
  83896. startDelay: number;
  83897. /**
  83898. * 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
  83899. */
  83900. preWarmCycles: number;
  83901. /**
  83902. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  83903. */
  83904. preWarmStepOffset: number;
  83905. /**
  83906. * 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)
  83907. */
  83908. spriteCellChangeSpeed: number;
  83909. /**
  83910. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  83911. */
  83912. startSpriteCellID: number;
  83913. /**
  83914. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  83915. */
  83916. endSpriteCellID: number;
  83917. /**
  83918. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  83919. */
  83920. spriteCellWidth: number;
  83921. /**
  83922. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  83923. */
  83924. spriteCellHeight: number;
  83925. /**
  83926. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  83927. */
  83928. spriteRandomStartCell: boolean;
  83929. /**
  83930. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  83931. */
  83932. isAnimationSheetEnabled: boolean;
  83933. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  83934. translationPivot: Vector2;
  83935. /**
  83936. * Gets or sets a texture used to add random noise to particle positions
  83937. */
  83938. noiseTexture: Nullable<BaseTexture>;
  83939. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  83940. noiseStrength: Vector3;
  83941. /**
  83942. * Gets or sets the billboard mode to use when isBillboardBased = true.
  83943. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  83944. */
  83945. billboardMode: number;
  83946. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  83947. limitVelocityDamping: number;
  83948. /**
  83949. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  83950. */
  83951. beginAnimationOnStart: boolean;
  83952. /**
  83953. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  83954. */
  83955. beginAnimationFrom: number;
  83956. /**
  83957. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  83958. */
  83959. beginAnimationTo: number;
  83960. /**
  83961. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  83962. */
  83963. beginAnimationLoop: boolean;
  83964. /**
  83965. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  83966. */
  83967. disposeOnStop: boolean;
  83968. /**
  83969. * Gets the maximum number of particles active at the same time.
  83970. * @returns The max number of active particles.
  83971. */
  83972. getCapacity(): number;
  83973. /**
  83974. * Gets if the system has been started. (Note: this will still be true after stop is called)
  83975. * @returns True if it has been started, otherwise false.
  83976. */
  83977. isStarted(): boolean;
  83978. /**
  83979. * Animates the particle system for this frame.
  83980. */
  83981. animate(): void;
  83982. /**
  83983. * Renders the particle system in its current state.
  83984. * @returns the current number of particles
  83985. */
  83986. render(): number;
  83987. /**
  83988. * Dispose the particle system and frees its associated resources.
  83989. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  83990. */
  83991. dispose(disposeTexture?: boolean): void;
  83992. /**
  83993. * Clones the particle system.
  83994. * @param name The name of the cloned object
  83995. * @param newEmitter The new emitter to use
  83996. * @returns the cloned particle system
  83997. */
  83998. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  83999. /**
  84000. * Serializes the particle system to a JSON object.
  84001. * @returns the JSON object
  84002. */
  84003. serialize(): any;
  84004. /**
  84005. * Rebuild the particle system
  84006. */
  84007. rebuild(): void;
  84008. /**
  84009. * Starts the particle system and begins to emit
  84010. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  84011. */
  84012. start(delay?: number): void;
  84013. /**
  84014. * Stops the particle system.
  84015. */
  84016. stop(): void;
  84017. /**
  84018. * Remove all active particles
  84019. */
  84020. reset(): void;
  84021. /**
  84022. * Is this system ready to be used/rendered
  84023. * @return true if the system is ready
  84024. */
  84025. isReady(): boolean;
  84026. /**
  84027. * Adds a new color gradient
  84028. * @param gradient defines the gradient to use (between 0 and 1)
  84029. * @param color1 defines the color to affect to the specified gradient
  84030. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  84031. * @returns the current particle system
  84032. */
  84033. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  84034. /**
  84035. * Remove a specific color gradient
  84036. * @param gradient defines the gradient to remove
  84037. * @returns the current particle system
  84038. */
  84039. removeColorGradient(gradient: number): IParticleSystem;
  84040. /**
  84041. * Adds a new size gradient
  84042. * @param gradient defines the gradient to use (between 0 and 1)
  84043. * @param factor defines the size factor to affect to the specified gradient
  84044. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84045. * @returns the current particle system
  84046. */
  84047. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84048. /**
  84049. * Remove a specific size gradient
  84050. * @param gradient defines the gradient to remove
  84051. * @returns the current particle system
  84052. */
  84053. removeSizeGradient(gradient: number): IParticleSystem;
  84054. /**
  84055. * Gets the current list of color gradients.
  84056. * You must use addColorGradient and removeColorGradient to udpate this list
  84057. * @returns the list of color gradients
  84058. */
  84059. getColorGradients(): Nullable<Array<ColorGradient>>;
  84060. /**
  84061. * Gets the current list of size gradients.
  84062. * You must use addSizeGradient and removeSizeGradient to udpate this list
  84063. * @returns the list of size gradients
  84064. */
  84065. getSizeGradients(): Nullable<Array<FactorGradient>>;
  84066. /**
  84067. * Gets the current list of angular speed gradients.
  84068. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  84069. * @returns the list of angular speed gradients
  84070. */
  84071. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  84072. /**
  84073. * Adds a new angular speed gradient
  84074. * @param gradient defines the gradient to use (between 0 and 1)
  84075. * @param factor defines the angular speed to affect to the specified gradient
  84076. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84077. * @returns the current particle system
  84078. */
  84079. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84080. /**
  84081. * Remove a specific angular speed gradient
  84082. * @param gradient defines the gradient to remove
  84083. * @returns the current particle system
  84084. */
  84085. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  84086. /**
  84087. * Gets the current list of velocity gradients.
  84088. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  84089. * @returns the list of velocity gradients
  84090. */
  84091. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  84092. /**
  84093. * Adds a new velocity gradient
  84094. * @param gradient defines the gradient to use (between 0 and 1)
  84095. * @param factor defines the velocity to affect to the specified gradient
  84096. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84097. * @returns the current particle system
  84098. */
  84099. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84100. /**
  84101. * Remove a specific velocity gradient
  84102. * @param gradient defines the gradient to remove
  84103. * @returns the current particle system
  84104. */
  84105. removeVelocityGradient(gradient: number): IParticleSystem;
  84106. /**
  84107. * Gets the current list of limit velocity gradients.
  84108. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  84109. * @returns the list of limit velocity gradients
  84110. */
  84111. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  84112. /**
  84113. * Adds a new limit velocity gradient
  84114. * @param gradient defines the gradient to use (between 0 and 1)
  84115. * @param factor defines the limit velocity to affect to the specified gradient
  84116. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84117. * @returns the current particle system
  84118. */
  84119. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84120. /**
  84121. * Remove a specific limit velocity gradient
  84122. * @param gradient defines the gradient to remove
  84123. * @returns the current particle system
  84124. */
  84125. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  84126. /**
  84127. * Adds a new drag gradient
  84128. * @param gradient defines the gradient to use (between 0 and 1)
  84129. * @param factor defines the drag to affect to the specified gradient
  84130. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84131. * @returns the current particle system
  84132. */
  84133. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84134. /**
  84135. * Remove a specific drag gradient
  84136. * @param gradient defines the gradient to remove
  84137. * @returns the current particle system
  84138. */
  84139. removeDragGradient(gradient: number): IParticleSystem;
  84140. /**
  84141. * Gets the current list of drag gradients.
  84142. * You must use addDragGradient and removeDragGradient to udpate this list
  84143. * @returns the list of drag gradients
  84144. */
  84145. getDragGradients(): Nullable<Array<FactorGradient>>;
  84146. /**
  84147. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  84148. * @param gradient defines the gradient to use (between 0 and 1)
  84149. * @param factor defines the emit rate to affect to the specified gradient
  84150. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84151. * @returns the current particle system
  84152. */
  84153. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84154. /**
  84155. * Remove a specific emit rate gradient
  84156. * @param gradient defines the gradient to remove
  84157. * @returns the current particle system
  84158. */
  84159. removeEmitRateGradient(gradient: number): IParticleSystem;
  84160. /**
  84161. * Gets the current list of emit rate gradients.
  84162. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  84163. * @returns the list of emit rate gradients
  84164. */
  84165. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  84166. /**
  84167. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  84168. * @param gradient defines the gradient to use (between 0 and 1)
  84169. * @param factor defines the start size to affect to the specified gradient
  84170. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84171. * @returns the current particle system
  84172. */
  84173. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84174. /**
  84175. * Remove a specific start size gradient
  84176. * @param gradient defines the gradient to remove
  84177. * @returns the current particle system
  84178. */
  84179. removeStartSizeGradient(gradient: number): IParticleSystem;
  84180. /**
  84181. * Gets the current list of start size gradients.
  84182. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  84183. * @returns the list of start size gradients
  84184. */
  84185. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  84186. /**
  84187. * Adds a new life time gradient
  84188. * @param gradient defines the gradient to use (between 0 and 1)
  84189. * @param factor defines the life time factor to affect to the specified gradient
  84190. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  84191. * @returns the current particle system
  84192. */
  84193. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  84194. /**
  84195. * Remove a specific life time gradient
  84196. * @param gradient defines the gradient to remove
  84197. * @returns the current particle system
  84198. */
  84199. removeLifeTimeGradient(gradient: number): IParticleSystem;
  84200. /**
  84201. * Gets the current list of life time gradients.
  84202. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  84203. * @returns the list of life time gradients
  84204. */
  84205. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  84206. /**
  84207. * Gets the current list of color gradients.
  84208. * You must use addColorGradient and removeColorGradient to udpate this list
  84209. * @returns the list of color gradients
  84210. */
  84211. getColorGradients(): Nullable<Array<ColorGradient>>;
  84212. /**
  84213. * Adds a new ramp gradient used to remap particle colors
  84214. * @param gradient defines the gradient to use (between 0 and 1)
  84215. * @param color defines the color to affect to the specified gradient
  84216. * @returns the current particle system
  84217. */
  84218. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  84219. /**
  84220. * Gets the current list of ramp gradients.
  84221. * You must use addRampGradient and removeRampGradient to udpate this list
  84222. * @returns the list of ramp gradients
  84223. */
  84224. getRampGradients(): Nullable<Array<Color3Gradient>>;
  84225. /** Gets or sets a boolean indicating that ramp gradients must be used
  84226. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  84227. */
  84228. useRampGradients: boolean;
  84229. /**
  84230. * Adds a new color remap gradient
  84231. * @param gradient defines the gradient to use (between 0 and 1)
  84232. * @param min defines the color remap minimal range
  84233. * @param max defines the color remap maximal range
  84234. * @returns the current particle system
  84235. */
  84236. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  84237. /**
  84238. * Gets the current list of color remap gradients.
  84239. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  84240. * @returns the list of color remap gradients
  84241. */
  84242. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  84243. /**
  84244. * Adds a new alpha remap gradient
  84245. * @param gradient defines the gradient to use (between 0 and 1)
  84246. * @param min defines the alpha remap minimal range
  84247. * @param max defines the alpha remap maximal range
  84248. * @returns the current particle system
  84249. */
  84250. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  84251. /**
  84252. * Gets the current list of alpha remap gradients.
  84253. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  84254. * @returns the list of alpha remap gradients
  84255. */
  84256. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  84257. /**
  84258. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  84259. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84260. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84261. * @returns the emitter
  84262. */
  84263. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  84264. /**
  84265. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  84266. * @param radius The radius of the hemisphere to emit from
  84267. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84268. * @returns the emitter
  84269. */
  84270. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  84271. /**
  84272. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  84273. * @param radius The radius of the sphere to emit from
  84274. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84275. * @returns the emitter
  84276. */
  84277. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  84278. /**
  84279. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  84280. * @param radius The radius of the sphere to emit from
  84281. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  84282. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  84283. * @returns the emitter
  84284. */
  84285. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  84286. /**
  84287. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  84288. * @param radius The radius of the emission cylinder
  84289. * @param height The height of the emission cylinder
  84290. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  84291. * @param directionRandomizer How much to randomize the particle direction [0-1]
  84292. * @returns the emitter
  84293. */
  84294. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  84295. /**
  84296. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  84297. * @param radius The radius of the cylinder to emit from
  84298. * @param height The height of the emission cylinder
  84299. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  84300. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  84301. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  84302. * @returns the emitter
  84303. */
  84304. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  84305. /**
  84306. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  84307. * @param radius The radius of the cone to emit from
  84308. * @param angle The base angle of the cone
  84309. * @returns the emitter
  84310. */
  84311. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  84312. /**
  84313. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  84314. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84315. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84316. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84317. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84318. * @returns the emitter
  84319. */
  84320. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  84321. /**
  84322. * Get hosting scene
  84323. * @returns the scene
  84324. */
  84325. getScene(): Scene;
  84326. }
  84327. }
  84328. declare module BABYLON {
  84329. /**
  84330. * Creates an instance based on a source mesh.
  84331. */
  84332. export class InstancedMesh extends AbstractMesh {
  84333. private _sourceMesh;
  84334. private _currentLOD;
  84335. /** @hidden */
  84336. _indexInSourceMeshInstanceArray: number;
  84337. constructor(name: string, source: Mesh);
  84338. /**
  84339. * Returns the string "InstancedMesh".
  84340. */
  84341. getClassName(): string;
  84342. /** Gets the list of lights affecting that mesh */
  84343. readonly lightSources: Light[];
  84344. _resyncLightSources(): void;
  84345. _resyncLighSource(light: Light): void;
  84346. _removeLightSource(light: Light, dispose: boolean): void;
  84347. /**
  84348. * If the source mesh receives shadows
  84349. */
  84350. readonly receiveShadows: boolean;
  84351. /**
  84352. * The material of the source mesh
  84353. */
  84354. readonly material: Nullable<Material>;
  84355. /**
  84356. * Visibility of the source mesh
  84357. */
  84358. readonly visibility: number;
  84359. /**
  84360. * Skeleton of the source mesh
  84361. */
  84362. readonly skeleton: Nullable<Skeleton>;
  84363. /**
  84364. * Rendering ground id of the source mesh
  84365. */
  84366. renderingGroupId: number;
  84367. /**
  84368. * Returns the total number of vertices (integer).
  84369. */
  84370. getTotalVertices(): number;
  84371. /**
  84372. * Returns a positive integer : the total number of indices in this mesh geometry.
  84373. * @returns the numner of indices or zero if the mesh has no geometry.
  84374. */
  84375. getTotalIndices(): number;
  84376. /**
  84377. * The source mesh of the instance
  84378. */
  84379. readonly sourceMesh: Mesh;
  84380. /**
  84381. * Is this node ready to be used/rendered
  84382. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  84383. * @return {boolean} is it ready
  84384. */
  84385. isReady(completeCheck?: boolean): boolean;
  84386. /**
  84387. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  84388. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  84389. * @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.
  84390. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  84391. */
  84392. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  84393. /**
  84394. * Sets the vertex data of the mesh geometry for the requested `kind`.
  84395. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  84396. * The `data` are either a numeric array either a Float32Array.
  84397. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  84398. * 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).
  84399. * Note that a new underlying VertexBuffer object is created each call.
  84400. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  84401. *
  84402. * Possible `kind` values :
  84403. * - VertexBuffer.PositionKind
  84404. * - VertexBuffer.UVKind
  84405. * - VertexBuffer.UV2Kind
  84406. * - VertexBuffer.UV3Kind
  84407. * - VertexBuffer.UV4Kind
  84408. * - VertexBuffer.UV5Kind
  84409. * - VertexBuffer.UV6Kind
  84410. * - VertexBuffer.ColorKind
  84411. * - VertexBuffer.MatricesIndicesKind
  84412. * - VertexBuffer.MatricesIndicesExtraKind
  84413. * - VertexBuffer.MatricesWeightsKind
  84414. * - VertexBuffer.MatricesWeightsExtraKind
  84415. *
  84416. * Returns the Mesh.
  84417. */
  84418. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  84419. /**
  84420. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  84421. * If the mesh has no geometry, it is simply returned as it is.
  84422. * The `data` are either a numeric array either a Float32Array.
  84423. * No new underlying VertexBuffer object is created.
  84424. * 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.
  84425. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  84426. *
  84427. * Possible `kind` values :
  84428. * - VertexBuffer.PositionKind
  84429. * - VertexBuffer.UVKind
  84430. * - VertexBuffer.UV2Kind
  84431. * - VertexBuffer.UV3Kind
  84432. * - VertexBuffer.UV4Kind
  84433. * - VertexBuffer.UV5Kind
  84434. * - VertexBuffer.UV6Kind
  84435. * - VertexBuffer.ColorKind
  84436. * - VertexBuffer.MatricesIndicesKind
  84437. * - VertexBuffer.MatricesIndicesExtraKind
  84438. * - VertexBuffer.MatricesWeightsKind
  84439. * - VertexBuffer.MatricesWeightsExtraKind
  84440. *
  84441. * Returns the Mesh.
  84442. */
  84443. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  84444. /**
  84445. * Sets the mesh indices.
  84446. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  84447. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  84448. * This method creates a new index buffer each call.
  84449. * Returns the Mesh.
  84450. */
  84451. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  84452. /**
  84453. * Boolean : True if the mesh owns the requested kind of data.
  84454. */
  84455. isVerticesDataPresent(kind: string): boolean;
  84456. /**
  84457. * Returns an array of indices (IndicesArray).
  84458. */
  84459. getIndices(): Nullable<IndicesArray>;
  84460. readonly _positions: Nullable<Vector3[]>;
  84461. /**
  84462. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  84463. * This means the mesh underlying bounding box and sphere are recomputed.
  84464. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  84465. * @returns the current mesh
  84466. */
  84467. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  84468. /** @hidden */
  84469. _preActivate(): InstancedMesh;
  84470. /** @hidden */
  84471. _activate(renderId: number, intermediateRendering: boolean): boolean;
  84472. /** @hidden */
  84473. _postActivate(): void;
  84474. getWorldMatrix(): Matrix;
  84475. readonly isAnInstance: boolean;
  84476. /**
  84477. * Returns the current associated LOD AbstractMesh.
  84478. */
  84479. getLOD(camera: Camera): AbstractMesh;
  84480. /** @hidden */
  84481. _syncSubMeshes(): InstancedMesh;
  84482. /** @hidden */
  84483. _generatePointsArray(): boolean;
  84484. /**
  84485. * Creates a new InstancedMesh from the current mesh.
  84486. * - name (string) : the cloned mesh name
  84487. * - newParent (optional Node) : the optional Node to parent the clone to.
  84488. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  84489. *
  84490. * Returns the clone.
  84491. */
  84492. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  84493. /**
  84494. * Disposes the InstancedMesh.
  84495. * Returns nothing.
  84496. */
  84497. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  84498. }
  84499. }
  84500. declare module BABYLON {
  84501. /**
  84502. * Defines the options associated with the creation of a shader material.
  84503. */
  84504. export interface IShaderMaterialOptions {
  84505. /**
  84506. * Does the material work in alpha blend mode
  84507. */
  84508. needAlphaBlending: boolean;
  84509. /**
  84510. * Does the material work in alpha test mode
  84511. */
  84512. needAlphaTesting: boolean;
  84513. /**
  84514. * The list of attribute names used in the shader
  84515. */
  84516. attributes: string[];
  84517. /**
  84518. * The list of unifrom names used in the shader
  84519. */
  84520. uniforms: string[];
  84521. /**
  84522. * The list of UBO names used in the shader
  84523. */
  84524. uniformBuffers: string[];
  84525. /**
  84526. * The list of sampler names used in the shader
  84527. */
  84528. samplers: string[];
  84529. /**
  84530. * The list of defines used in the shader
  84531. */
  84532. defines: string[];
  84533. }
  84534. /**
  84535. * 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.
  84536. *
  84537. * This returned material effects how the mesh will look based on the code in the shaders.
  84538. *
  84539. * @see http://doc.babylonjs.com/how_to/shader_material
  84540. */
  84541. export class ShaderMaterial extends Material {
  84542. private _shaderPath;
  84543. private _options;
  84544. private _textures;
  84545. private _textureArrays;
  84546. private _floats;
  84547. private _ints;
  84548. private _floatsArrays;
  84549. private _colors3;
  84550. private _colors3Arrays;
  84551. private _colors4;
  84552. private _colors4Arrays;
  84553. private _vectors2;
  84554. private _vectors3;
  84555. private _vectors4;
  84556. private _matrices;
  84557. private _matrices3x3;
  84558. private _matrices2x2;
  84559. private _vectors2Arrays;
  84560. private _vectors3Arrays;
  84561. private _vectors4Arrays;
  84562. private _cachedWorldViewMatrix;
  84563. private _cachedWorldViewProjectionMatrix;
  84564. private _renderId;
  84565. /**
  84566. * Instantiate a new shader material.
  84567. * 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.
  84568. * This returned material effects how the mesh will look based on the code in the shaders.
  84569. * @see http://doc.babylonjs.com/how_to/shader_material
  84570. * @param name Define the name of the material in the scene
  84571. * @param scene Define the scene the material belongs to
  84572. * @param shaderPath Defines the route to the shader code in one of three ways:
  84573. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  84574. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  84575. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  84576. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  84577. * @param options Define the options used to create the shader
  84578. */
  84579. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  84580. /**
  84581. * Gets the options used to compile the shader.
  84582. * They can be modified to trigger a new compilation
  84583. */
  84584. readonly options: IShaderMaterialOptions;
  84585. /**
  84586. * Gets the current class name of the material e.g. "ShaderMaterial"
  84587. * Mainly use in serialization.
  84588. * @returns the class name
  84589. */
  84590. getClassName(): string;
  84591. /**
  84592. * Specifies if the material will require alpha blending
  84593. * @returns a boolean specifying if alpha blending is needed
  84594. */
  84595. needAlphaBlending(): boolean;
  84596. /**
  84597. * Specifies if this material should be rendered in alpha test mode
  84598. * @returns a boolean specifying if an alpha test is needed.
  84599. */
  84600. needAlphaTesting(): boolean;
  84601. private _checkUniform;
  84602. /**
  84603. * Set a texture in the shader.
  84604. * @param name Define the name of the uniform samplers as defined in the shader
  84605. * @param texture Define the texture to bind to this sampler
  84606. * @return the material itself allowing "fluent" like uniform updates
  84607. */
  84608. setTexture(name: string, texture: Texture): ShaderMaterial;
  84609. /**
  84610. * Set a texture array in the shader.
  84611. * @param name Define the name of the uniform sampler array as defined in the shader
  84612. * @param textures Define the list of textures to bind to this sampler
  84613. * @return the material itself allowing "fluent" like uniform updates
  84614. */
  84615. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  84616. /**
  84617. * Set a float in the shader.
  84618. * @param name Define the name of the uniform as defined in the shader
  84619. * @param value Define the value to give to the uniform
  84620. * @return the material itself allowing "fluent" like uniform updates
  84621. */
  84622. setFloat(name: string, value: number): ShaderMaterial;
  84623. /**
  84624. * Set a int in the shader.
  84625. * @param name Define the name of the uniform as defined in the shader
  84626. * @param value Define the value to give to the uniform
  84627. * @return the material itself allowing "fluent" like uniform updates
  84628. */
  84629. setInt(name: string, value: number): ShaderMaterial;
  84630. /**
  84631. * Set an array of floats in the shader.
  84632. * @param name Define the name of the uniform as defined in the shader
  84633. * @param value Define the value to give to the uniform
  84634. * @return the material itself allowing "fluent" like uniform updates
  84635. */
  84636. setFloats(name: string, value: number[]): ShaderMaterial;
  84637. /**
  84638. * Set a vec3 in the shader from a Color3.
  84639. * @param name Define the name of the uniform as defined in the shader
  84640. * @param value Define the value to give to the uniform
  84641. * @return the material itself allowing "fluent" like uniform updates
  84642. */
  84643. setColor3(name: string, value: Color3): ShaderMaterial;
  84644. /**
  84645. * Set a vec3 array in the shader from a Color3 array.
  84646. * @param name Define the name of the uniform as defined in the shader
  84647. * @param value Define the value to give to the uniform
  84648. * @return the material itself allowing "fluent" like uniform updates
  84649. */
  84650. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  84651. /**
  84652. * Set a vec4 in the shader from a Color4.
  84653. * @param name Define the name of the uniform as defined in the shader
  84654. * @param value Define the value to give to the uniform
  84655. * @return the material itself allowing "fluent" like uniform updates
  84656. */
  84657. setColor4(name: string, value: Color4): ShaderMaterial;
  84658. /**
  84659. * Set a vec4 array in the shader from a Color4 array.
  84660. * @param name Define the name of the uniform as defined in the shader
  84661. * @param value Define the value to give to the uniform
  84662. * @return the material itself allowing "fluent" like uniform updates
  84663. */
  84664. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  84665. /**
  84666. * Set a vec2 in the shader from a Vector2.
  84667. * @param name Define the name of the uniform as defined in the shader
  84668. * @param value Define the value to give to the uniform
  84669. * @return the material itself allowing "fluent" like uniform updates
  84670. */
  84671. setVector2(name: string, value: Vector2): ShaderMaterial;
  84672. /**
  84673. * Set a vec3 in the shader from a Vector3.
  84674. * @param name Define the name of the uniform as defined in the shader
  84675. * @param value Define the value to give to the uniform
  84676. * @return the material itself allowing "fluent" like uniform updates
  84677. */
  84678. setVector3(name: string, value: Vector3): ShaderMaterial;
  84679. /**
  84680. * Set a vec4 in the shader from a Vector4.
  84681. * @param name Define the name of the uniform as defined in the shader
  84682. * @param value Define the value to give to the uniform
  84683. * @return the material itself allowing "fluent" like uniform updates
  84684. */
  84685. setVector4(name: string, value: Vector4): ShaderMaterial;
  84686. /**
  84687. * Set a mat4 in the shader from a Matrix.
  84688. * @param name Define the name of the uniform as defined in the shader
  84689. * @param value Define the value to give to the uniform
  84690. * @return the material itself allowing "fluent" like uniform updates
  84691. */
  84692. setMatrix(name: string, value: Matrix): ShaderMaterial;
  84693. /**
  84694. * Set a mat3 in the shader from a Float32Array.
  84695. * @param name Define the name of the uniform as defined in the shader
  84696. * @param value Define the value to give to the uniform
  84697. * @return the material itself allowing "fluent" like uniform updates
  84698. */
  84699. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  84700. /**
  84701. * Set a mat2 in the shader from a Float32Array.
  84702. * @param name Define the name of the uniform as defined in the shader
  84703. * @param value Define the value to give to the uniform
  84704. * @return the material itself allowing "fluent" like uniform updates
  84705. */
  84706. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  84707. /**
  84708. * Set a vec2 array in the shader from a number array.
  84709. * @param name Define the name of the uniform as defined in the shader
  84710. * @param value Define the value to give to the uniform
  84711. * @return the material itself allowing "fluent" like uniform updates
  84712. */
  84713. setArray2(name: string, value: number[]): ShaderMaterial;
  84714. /**
  84715. * Set a vec3 array in the shader from a number array.
  84716. * @param name Define the name of the uniform as defined in the shader
  84717. * @param value Define the value to give to the uniform
  84718. * @return the material itself allowing "fluent" like uniform updates
  84719. */
  84720. setArray3(name: string, value: number[]): ShaderMaterial;
  84721. /**
  84722. * Set a vec4 array in the shader from a number array.
  84723. * @param name Define the name of the uniform as defined in the shader
  84724. * @param value Define the value to give to the uniform
  84725. * @return the material itself allowing "fluent" like uniform updates
  84726. */
  84727. setArray4(name: string, value: number[]): ShaderMaterial;
  84728. private _checkCache;
  84729. /**
  84730. * Specifies that the submesh is ready to be used
  84731. * @param mesh defines the mesh to check
  84732. * @param subMesh defines which submesh to check
  84733. * @param useInstances specifies that instances should be used
  84734. * @returns a boolean indicating that the submesh is ready or not
  84735. */
  84736. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  84737. /**
  84738. * Checks if the material is ready to render the requested mesh
  84739. * @param mesh Define the mesh to render
  84740. * @param useInstances Define whether or not the material is used with instances
  84741. * @returns true if ready, otherwise false
  84742. */
  84743. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  84744. /**
  84745. * Binds the world matrix to the material
  84746. * @param world defines the world transformation matrix
  84747. */
  84748. bindOnlyWorldMatrix(world: Matrix): void;
  84749. /**
  84750. * Binds the material to the mesh
  84751. * @param world defines the world transformation matrix
  84752. * @param mesh defines the mesh to bind the material to
  84753. */
  84754. bind(world: Matrix, mesh?: Mesh): void;
  84755. /**
  84756. * Gets the active textures from the material
  84757. * @returns an array of textures
  84758. */
  84759. getActiveTextures(): BaseTexture[];
  84760. /**
  84761. * Specifies if the material uses a texture
  84762. * @param texture defines the texture to check against the material
  84763. * @returns a boolean specifying if the material uses the texture
  84764. */
  84765. hasTexture(texture: BaseTexture): boolean;
  84766. /**
  84767. * Makes a duplicate of the material, and gives it a new name
  84768. * @param name defines the new name for the duplicated material
  84769. * @returns the cloned material
  84770. */
  84771. clone(name: string): ShaderMaterial;
  84772. /**
  84773. * Disposes the material
  84774. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  84775. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  84776. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  84777. */
  84778. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  84779. /**
  84780. * Serializes this material in a JSON representation
  84781. * @returns the serialized material object
  84782. */
  84783. serialize(): any;
  84784. /**
  84785. * Creates a shader material from parsed shader material data
  84786. * @param source defines the JSON represnetation of the material
  84787. * @param scene defines the hosting scene
  84788. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  84789. * @returns a new material
  84790. */
  84791. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  84792. }
  84793. }
  84794. declare module BABYLON {
  84795. /** @hidden */
  84796. export var colorPixelShader: {
  84797. name: string;
  84798. shader: string;
  84799. };
  84800. }
  84801. declare module BABYLON {
  84802. /** @hidden */
  84803. export var colorVertexShader: {
  84804. name: string;
  84805. shader: string;
  84806. };
  84807. }
  84808. declare module BABYLON {
  84809. /**
  84810. * Line mesh
  84811. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  84812. */
  84813. export class LinesMesh extends Mesh {
  84814. /**
  84815. * If vertex color should be applied to the mesh
  84816. */
  84817. readonly useVertexColor?: boolean | undefined;
  84818. /**
  84819. * If vertex alpha should be applied to the mesh
  84820. */
  84821. readonly useVertexAlpha?: boolean | undefined;
  84822. /**
  84823. * Color of the line (Default: White)
  84824. */
  84825. color: Color3;
  84826. /**
  84827. * Alpha of the line (Default: 1)
  84828. */
  84829. alpha: number;
  84830. /**
  84831. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  84832. * This margin is expressed in world space coordinates, so its value may vary.
  84833. * Default value is 0.1
  84834. */
  84835. intersectionThreshold: number;
  84836. private _colorShader;
  84837. private color4;
  84838. /**
  84839. * Creates a new LinesMesh
  84840. * @param name defines the name
  84841. * @param scene defines the hosting scene
  84842. * @param parent defines the parent mesh if any
  84843. * @param source defines the optional source LinesMesh used to clone data from
  84844. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  84845. * When false, achieved by calling a clone(), also passing False.
  84846. * This will make creation of children, recursive.
  84847. * @param useVertexColor defines if this LinesMesh supports vertex color
  84848. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  84849. */
  84850. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  84851. /**
  84852. * If vertex color should be applied to the mesh
  84853. */
  84854. useVertexColor?: boolean | undefined,
  84855. /**
  84856. * If vertex alpha should be applied to the mesh
  84857. */
  84858. useVertexAlpha?: boolean | undefined);
  84859. private _addClipPlaneDefine;
  84860. private _removeClipPlaneDefine;
  84861. isReady(): boolean;
  84862. /**
  84863. * Returns the string "LineMesh"
  84864. */
  84865. getClassName(): string;
  84866. /**
  84867. * @hidden
  84868. */
  84869. /**
  84870. * @hidden
  84871. */
  84872. material: Material;
  84873. /**
  84874. * @hidden
  84875. */
  84876. readonly checkCollisions: boolean;
  84877. /** @hidden */
  84878. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  84879. /** @hidden */
  84880. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  84881. /**
  84882. * Disposes of the line mesh
  84883. * @param doNotRecurse If children should be disposed
  84884. */
  84885. dispose(doNotRecurse?: boolean): void;
  84886. /**
  84887. * Returns a new LineMesh object cloned from the current one.
  84888. */
  84889. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  84890. /**
  84891. * Creates a new InstancedLinesMesh object from the mesh model.
  84892. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  84893. * @param name defines the name of the new instance
  84894. * @returns a new InstancedLinesMesh
  84895. */
  84896. createInstance(name: string): InstancedLinesMesh;
  84897. }
  84898. /**
  84899. * Creates an instance based on a source LinesMesh
  84900. */
  84901. export class InstancedLinesMesh extends InstancedMesh {
  84902. /**
  84903. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  84904. * This margin is expressed in world space coordinates, so its value may vary.
  84905. * Initilized with the intersectionThreshold value of the source LinesMesh
  84906. */
  84907. intersectionThreshold: number;
  84908. constructor(name: string, source: LinesMesh);
  84909. /**
  84910. * Returns the string "InstancedLinesMesh".
  84911. */
  84912. getClassName(): string;
  84913. }
  84914. }
  84915. declare module BABYLON {
  84916. /** @hidden */
  84917. export var linePixelShader: {
  84918. name: string;
  84919. shader: string;
  84920. };
  84921. }
  84922. declare module BABYLON {
  84923. /** @hidden */
  84924. export var lineVertexShader: {
  84925. name: string;
  84926. shader: string;
  84927. };
  84928. }
  84929. declare module BABYLON {
  84930. interface AbstractMesh {
  84931. /**
  84932. * Gets the edgesRenderer associated with the mesh
  84933. */
  84934. edgesRenderer: Nullable<EdgesRenderer>;
  84935. }
  84936. interface LinesMesh {
  84937. /**
  84938. * Enables the edge rendering mode on the mesh.
  84939. * This mode makes the mesh edges visible
  84940. * @param epsilon defines the maximal distance between two angles to detect a face
  84941. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  84942. * @returns the currentAbstractMesh
  84943. * @see https://www.babylonjs-playground.com/#19O9TU#0
  84944. */
  84945. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  84946. }
  84947. interface InstancedLinesMesh {
  84948. /**
  84949. * Enables the edge rendering mode on the mesh.
  84950. * This mode makes the mesh edges visible
  84951. * @param epsilon defines the maximal distance between two angles to detect a face
  84952. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  84953. * @returns the current InstancedLinesMesh
  84954. * @see https://www.babylonjs-playground.com/#19O9TU#0
  84955. */
  84956. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  84957. }
  84958. /**
  84959. * Defines the minimum contract an Edges renderer should follow.
  84960. */
  84961. export interface IEdgesRenderer extends IDisposable {
  84962. /**
  84963. * Gets or sets a boolean indicating if the edgesRenderer is active
  84964. */
  84965. isEnabled: boolean;
  84966. /**
  84967. * Renders the edges of the attached mesh,
  84968. */
  84969. render(): void;
  84970. /**
  84971. * Checks wether or not the edges renderer is ready to render.
  84972. * @return true if ready, otherwise false.
  84973. */
  84974. isReady(): boolean;
  84975. }
  84976. /**
  84977. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  84978. */
  84979. export class EdgesRenderer implements IEdgesRenderer {
  84980. /**
  84981. * Define the size of the edges with an orthographic camera
  84982. */
  84983. edgesWidthScalerForOrthographic: number;
  84984. /**
  84985. * Define the size of the edges with a perspective camera
  84986. */
  84987. edgesWidthScalerForPerspective: number;
  84988. protected _source: AbstractMesh;
  84989. protected _linesPositions: number[];
  84990. protected _linesNormals: number[];
  84991. protected _linesIndices: number[];
  84992. protected _epsilon: number;
  84993. protected _indicesCount: number;
  84994. protected _lineShader: ShaderMaterial;
  84995. protected _ib: DataBuffer;
  84996. protected _buffers: {
  84997. [key: string]: Nullable<VertexBuffer>;
  84998. };
  84999. protected _checkVerticesInsteadOfIndices: boolean;
  85000. private _meshRebuildObserver;
  85001. private _meshDisposeObserver;
  85002. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  85003. isEnabled: boolean;
  85004. /**
  85005. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  85006. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  85007. * @param source Mesh used to create edges
  85008. * @param epsilon sum of angles in adjacency to check for edge
  85009. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  85010. * @param generateEdgesLines - should generate Lines or only prepare resources.
  85011. */
  85012. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  85013. protected _prepareRessources(): void;
  85014. /** @hidden */
  85015. _rebuild(): void;
  85016. /**
  85017. * Releases the required resources for the edges renderer
  85018. */
  85019. dispose(): void;
  85020. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  85021. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  85022. /**
  85023. * Checks if the pair of p0 and p1 is en edge
  85024. * @param faceIndex
  85025. * @param edge
  85026. * @param faceNormals
  85027. * @param p0
  85028. * @param p1
  85029. * @private
  85030. */
  85031. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  85032. /**
  85033. * push line into the position, normal and index buffer
  85034. * @protected
  85035. */
  85036. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  85037. /**
  85038. * Generates lines edges from adjacencjes
  85039. * @private
  85040. */
  85041. _generateEdgesLines(): void;
  85042. /**
  85043. * Checks wether or not the edges renderer is ready to render.
  85044. * @return true if ready, otherwise false.
  85045. */
  85046. isReady(): boolean;
  85047. /**
  85048. * Renders the edges of the attached mesh,
  85049. */
  85050. render(): void;
  85051. }
  85052. /**
  85053. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  85054. */
  85055. export class LineEdgesRenderer extends EdgesRenderer {
  85056. /**
  85057. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  85058. * @param source LineMesh used to generate edges
  85059. * @param epsilon not important (specified angle for edge detection)
  85060. * @param checkVerticesInsteadOfIndices not important for LineMesh
  85061. */
  85062. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  85063. /**
  85064. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  85065. */
  85066. _generateEdgesLines(): void;
  85067. }
  85068. }
  85069. declare module BABYLON {
  85070. /**
  85071. * This represents the object necessary to create a rendering group.
  85072. * This is exclusively used and created by the rendering manager.
  85073. * To modify the behavior, you use the available helpers in your scene or meshes.
  85074. * @hidden
  85075. */
  85076. export class RenderingGroup {
  85077. index: number;
  85078. private static _zeroVector;
  85079. private _scene;
  85080. private _opaqueSubMeshes;
  85081. private _transparentSubMeshes;
  85082. private _alphaTestSubMeshes;
  85083. private _depthOnlySubMeshes;
  85084. private _particleSystems;
  85085. private _spriteManagers;
  85086. private _opaqueSortCompareFn;
  85087. private _alphaTestSortCompareFn;
  85088. private _transparentSortCompareFn;
  85089. private _renderOpaque;
  85090. private _renderAlphaTest;
  85091. private _renderTransparent;
  85092. /** @hidden */
  85093. _edgesRenderers: SmartArray<IEdgesRenderer>;
  85094. onBeforeTransparentRendering: () => void;
  85095. /**
  85096. * Set the opaque sort comparison function.
  85097. * If null the sub meshes will be render in the order they were created
  85098. */
  85099. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  85100. /**
  85101. * Set the alpha test sort comparison function.
  85102. * If null the sub meshes will be render in the order they were created
  85103. */
  85104. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  85105. /**
  85106. * Set the transparent sort comparison function.
  85107. * If null the sub meshes will be render in the order they were created
  85108. */
  85109. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  85110. /**
  85111. * Creates a new rendering group.
  85112. * @param index The rendering group index
  85113. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  85114. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  85115. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  85116. */
  85117. 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>);
  85118. /**
  85119. * Render all the sub meshes contained in the group.
  85120. * @param customRenderFunction Used to override the default render behaviour of the group.
  85121. * @returns true if rendered some submeshes.
  85122. */
  85123. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  85124. /**
  85125. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  85126. * @param subMeshes The submeshes to render
  85127. */
  85128. private renderOpaqueSorted;
  85129. /**
  85130. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  85131. * @param subMeshes The submeshes to render
  85132. */
  85133. private renderAlphaTestSorted;
  85134. /**
  85135. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  85136. * @param subMeshes The submeshes to render
  85137. */
  85138. private renderTransparentSorted;
  85139. /**
  85140. * Renders the submeshes in a specified order.
  85141. * @param subMeshes The submeshes to sort before render
  85142. * @param sortCompareFn The comparison function use to sort
  85143. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  85144. * @param transparent Specifies to activate blending if true
  85145. */
  85146. private static renderSorted;
  85147. /**
  85148. * Renders the submeshes in the order they were dispatched (no sort applied).
  85149. * @param subMeshes The submeshes to render
  85150. */
  85151. private static renderUnsorted;
  85152. /**
  85153. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  85154. * are rendered back to front if in the same alpha index.
  85155. *
  85156. * @param a The first submesh
  85157. * @param b The second submesh
  85158. * @returns The result of the comparison
  85159. */
  85160. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  85161. /**
  85162. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  85163. * are rendered back to front.
  85164. *
  85165. * @param a The first submesh
  85166. * @param b The second submesh
  85167. * @returns The result of the comparison
  85168. */
  85169. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  85170. /**
  85171. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  85172. * are rendered front to back (prevent overdraw).
  85173. *
  85174. * @param a The first submesh
  85175. * @param b The second submesh
  85176. * @returns The result of the comparison
  85177. */
  85178. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  85179. /**
  85180. * Resets the different lists of submeshes to prepare a new frame.
  85181. */
  85182. prepare(): void;
  85183. dispose(): void;
  85184. /**
  85185. * Inserts the submesh in its correct queue depending on its material.
  85186. * @param subMesh The submesh to dispatch
  85187. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  85188. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  85189. */
  85190. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  85191. dispatchSprites(spriteManager: ISpriteManager): void;
  85192. dispatchParticles(particleSystem: IParticleSystem): void;
  85193. private _renderParticles;
  85194. private _renderSprites;
  85195. }
  85196. }
  85197. declare module BABYLON {
  85198. /**
  85199. * Interface describing the different options available in the rendering manager
  85200. * regarding Auto Clear between groups.
  85201. */
  85202. export interface IRenderingManagerAutoClearSetup {
  85203. /**
  85204. * Defines whether or not autoclear is enable.
  85205. */
  85206. autoClear: boolean;
  85207. /**
  85208. * Defines whether or not to autoclear the depth buffer.
  85209. */
  85210. depth: boolean;
  85211. /**
  85212. * Defines whether or not to autoclear the stencil buffer.
  85213. */
  85214. stencil: boolean;
  85215. }
  85216. /**
  85217. * This class is used by the onRenderingGroupObservable
  85218. */
  85219. export class RenderingGroupInfo {
  85220. /**
  85221. * The Scene that being rendered
  85222. */
  85223. scene: Scene;
  85224. /**
  85225. * The camera currently used for the rendering pass
  85226. */
  85227. camera: Nullable<Camera>;
  85228. /**
  85229. * The ID of the renderingGroup being processed
  85230. */
  85231. renderingGroupId: number;
  85232. }
  85233. /**
  85234. * This is the manager responsible of all the rendering for meshes sprites and particles.
  85235. * It is enable to manage the different groups as well as the different necessary sort functions.
  85236. * This should not be used directly aside of the few static configurations
  85237. */
  85238. export class RenderingManager {
  85239. /**
  85240. * The max id used for rendering groups (not included)
  85241. */
  85242. static MAX_RENDERINGGROUPS: number;
  85243. /**
  85244. * The min id used for rendering groups (included)
  85245. */
  85246. static MIN_RENDERINGGROUPS: number;
  85247. /**
  85248. * Used to globally prevent autoclearing scenes.
  85249. */
  85250. static AUTOCLEAR: boolean;
  85251. /**
  85252. * @hidden
  85253. */
  85254. _useSceneAutoClearSetup: boolean;
  85255. private _scene;
  85256. private _renderingGroups;
  85257. private _depthStencilBufferAlreadyCleaned;
  85258. private _autoClearDepthStencil;
  85259. private _customOpaqueSortCompareFn;
  85260. private _customAlphaTestSortCompareFn;
  85261. private _customTransparentSortCompareFn;
  85262. private _renderingGroupInfo;
  85263. /**
  85264. * Instantiates a new rendering group for a particular scene
  85265. * @param scene Defines the scene the groups belongs to
  85266. */
  85267. constructor(scene: Scene);
  85268. private _clearDepthStencilBuffer;
  85269. /**
  85270. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  85271. * @hidden
  85272. */
  85273. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  85274. /**
  85275. * Resets the different information of the group to prepare a new frame
  85276. * @hidden
  85277. */
  85278. reset(): void;
  85279. /**
  85280. * Dispose and release the group and its associated resources.
  85281. * @hidden
  85282. */
  85283. dispose(): void;
  85284. /**
  85285. * Clear the info related to rendering groups preventing retention points during dispose.
  85286. */
  85287. freeRenderingGroups(): void;
  85288. private _prepareRenderingGroup;
  85289. /**
  85290. * Add a sprite manager to the rendering manager in order to render it this frame.
  85291. * @param spriteManager Define the sprite manager to render
  85292. */
  85293. dispatchSprites(spriteManager: ISpriteManager): void;
  85294. /**
  85295. * Add a particle system to the rendering manager in order to render it this frame.
  85296. * @param particleSystem Define the particle system to render
  85297. */
  85298. dispatchParticles(particleSystem: IParticleSystem): void;
  85299. /**
  85300. * Add a submesh to the manager in order to render it this frame
  85301. * @param subMesh The submesh to dispatch
  85302. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  85303. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  85304. */
  85305. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  85306. /**
  85307. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  85308. * This allowed control for front to back rendering or reversly depending of the special needs.
  85309. *
  85310. * @param renderingGroupId The rendering group id corresponding to its index
  85311. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  85312. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  85313. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  85314. */
  85315. 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;
  85316. /**
  85317. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  85318. *
  85319. * @param renderingGroupId The rendering group id corresponding to its index
  85320. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  85321. * @param depth Automatically clears depth between groups if true and autoClear is true.
  85322. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  85323. */
  85324. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  85325. /**
  85326. * Gets the current auto clear configuration for one rendering group of the rendering
  85327. * manager.
  85328. * @param index the rendering group index to get the information for
  85329. * @returns The auto clear setup for the requested rendering group
  85330. */
  85331. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  85332. }
  85333. }
  85334. declare module BABYLON {
  85335. /**
  85336. * This Helps creating a texture that will be created from a camera in your scene.
  85337. * It is basically a dynamic texture that could be used to create special effects for instance.
  85338. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  85339. */
  85340. export class RenderTargetTexture extends Texture {
  85341. isCube: boolean;
  85342. /**
  85343. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  85344. */
  85345. static readonly REFRESHRATE_RENDER_ONCE: number;
  85346. /**
  85347. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  85348. */
  85349. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  85350. /**
  85351. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  85352. * the central point of your effect and can save a lot of performances.
  85353. */
  85354. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  85355. /**
  85356. * Use this predicate to dynamically define the list of mesh you want to render.
  85357. * If set, the renderList property will be overwritten.
  85358. */
  85359. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  85360. private _renderList;
  85361. /**
  85362. * Use this list to define the list of mesh you want to render.
  85363. */
  85364. renderList: Nullable<Array<AbstractMesh>>;
  85365. private _hookArray;
  85366. /**
  85367. * Define if particles should be rendered in your texture.
  85368. */
  85369. renderParticles: boolean;
  85370. /**
  85371. * Define if sprites should be rendered in your texture.
  85372. */
  85373. renderSprites: boolean;
  85374. /**
  85375. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  85376. */
  85377. coordinatesMode: number;
  85378. /**
  85379. * Define the camera used to render the texture.
  85380. */
  85381. activeCamera: Nullable<Camera>;
  85382. /**
  85383. * Override the render function of the texture with your own one.
  85384. */
  85385. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  85386. /**
  85387. * Define if camera post processes should be use while rendering the texture.
  85388. */
  85389. useCameraPostProcesses: boolean;
  85390. /**
  85391. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  85392. */
  85393. ignoreCameraViewport: boolean;
  85394. private _postProcessManager;
  85395. private _postProcesses;
  85396. private _resizeObserver;
  85397. /**
  85398. * An event triggered when the texture is unbind.
  85399. */
  85400. onBeforeBindObservable: Observable<RenderTargetTexture>;
  85401. /**
  85402. * An event triggered when the texture is unbind.
  85403. */
  85404. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  85405. private _onAfterUnbindObserver;
  85406. /**
  85407. * Set a after unbind callback in the texture.
  85408. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  85409. */
  85410. onAfterUnbind: () => void;
  85411. /**
  85412. * An event triggered before rendering the texture
  85413. */
  85414. onBeforeRenderObservable: Observable<number>;
  85415. private _onBeforeRenderObserver;
  85416. /**
  85417. * Set a before render callback in the texture.
  85418. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  85419. */
  85420. onBeforeRender: (faceIndex: number) => void;
  85421. /**
  85422. * An event triggered after rendering the texture
  85423. */
  85424. onAfterRenderObservable: Observable<number>;
  85425. private _onAfterRenderObserver;
  85426. /**
  85427. * Set a after render callback in the texture.
  85428. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  85429. */
  85430. onAfterRender: (faceIndex: number) => void;
  85431. /**
  85432. * An event triggered after the texture clear
  85433. */
  85434. onClearObservable: Observable<Engine>;
  85435. private _onClearObserver;
  85436. /**
  85437. * Set a clear callback in the texture.
  85438. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  85439. */
  85440. onClear: (Engine: Engine) => void;
  85441. /**
  85442. * An event triggered when the texture is resized.
  85443. */
  85444. onResizeObservable: Observable<RenderTargetTexture>;
  85445. /**
  85446. * Define the clear color of the Render Target if it should be different from the scene.
  85447. */
  85448. clearColor: Color4;
  85449. protected _size: number | {
  85450. width: number;
  85451. height: number;
  85452. };
  85453. protected _initialSizeParameter: number | {
  85454. width: number;
  85455. height: number;
  85456. } | {
  85457. ratio: number;
  85458. };
  85459. protected _sizeRatio: Nullable<number>;
  85460. /** @hidden */
  85461. _generateMipMaps: boolean;
  85462. protected _renderingManager: RenderingManager;
  85463. /** @hidden */
  85464. _waitingRenderList: string[];
  85465. protected _doNotChangeAspectRatio: boolean;
  85466. protected _currentRefreshId: number;
  85467. protected _refreshRate: number;
  85468. protected _textureMatrix: Matrix;
  85469. protected _samples: number;
  85470. protected _renderTargetOptions: RenderTargetCreationOptions;
  85471. /**
  85472. * Gets render target creation options that were used.
  85473. */
  85474. readonly renderTargetOptions: RenderTargetCreationOptions;
  85475. protected _engine: Engine;
  85476. protected _onRatioRescale(): void;
  85477. /**
  85478. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  85479. * It must define where the camera used to render the texture is set
  85480. */
  85481. boundingBoxPosition: Vector3;
  85482. private _boundingBoxSize;
  85483. /**
  85484. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  85485. * When defined, the cubemap will switch to local mode
  85486. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  85487. * @example https://www.babylonjs-playground.com/#RNASML
  85488. */
  85489. boundingBoxSize: Vector3;
  85490. /**
  85491. * In case the RTT has been created with a depth texture, get the associated
  85492. * depth texture.
  85493. * Otherwise, return null.
  85494. */
  85495. depthStencilTexture: Nullable<InternalTexture>;
  85496. /**
  85497. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  85498. * or used a shadow, depth texture...
  85499. * @param name The friendly name of the texture
  85500. * @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)
  85501. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  85502. * @param generateMipMaps True if mip maps need to be generated after render.
  85503. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  85504. * @param type The type of the buffer in the RTT (int, half float, float...)
  85505. * @param isCube True if a cube texture needs to be created
  85506. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  85507. * @param generateDepthBuffer True to generate a depth buffer
  85508. * @param generateStencilBuffer True to generate a stencil buffer
  85509. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  85510. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  85511. * @param delayAllocation if the texture allocation should be delayed (default: false)
  85512. */
  85513. constructor(name: string, size: number | {
  85514. width: number;
  85515. height: number;
  85516. } | {
  85517. ratio: number;
  85518. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  85519. /**
  85520. * Creates a depth stencil texture.
  85521. * This is only available in WebGL 2 or with the depth texture extension available.
  85522. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  85523. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  85524. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  85525. */
  85526. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  85527. private _processSizeParameter;
  85528. /**
  85529. * Define the number of samples to use in case of MSAA.
  85530. * It defaults to one meaning no MSAA has been enabled.
  85531. */
  85532. samples: number;
  85533. /**
  85534. * Resets the refresh counter of the texture and start bak from scratch.
  85535. * Could be useful to regenerate the texture if it is setup to render only once.
  85536. */
  85537. resetRefreshCounter(): void;
  85538. /**
  85539. * Define the refresh rate of the texture or the rendering frequency.
  85540. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  85541. */
  85542. refreshRate: number;
  85543. /**
  85544. * Adds a post process to the render target rendering passes.
  85545. * @param postProcess define the post process to add
  85546. */
  85547. addPostProcess(postProcess: PostProcess): void;
  85548. /**
  85549. * Clear all the post processes attached to the render target
  85550. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  85551. */
  85552. clearPostProcesses(dispose?: boolean): void;
  85553. /**
  85554. * Remove one of the post process from the list of attached post processes to the texture
  85555. * @param postProcess define the post process to remove from the list
  85556. */
  85557. removePostProcess(postProcess: PostProcess): void;
  85558. /** @hidden */
  85559. _shouldRender(): boolean;
  85560. /**
  85561. * Gets the actual render size of the texture.
  85562. * @returns the width of the render size
  85563. */
  85564. getRenderSize(): number;
  85565. /**
  85566. * Gets the actual render width of the texture.
  85567. * @returns the width of the render size
  85568. */
  85569. getRenderWidth(): number;
  85570. /**
  85571. * Gets the actual render height of the texture.
  85572. * @returns the height of the render size
  85573. */
  85574. getRenderHeight(): number;
  85575. /**
  85576. * Get if the texture can be rescaled or not.
  85577. */
  85578. readonly canRescale: boolean;
  85579. /**
  85580. * Resize the texture using a ratio.
  85581. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  85582. */
  85583. scale(ratio: number): void;
  85584. /**
  85585. * Get the texture reflection matrix used to rotate/transform the reflection.
  85586. * @returns the reflection matrix
  85587. */
  85588. getReflectionTextureMatrix(): Matrix;
  85589. /**
  85590. * Resize the texture to a new desired size.
  85591. * Be carrefull as it will recreate all the data in the new texture.
  85592. * @param size Define the new size. It can be:
  85593. * - a number for squared texture,
  85594. * - an object containing { width: number, height: number }
  85595. * - or an object containing a ratio { ratio: number }
  85596. */
  85597. resize(size: number | {
  85598. width: number;
  85599. height: number;
  85600. } | {
  85601. ratio: number;
  85602. }): void;
  85603. /**
  85604. * Renders all the objects from the render list into the texture.
  85605. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  85606. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  85607. */
  85608. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  85609. private _bestReflectionRenderTargetDimension;
  85610. /**
  85611. * @hidden
  85612. * @param faceIndex face index to bind to if this is a cubetexture
  85613. */
  85614. _bindFrameBuffer(faceIndex?: number): void;
  85615. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  85616. private renderToTarget;
  85617. /**
  85618. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  85619. * This allowed control for front to back rendering or reversly depending of the special needs.
  85620. *
  85621. * @param renderingGroupId The rendering group id corresponding to its index
  85622. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  85623. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  85624. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  85625. */
  85626. 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;
  85627. /**
  85628. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  85629. *
  85630. * @param renderingGroupId The rendering group id corresponding to its index
  85631. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  85632. */
  85633. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  85634. /**
  85635. * Clones the texture.
  85636. * @returns the cloned texture
  85637. */
  85638. clone(): RenderTargetTexture;
  85639. /**
  85640. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  85641. * @returns The JSON representation of the texture
  85642. */
  85643. serialize(): any;
  85644. /**
  85645. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  85646. */
  85647. disposeFramebufferObjects(): void;
  85648. /**
  85649. * Dispose the texture and release its associated resources.
  85650. */
  85651. dispose(): void;
  85652. /** @hidden */
  85653. _rebuild(): void;
  85654. /**
  85655. * Clear the info related to rendering groups preventing retention point in material dispose.
  85656. */
  85657. freeRenderingGroups(): void;
  85658. /**
  85659. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  85660. * @returns the view count
  85661. */
  85662. getViewCount(): number;
  85663. }
  85664. }
  85665. declare module BABYLON {
  85666. /**
  85667. * Base class for the main features of a material in Babylon.js
  85668. */
  85669. export class Material implements IAnimatable {
  85670. /**
  85671. * Returns the triangle fill mode
  85672. */
  85673. static readonly TriangleFillMode: number;
  85674. /**
  85675. * Returns the wireframe mode
  85676. */
  85677. static readonly WireFrameFillMode: number;
  85678. /**
  85679. * Returns the point fill mode
  85680. */
  85681. static readonly PointFillMode: number;
  85682. /**
  85683. * Returns the point list draw mode
  85684. */
  85685. static readonly PointListDrawMode: number;
  85686. /**
  85687. * Returns the line list draw mode
  85688. */
  85689. static readonly LineListDrawMode: number;
  85690. /**
  85691. * Returns the line loop draw mode
  85692. */
  85693. static readonly LineLoopDrawMode: number;
  85694. /**
  85695. * Returns the line strip draw mode
  85696. */
  85697. static readonly LineStripDrawMode: number;
  85698. /**
  85699. * Returns the triangle strip draw mode
  85700. */
  85701. static readonly TriangleStripDrawMode: number;
  85702. /**
  85703. * Returns the triangle fan draw mode
  85704. */
  85705. static readonly TriangleFanDrawMode: number;
  85706. /**
  85707. * Stores the clock-wise side orientation
  85708. */
  85709. static readonly ClockWiseSideOrientation: number;
  85710. /**
  85711. * Stores the counter clock-wise side orientation
  85712. */
  85713. static readonly CounterClockWiseSideOrientation: number;
  85714. /**
  85715. * The dirty texture flag value
  85716. */
  85717. static readonly TextureDirtyFlag: number;
  85718. /**
  85719. * The dirty light flag value
  85720. */
  85721. static readonly LightDirtyFlag: number;
  85722. /**
  85723. * The dirty fresnel flag value
  85724. */
  85725. static readonly FresnelDirtyFlag: number;
  85726. /**
  85727. * The dirty attribute flag value
  85728. */
  85729. static readonly AttributesDirtyFlag: number;
  85730. /**
  85731. * The dirty misc flag value
  85732. */
  85733. static readonly MiscDirtyFlag: number;
  85734. /**
  85735. * The all dirty flag value
  85736. */
  85737. static readonly AllDirtyFlag: number;
  85738. /**
  85739. * The ID of the material
  85740. */
  85741. id: string;
  85742. /**
  85743. * Gets or sets the unique id of the material
  85744. */
  85745. uniqueId: number;
  85746. /**
  85747. * The name of the material
  85748. */
  85749. name: string;
  85750. /**
  85751. * Gets or sets user defined metadata
  85752. */
  85753. metadata: any;
  85754. /**
  85755. * For internal use only. Please do not use.
  85756. */
  85757. reservedDataStore: any;
  85758. /**
  85759. * Specifies if the ready state should be checked on each call
  85760. */
  85761. checkReadyOnEveryCall: boolean;
  85762. /**
  85763. * Specifies if the ready state should be checked once
  85764. */
  85765. checkReadyOnlyOnce: boolean;
  85766. /**
  85767. * The state of the material
  85768. */
  85769. state: string;
  85770. /**
  85771. * The alpha value of the material
  85772. */
  85773. protected _alpha: number;
  85774. /**
  85775. * List of inspectable custom properties (used by the Inspector)
  85776. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  85777. */
  85778. inspectableCustomProperties: IInspectable[];
  85779. /**
  85780. * Sets the alpha value of the material
  85781. */
  85782. /**
  85783. * Gets the alpha value of the material
  85784. */
  85785. alpha: number;
  85786. /**
  85787. * Specifies if back face culling is enabled
  85788. */
  85789. protected _backFaceCulling: boolean;
  85790. /**
  85791. * Sets the back-face culling state
  85792. */
  85793. /**
  85794. * Gets the back-face culling state
  85795. */
  85796. backFaceCulling: boolean;
  85797. /**
  85798. * Stores the value for side orientation
  85799. */
  85800. sideOrientation: number;
  85801. /**
  85802. * Callback triggered when the material is compiled
  85803. */
  85804. onCompiled: Nullable<(effect: Effect) => void>;
  85805. /**
  85806. * Callback triggered when an error occurs
  85807. */
  85808. onError: Nullable<(effect: Effect, errors: string) => void>;
  85809. /**
  85810. * Callback triggered to get the render target textures
  85811. */
  85812. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  85813. /**
  85814. * Gets a boolean indicating that current material needs to register RTT
  85815. */
  85816. readonly hasRenderTargetTextures: boolean;
  85817. /**
  85818. * Specifies if the material should be serialized
  85819. */
  85820. doNotSerialize: boolean;
  85821. /**
  85822. * @hidden
  85823. */
  85824. _storeEffectOnSubMeshes: boolean;
  85825. /**
  85826. * Stores the animations for the material
  85827. */
  85828. animations: Nullable<Array<Animation>>;
  85829. /**
  85830. * An event triggered when the material is disposed
  85831. */
  85832. onDisposeObservable: Observable<Material>;
  85833. /**
  85834. * An observer which watches for dispose events
  85835. */
  85836. private _onDisposeObserver;
  85837. private _onUnBindObservable;
  85838. /**
  85839. * Called during a dispose event
  85840. */
  85841. onDispose: () => void;
  85842. private _onBindObservable;
  85843. /**
  85844. * An event triggered when the material is bound
  85845. */
  85846. readonly onBindObservable: Observable<AbstractMesh>;
  85847. /**
  85848. * An observer which watches for bind events
  85849. */
  85850. private _onBindObserver;
  85851. /**
  85852. * Called during a bind event
  85853. */
  85854. onBind: (Mesh: AbstractMesh) => void;
  85855. /**
  85856. * An event triggered when the material is unbound
  85857. */
  85858. readonly onUnBindObservable: Observable<Material>;
  85859. /**
  85860. * Stores the value of the alpha mode
  85861. */
  85862. private _alphaMode;
  85863. /**
  85864. * Sets the value of the alpha mode.
  85865. *
  85866. * | Value | Type | Description |
  85867. * | --- | --- | --- |
  85868. * | 0 | ALPHA_DISABLE | |
  85869. * | 1 | ALPHA_ADD | |
  85870. * | 2 | ALPHA_COMBINE | |
  85871. * | 3 | ALPHA_SUBTRACT | |
  85872. * | 4 | ALPHA_MULTIPLY | |
  85873. * | 5 | ALPHA_MAXIMIZED | |
  85874. * | 6 | ALPHA_ONEONE | |
  85875. * | 7 | ALPHA_PREMULTIPLIED | |
  85876. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  85877. * | 9 | ALPHA_INTERPOLATE | |
  85878. * | 10 | ALPHA_SCREENMODE | |
  85879. *
  85880. */
  85881. /**
  85882. * Gets the value of the alpha mode
  85883. */
  85884. alphaMode: number;
  85885. /**
  85886. * Stores the state of the need depth pre-pass value
  85887. */
  85888. private _needDepthPrePass;
  85889. /**
  85890. * Sets the need depth pre-pass value
  85891. */
  85892. /**
  85893. * Gets the depth pre-pass value
  85894. */
  85895. needDepthPrePass: boolean;
  85896. /**
  85897. * Specifies if depth writing should be disabled
  85898. */
  85899. disableDepthWrite: boolean;
  85900. /**
  85901. * Specifies if depth writing should be forced
  85902. */
  85903. forceDepthWrite: boolean;
  85904. /**
  85905. * Specifies if there should be a separate pass for culling
  85906. */
  85907. separateCullingPass: boolean;
  85908. /**
  85909. * Stores the state specifing if fog should be enabled
  85910. */
  85911. private _fogEnabled;
  85912. /**
  85913. * Sets the state for enabling fog
  85914. */
  85915. /**
  85916. * Gets the value of the fog enabled state
  85917. */
  85918. fogEnabled: boolean;
  85919. /**
  85920. * Stores the size of points
  85921. */
  85922. pointSize: number;
  85923. /**
  85924. * Stores the z offset value
  85925. */
  85926. zOffset: number;
  85927. /**
  85928. * Gets a value specifying if wireframe mode is enabled
  85929. */
  85930. /**
  85931. * Sets the state of wireframe mode
  85932. */
  85933. wireframe: boolean;
  85934. /**
  85935. * Gets the value specifying if point clouds are enabled
  85936. */
  85937. /**
  85938. * Sets the state of point cloud mode
  85939. */
  85940. pointsCloud: boolean;
  85941. /**
  85942. * Gets the material fill mode
  85943. */
  85944. /**
  85945. * Sets the material fill mode
  85946. */
  85947. fillMode: number;
  85948. /**
  85949. * @hidden
  85950. * Stores the effects for the material
  85951. */
  85952. _effect: Nullable<Effect>;
  85953. /**
  85954. * @hidden
  85955. * Specifies if the material was previously ready
  85956. */
  85957. _wasPreviouslyReady: boolean;
  85958. /**
  85959. * Specifies if uniform buffers should be used
  85960. */
  85961. private _useUBO;
  85962. /**
  85963. * Stores a reference to the scene
  85964. */
  85965. private _scene;
  85966. /**
  85967. * Stores the fill mode state
  85968. */
  85969. private _fillMode;
  85970. /**
  85971. * Specifies if the depth write state should be cached
  85972. */
  85973. private _cachedDepthWriteState;
  85974. /**
  85975. * Stores the uniform buffer
  85976. */
  85977. protected _uniformBuffer: UniformBuffer;
  85978. /** @hidden */
  85979. _indexInSceneMaterialArray: number;
  85980. /** @hidden */
  85981. meshMap: Nullable<{
  85982. [id: string]: AbstractMesh | undefined;
  85983. }>;
  85984. /**
  85985. * Creates a material instance
  85986. * @param name defines the name of the material
  85987. * @param scene defines the scene to reference
  85988. * @param doNotAdd specifies if the material should be added to the scene
  85989. */
  85990. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  85991. /**
  85992. * Returns a string representation of the current material
  85993. * @param fullDetails defines a boolean indicating which levels of logging is desired
  85994. * @returns a string with material information
  85995. */
  85996. toString(fullDetails?: boolean): string;
  85997. /**
  85998. * Gets the class name of the material
  85999. * @returns a string with the class name of the material
  86000. */
  86001. getClassName(): string;
  86002. /**
  86003. * Specifies if updates for the material been locked
  86004. */
  86005. readonly isFrozen: boolean;
  86006. /**
  86007. * Locks updates for the material
  86008. */
  86009. freeze(): void;
  86010. /**
  86011. * Unlocks updates for the material
  86012. */
  86013. unfreeze(): void;
  86014. /**
  86015. * Specifies if the material is ready to be used
  86016. * @param mesh defines the mesh to check
  86017. * @param useInstances specifies if instances should be used
  86018. * @returns a boolean indicating if the material is ready to be used
  86019. */
  86020. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  86021. /**
  86022. * Specifies that the submesh is ready to be used
  86023. * @param mesh defines the mesh to check
  86024. * @param subMesh defines which submesh to check
  86025. * @param useInstances specifies that instances should be used
  86026. * @returns a boolean indicating that the submesh is ready or not
  86027. */
  86028. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  86029. /**
  86030. * Returns the material effect
  86031. * @returns the effect associated with the material
  86032. */
  86033. getEffect(): Nullable<Effect>;
  86034. /**
  86035. * Returns the current scene
  86036. * @returns a Scene
  86037. */
  86038. getScene(): Scene;
  86039. /**
  86040. * Specifies if the material will require alpha blending
  86041. * @returns a boolean specifying if alpha blending is needed
  86042. */
  86043. needAlphaBlending(): boolean;
  86044. /**
  86045. * Specifies if the mesh will require alpha blending
  86046. * @param mesh defines the mesh to check
  86047. * @returns a boolean specifying if alpha blending is needed for the mesh
  86048. */
  86049. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  86050. /**
  86051. * Specifies if this material should be rendered in alpha test mode
  86052. * @returns a boolean specifying if an alpha test is needed.
  86053. */
  86054. needAlphaTesting(): boolean;
  86055. /**
  86056. * Gets the texture used for the alpha test
  86057. * @returns the texture to use for alpha testing
  86058. */
  86059. getAlphaTestTexture(): Nullable<BaseTexture>;
  86060. /**
  86061. * Marks the material to indicate that it needs to be re-calculated
  86062. */
  86063. markDirty(): void;
  86064. /** @hidden */
  86065. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  86066. /**
  86067. * Binds the material to the mesh
  86068. * @param world defines the world transformation matrix
  86069. * @param mesh defines the mesh to bind the material to
  86070. */
  86071. bind(world: Matrix, mesh?: Mesh): void;
  86072. /**
  86073. * Binds the submesh to the material
  86074. * @param world defines the world transformation matrix
  86075. * @param mesh defines the mesh containing the submesh
  86076. * @param subMesh defines the submesh to bind the material to
  86077. */
  86078. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  86079. /**
  86080. * Binds the world matrix to the material
  86081. * @param world defines the world transformation matrix
  86082. */
  86083. bindOnlyWorldMatrix(world: Matrix): void;
  86084. /**
  86085. * Binds the scene's uniform buffer to the effect.
  86086. * @param effect defines the effect to bind to the scene uniform buffer
  86087. * @param sceneUbo defines the uniform buffer storing scene data
  86088. */
  86089. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  86090. /**
  86091. * Binds the view matrix to the effect
  86092. * @param effect defines the effect to bind the view matrix to
  86093. */
  86094. bindView(effect: Effect): void;
  86095. /**
  86096. * Binds the view projection matrix to the effect
  86097. * @param effect defines the effect to bind the view projection matrix to
  86098. */
  86099. bindViewProjection(effect: Effect): void;
  86100. /**
  86101. * Specifies if material alpha testing should be turned on for the mesh
  86102. * @param mesh defines the mesh to check
  86103. */
  86104. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  86105. /**
  86106. * Processes to execute after binding the material to a mesh
  86107. * @param mesh defines the rendered mesh
  86108. */
  86109. protected _afterBind(mesh?: Mesh): void;
  86110. /**
  86111. * Unbinds the material from the mesh
  86112. */
  86113. unbind(): void;
  86114. /**
  86115. * Gets the active textures from the material
  86116. * @returns an array of textures
  86117. */
  86118. getActiveTextures(): BaseTexture[];
  86119. /**
  86120. * Specifies if the material uses a texture
  86121. * @param texture defines the texture to check against the material
  86122. * @returns a boolean specifying if the material uses the texture
  86123. */
  86124. hasTexture(texture: BaseTexture): boolean;
  86125. /**
  86126. * Makes a duplicate of the material, and gives it a new name
  86127. * @param name defines the new name for the duplicated material
  86128. * @returns the cloned material
  86129. */
  86130. clone(name: string): Nullable<Material>;
  86131. /**
  86132. * Gets the meshes bound to the material
  86133. * @returns an array of meshes bound to the material
  86134. */
  86135. getBindedMeshes(): AbstractMesh[];
  86136. /**
  86137. * Force shader compilation
  86138. * @param mesh defines the mesh associated with this material
  86139. * @param onCompiled defines a function to execute once the material is compiled
  86140. * @param options defines the options to configure the compilation
  86141. */
  86142. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  86143. clipPlane: boolean;
  86144. }>): void;
  86145. /**
  86146. * Force shader compilation
  86147. * @param mesh defines the mesh that will use this material
  86148. * @param options defines additional options for compiling the shaders
  86149. * @returns a promise that resolves when the compilation completes
  86150. */
  86151. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  86152. clipPlane: boolean;
  86153. }>): Promise<void>;
  86154. private static readonly _AllDirtyCallBack;
  86155. private static readonly _ImageProcessingDirtyCallBack;
  86156. private static readonly _TextureDirtyCallBack;
  86157. private static readonly _FresnelDirtyCallBack;
  86158. private static readonly _MiscDirtyCallBack;
  86159. private static readonly _LightsDirtyCallBack;
  86160. private static readonly _AttributeDirtyCallBack;
  86161. private static _FresnelAndMiscDirtyCallBack;
  86162. private static _TextureAndMiscDirtyCallBack;
  86163. private static readonly _DirtyCallbackArray;
  86164. private static readonly _RunDirtyCallBacks;
  86165. /**
  86166. * Marks a define in the material to indicate that it needs to be re-computed
  86167. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  86168. */
  86169. markAsDirty(flag: number): void;
  86170. /**
  86171. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  86172. * @param func defines a function which checks material defines against the submeshes
  86173. */
  86174. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  86175. /**
  86176. * Indicates that we need to re-calculated for all submeshes
  86177. */
  86178. protected _markAllSubMeshesAsAllDirty(): void;
  86179. /**
  86180. * Indicates that image processing needs to be re-calculated for all submeshes
  86181. */
  86182. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  86183. /**
  86184. * Indicates that textures need to be re-calculated for all submeshes
  86185. */
  86186. protected _markAllSubMeshesAsTexturesDirty(): void;
  86187. /**
  86188. * Indicates that fresnel needs to be re-calculated for all submeshes
  86189. */
  86190. protected _markAllSubMeshesAsFresnelDirty(): void;
  86191. /**
  86192. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  86193. */
  86194. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  86195. /**
  86196. * Indicates that lights need to be re-calculated for all submeshes
  86197. */
  86198. protected _markAllSubMeshesAsLightsDirty(): void;
  86199. /**
  86200. * Indicates that attributes need to be re-calculated for all submeshes
  86201. */
  86202. protected _markAllSubMeshesAsAttributesDirty(): void;
  86203. /**
  86204. * Indicates that misc needs to be re-calculated for all submeshes
  86205. */
  86206. protected _markAllSubMeshesAsMiscDirty(): void;
  86207. /**
  86208. * Indicates that textures and misc need to be re-calculated for all submeshes
  86209. */
  86210. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  86211. /**
  86212. * Disposes the material
  86213. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  86214. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  86215. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  86216. */
  86217. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  86218. /** @hidden */
  86219. private releaseVertexArrayObject;
  86220. /**
  86221. * Serializes this material
  86222. * @returns the serialized material object
  86223. */
  86224. serialize(): any;
  86225. /**
  86226. * Creates a material from parsed material data
  86227. * @param parsedMaterial defines parsed material data
  86228. * @param scene defines the hosting scene
  86229. * @param rootUrl defines the root URL to use to load textures
  86230. * @returns a new material
  86231. */
  86232. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  86233. }
  86234. }
  86235. declare module BABYLON {
  86236. /**
  86237. * A multi-material is used to apply different materials to different parts of the same object without the need of
  86238. * separate meshes. This can be use to improve performances.
  86239. * @see http://doc.babylonjs.com/how_to/multi_materials
  86240. */
  86241. export class MultiMaterial extends Material {
  86242. private _subMaterials;
  86243. /**
  86244. * Gets or Sets the list of Materials used within the multi material.
  86245. * They need to be ordered according to the submeshes order in the associated mesh
  86246. */
  86247. subMaterials: Nullable<Material>[];
  86248. /**
  86249. * Function used to align with Node.getChildren()
  86250. * @returns the list of Materials used within the multi material
  86251. */
  86252. getChildren(): Nullable<Material>[];
  86253. /**
  86254. * Instantiates a new Multi Material
  86255. * A multi-material is used to apply different materials to different parts of the same object without the need of
  86256. * separate meshes. This can be use to improve performances.
  86257. * @see http://doc.babylonjs.com/how_to/multi_materials
  86258. * @param name Define the name in the scene
  86259. * @param scene Define the scene the material belongs to
  86260. */
  86261. constructor(name: string, scene: Scene);
  86262. private _hookArray;
  86263. /**
  86264. * Get one of the submaterial by its index in the submaterials array
  86265. * @param index The index to look the sub material at
  86266. * @returns The Material if the index has been defined
  86267. */
  86268. getSubMaterial(index: number): Nullable<Material>;
  86269. /**
  86270. * Get the list of active textures for the whole sub materials list.
  86271. * @returns All the textures that will be used during the rendering
  86272. */
  86273. getActiveTextures(): BaseTexture[];
  86274. /**
  86275. * Gets the current class name of the material e.g. "MultiMaterial"
  86276. * Mainly use in serialization.
  86277. * @returns the class name
  86278. */
  86279. getClassName(): string;
  86280. /**
  86281. * Checks if the material is ready to render the requested sub mesh
  86282. * @param mesh Define the mesh the submesh belongs to
  86283. * @param subMesh Define the sub mesh to look readyness for
  86284. * @param useInstances Define whether or not the material is used with instances
  86285. * @returns true if ready, otherwise false
  86286. */
  86287. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  86288. /**
  86289. * Clones the current material and its related sub materials
  86290. * @param name Define the name of the newly cloned material
  86291. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  86292. * @returns the cloned material
  86293. */
  86294. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  86295. /**
  86296. * Serializes the materials into a JSON representation.
  86297. * @returns the JSON representation
  86298. */
  86299. serialize(): any;
  86300. /**
  86301. * Dispose the material and release its associated resources
  86302. * @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)
  86303. * @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)
  86304. * @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)
  86305. */
  86306. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  86307. /**
  86308. * Creates a MultiMaterial from parsed MultiMaterial data.
  86309. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  86310. * @param scene defines the hosting scene
  86311. * @returns a new MultiMaterial
  86312. */
  86313. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  86314. }
  86315. }
  86316. declare module BABYLON {
  86317. /**
  86318. * Base class for submeshes
  86319. */
  86320. export class BaseSubMesh {
  86321. /** @hidden */
  86322. _materialDefines: Nullable<MaterialDefines>;
  86323. /** @hidden */
  86324. _materialEffect: Nullable<Effect>;
  86325. /**
  86326. * Gets associated effect
  86327. */
  86328. readonly effect: Nullable<Effect>;
  86329. /**
  86330. * Sets associated effect (effect used to render this submesh)
  86331. * @param effect defines the effect to associate with
  86332. * @param defines defines the set of defines used to compile this effect
  86333. */
  86334. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  86335. }
  86336. /**
  86337. * Defines a subdivision inside a mesh
  86338. */
  86339. export class SubMesh extends BaseSubMesh implements ICullable {
  86340. /** the material index to use */
  86341. materialIndex: number;
  86342. /** vertex index start */
  86343. verticesStart: number;
  86344. /** vertices count */
  86345. verticesCount: number;
  86346. /** index start */
  86347. indexStart: number;
  86348. /** indices count */
  86349. indexCount: number;
  86350. /** @hidden */
  86351. _linesIndexCount: number;
  86352. private _mesh;
  86353. private _renderingMesh;
  86354. private _boundingInfo;
  86355. private _linesIndexBuffer;
  86356. /** @hidden */
  86357. _lastColliderWorldVertices: Nullable<Vector3[]>;
  86358. /** @hidden */
  86359. _trianglePlanes: Plane[];
  86360. /** @hidden */
  86361. _lastColliderTransformMatrix: Nullable<Matrix>;
  86362. /** @hidden */
  86363. _renderId: number;
  86364. /** @hidden */
  86365. _alphaIndex: number;
  86366. /** @hidden */
  86367. _distanceToCamera: number;
  86368. /** @hidden */
  86369. _id: number;
  86370. private _currentMaterial;
  86371. /**
  86372. * Add a new submesh to a mesh
  86373. * @param materialIndex defines the material index to use
  86374. * @param verticesStart defines vertex index start
  86375. * @param verticesCount defines vertices count
  86376. * @param indexStart defines index start
  86377. * @param indexCount defines indices count
  86378. * @param mesh defines the parent mesh
  86379. * @param renderingMesh defines an optional rendering mesh
  86380. * @param createBoundingBox defines if bounding box should be created for this submesh
  86381. * @returns the new submesh
  86382. */
  86383. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  86384. /**
  86385. * Creates a new submesh
  86386. * @param materialIndex defines the material index to use
  86387. * @param verticesStart defines vertex index start
  86388. * @param verticesCount defines vertices count
  86389. * @param indexStart defines index start
  86390. * @param indexCount defines indices count
  86391. * @param mesh defines the parent mesh
  86392. * @param renderingMesh defines an optional rendering mesh
  86393. * @param createBoundingBox defines if bounding box should be created for this submesh
  86394. */
  86395. constructor(
  86396. /** the material index to use */
  86397. materialIndex: number,
  86398. /** vertex index start */
  86399. verticesStart: number,
  86400. /** vertices count */
  86401. verticesCount: number,
  86402. /** index start */
  86403. indexStart: number,
  86404. /** indices count */
  86405. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  86406. /**
  86407. * Returns true if this submesh covers the entire parent mesh
  86408. * @ignorenaming
  86409. */
  86410. readonly IsGlobal: boolean;
  86411. /**
  86412. * Returns the submesh BoudingInfo object
  86413. * @returns current bounding info (or mesh's one if the submesh is global)
  86414. */
  86415. getBoundingInfo(): BoundingInfo;
  86416. /**
  86417. * Sets the submesh BoundingInfo
  86418. * @param boundingInfo defines the new bounding info to use
  86419. * @returns the SubMesh
  86420. */
  86421. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  86422. /**
  86423. * Returns the mesh of the current submesh
  86424. * @return the parent mesh
  86425. */
  86426. getMesh(): AbstractMesh;
  86427. /**
  86428. * Returns the rendering mesh of the submesh
  86429. * @returns the rendering mesh (could be different from parent mesh)
  86430. */
  86431. getRenderingMesh(): Mesh;
  86432. /**
  86433. * Returns the submesh material
  86434. * @returns null or the current material
  86435. */
  86436. getMaterial(): Nullable<Material>;
  86437. /**
  86438. * Sets a new updated BoundingInfo object to the submesh
  86439. * @param data defines an optional position array to use to determine the bounding info
  86440. * @returns the SubMesh
  86441. */
  86442. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  86443. /** @hidden */
  86444. _checkCollision(collider: Collider): boolean;
  86445. /**
  86446. * Updates the submesh BoundingInfo
  86447. * @param world defines the world matrix to use to update the bounding info
  86448. * @returns the submesh
  86449. */
  86450. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  86451. /**
  86452. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  86453. * @param frustumPlanes defines the frustum planes
  86454. * @returns true if the submesh is intersecting with the frustum
  86455. */
  86456. isInFrustum(frustumPlanes: Plane[]): boolean;
  86457. /**
  86458. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  86459. * @param frustumPlanes defines the frustum planes
  86460. * @returns true if the submesh is inside the frustum
  86461. */
  86462. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  86463. /**
  86464. * Renders the submesh
  86465. * @param enableAlphaMode defines if alpha needs to be used
  86466. * @returns the submesh
  86467. */
  86468. render(enableAlphaMode: boolean): SubMesh;
  86469. /**
  86470. * @hidden
  86471. */
  86472. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  86473. /**
  86474. * Checks if the submesh intersects with a ray
  86475. * @param ray defines the ray to test
  86476. * @returns true is the passed ray intersects the submesh bounding box
  86477. */
  86478. canIntersects(ray: Ray): boolean;
  86479. /**
  86480. * Intersects current submesh with a ray
  86481. * @param ray defines the ray to test
  86482. * @param positions defines mesh's positions array
  86483. * @param indices defines mesh's indices array
  86484. * @param fastCheck defines if only bounding info should be used
  86485. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  86486. * @returns intersection info or null if no intersection
  86487. */
  86488. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  86489. /** @hidden */
  86490. private _intersectLines;
  86491. /** @hidden */
  86492. private _intersectUnIndexedLines;
  86493. /** @hidden */
  86494. private _intersectTriangles;
  86495. /** @hidden */
  86496. private _intersectUnIndexedTriangles;
  86497. /** @hidden */
  86498. _rebuild(): void;
  86499. /**
  86500. * Creates a new submesh from the passed mesh
  86501. * @param newMesh defines the new hosting mesh
  86502. * @param newRenderingMesh defines an optional rendering mesh
  86503. * @returns the new submesh
  86504. */
  86505. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  86506. /**
  86507. * Release associated resources
  86508. */
  86509. dispose(): void;
  86510. /**
  86511. * Gets the class name
  86512. * @returns the string "SubMesh".
  86513. */
  86514. getClassName(): string;
  86515. /**
  86516. * Creates a new submesh from indices data
  86517. * @param materialIndex the index of the main mesh material
  86518. * @param startIndex the index where to start the copy in the mesh indices array
  86519. * @param indexCount the number of indices to copy then from the startIndex
  86520. * @param mesh the main mesh to create the submesh from
  86521. * @param renderingMesh the optional rendering mesh
  86522. * @returns a new submesh
  86523. */
  86524. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  86525. }
  86526. }
  86527. declare module BABYLON {
  86528. /**
  86529. * Class used to represent data loading progression
  86530. */
  86531. export class SceneLoaderFlags {
  86532. private static _ForceFullSceneLoadingForIncremental;
  86533. private static _ShowLoadingScreen;
  86534. private static _CleanBoneMatrixWeights;
  86535. private static _loggingLevel;
  86536. /**
  86537. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  86538. */
  86539. static ForceFullSceneLoadingForIncremental: boolean;
  86540. /**
  86541. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  86542. */
  86543. static ShowLoadingScreen: boolean;
  86544. /**
  86545. * Defines the current logging level (while loading the scene)
  86546. * @ignorenaming
  86547. */
  86548. static loggingLevel: number;
  86549. /**
  86550. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  86551. */
  86552. static CleanBoneMatrixWeights: boolean;
  86553. }
  86554. }
  86555. declare module BABYLON {
  86556. /**
  86557. * Class used to store geometry data (vertex buffers + index buffer)
  86558. */
  86559. export class Geometry implements IGetSetVerticesData {
  86560. /**
  86561. * Gets or sets the ID of the geometry
  86562. */
  86563. id: string;
  86564. /**
  86565. * Gets or sets the unique ID of the geometry
  86566. */
  86567. uniqueId: number;
  86568. /**
  86569. * Gets the delay loading state of the geometry (none by default which means not delayed)
  86570. */
  86571. delayLoadState: number;
  86572. /**
  86573. * Gets the file containing the data to load when running in delay load state
  86574. */
  86575. delayLoadingFile: Nullable<string>;
  86576. /**
  86577. * Callback called when the geometry is updated
  86578. */
  86579. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  86580. private _scene;
  86581. private _engine;
  86582. private _meshes;
  86583. private _totalVertices;
  86584. /** @hidden */
  86585. _indices: IndicesArray;
  86586. /** @hidden */
  86587. _vertexBuffers: {
  86588. [key: string]: VertexBuffer;
  86589. };
  86590. private _isDisposed;
  86591. private _extend;
  86592. private _boundingBias;
  86593. /** @hidden */
  86594. _delayInfo: Array<string>;
  86595. private _indexBuffer;
  86596. private _indexBufferIsUpdatable;
  86597. /** @hidden */
  86598. _boundingInfo: Nullable<BoundingInfo>;
  86599. /** @hidden */
  86600. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  86601. /** @hidden */
  86602. _softwareSkinningFrameId: number;
  86603. private _vertexArrayObjects;
  86604. private _updatable;
  86605. /** @hidden */
  86606. _positions: Nullable<Vector3[]>;
  86607. /**
  86608. * 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
  86609. */
  86610. /**
  86611. * 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
  86612. */
  86613. boundingBias: Vector2;
  86614. /**
  86615. * Static function used to attach a new empty geometry to a mesh
  86616. * @param mesh defines the mesh to attach the geometry to
  86617. * @returns the new Geometry
  86618. */
  86619. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  86620. /**
  86621. * Creates a new geometry
  86622. * @param id defines the unique ID
  86623. * @param scene defines the hosting scene
  86624. * @param vertexData defines the VertexData used to get geometry data
  86625. * @param updatable defines if geometry must be updatable (false by default)
  86626. * @param mesh defines the mesh that will be associated with the geometry
  86627. */
  86628. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  86629. /**
  86630. * Gets the current extend of the geometry
  86631. */
  86632. readonly extend: {
  86633. minimum: Vector3;
  86634. maximum: Vector3;
  86635. };
  86636. /**
  86637. * Gets the hosting scene
  86638. * @returns the hosting Scene
  86639. */
  86640. getScene(): Scene;
  86641. /**
  86642. * Gets the hosting engine
  86643. * @returns the hosting Engine
  86644. */
  86645. getEngine(): Engine;
  86646. /**
  86647. * Defines if the geometry is ready to use
  86648. * @returns true if the geometry is ready to be used
  86649. */
  86650. isReady(): boolean;
  86651. /**
  86652. * Gets a value indicating that the geometry should not be serialized
  86653. */
  86654. readonly doNotSerialize: boolean;
  86655. /** @hidden */
  86656. _rebuild(): void;
  86657. /**
  86658. * Affects all geometry data in one call
  86659. * @param vertexData defines the geometry data
  86660. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  86661. */
  86662. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  86663. /**
  86664. * Set specific vertex data
  86665. * @param kind defines the data kind (Position, normal, etc...)
  86666. * @param data defines the vertex data to use
  86667. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  86668. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  86669. */
  86670. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  86671. /**
  86672. * Removes a specific vertex data
  86673. * @param kind defines the data kind (Position, normal, etc...)
  86674. */
  86675. removeVerticesData(kind: string): void;
  86676. /**
  86677. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  86678. * @param buffer defines the vertex buffer to use
  86679. * @param totalVertices defines the total number of vertices for position kind (could be null)
  86680. */
  86681. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  86682. /**
  86683. * Update a specific vertex buffer
  86684. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  86685. * It will do nothing if the buffer is not updatable
  86686. * @param kind defines the data kind (Position, normal, etc...)
  86687. * @param data defines the data to use
  86688. * @param offset defines the offset in the target buffer where to store the data
  86689. * @param useBytes set to true if the offset is in bytes
  86690. */
  86691. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  86692. /**
  86693. * Update a specific vertex buffer
  86694. * This function will create a new buffer if the current one is not updatable
  86695. * @param kind defines the data kind (Position, normal, etc...)
  86696. * @param data defines the data to use
  86697. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  86698. */
  86699. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  86700. private _updateBoundingInfo;
  86701. /** @hidden */
  86702. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  86703. /**
  86704. * Gets total number of vertices
  86705. * @returns the total number of vertices
  86706. */
  86707. getTotalVertices(): number;
  86708. /**
  86709. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  86710. * @param kind defines the data kind (Position, normal, etc...)
  86711. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  86712. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86713. * @returns a float array containing vertex data
  86714. */
  86715. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  86716. /**
  86717. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  86718. * @param kind defines the data kind (Position, normal, etc...)
  86719. * @returns true if the vertex buffer with the specified kind is updatable
  86720. */
  86721. isVertexBufferUpdatable(kind: string): boolean;
  86722. /**
  86723. * Gets a specific vertex buffer
  86724. * @param kind defines the data kind (Position, normal, etc...)
  86725. * @returns a VertexBuffer
  86726. */
  86727. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  86728. /**
  86729. * Returns all vertex buffers
  86730. * @return an object holding all vertex buffers indexed by kind
  86731. */
  86732. getVertexBuffers(): Nullable<{
  86733. [key: string]: VertexBuffer;
  86734. }>;
  86735. /**
  86736. * Gets a boolean indicating if specific vertex buffer is present
  86737. * @param kind defines the data kind (Position, normal, etc...)
  86738. * @returns true if data is present
  86739. */
  86740. isVerticesDataPresent(kind: string): boolean;
  86741. /**
  86742. * Gets a list of all attached data kinds (Position, normal, etc...)
  86743. * @returns a list of string containing all kinds
  86744. */
  86745. getVerticesDataKinds(): string[];
  86746. /**
  86747. * Update index buffer
  86748. * @param indices defines the indices to store in the index buffer
  86749. * @param offset defines the offset in the target buffer where to store the data
  86750. * @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)
  86751. */
  86752. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  86753. /**
  86754. * Creates a new index buffer
  86755. * @param indices defines the indices to store in the index buffer
  86756. * @param totalVertices defines the total number of vertices (could be null)
  86757. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  86758. */
  86759. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  86760. /**
  86761. * Return the total number of indices
  86762. * @returns the total number of indices
  86763. */
  86764. getTotalIndices(): number;
  86765. /**
  86766. * Gets the index buffer array
  86767. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  86768. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86769. * @returns the index buffer array
  86770. */
  86771. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  86772. /**
  86773. * Gets the index buffer
  86774. * @return the index buffer
  86775. */
  86776. getIndexBuffer(): Nullable<DataBuffer>;
  86777. /** @hidden */
  86778. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  86779. /**
  86780. * Release the associated resources for a specific mesh
  86781. * @param mesh defines the source mesh
  86782. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  86783. */
  86784. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  86785. /**
  86786. * Apply current geometry to a given mesh
  86787. * @param mesh defines the mesh to apply geometry to
  86788. */
  86789. applyToMesh(mesh: Mesh): void;
  86790. private _updateExtend;
  86791. private _applyToMesh;
  86792. private notifyUpdate;
  86793. /**
  86794. * Load the geometry if it was flagged as delay loaded
  86795. * @param scene defines the hosting scene
  86796. * @param onLoaded defines a callback called when the geometry is loaded
  86797. */
  86798. load(scene: Scene, onLoaded?: () => void): void;
  86799. private _queueLoad;
  86800. /**
  86801. * Invert the geometry to move from a right handed system to a left handed one.
  86802. */
  86803. toLeftHanded(): void;
  86804. /** @hidden */
  86805. _resetPointsArrayCache(): void;
  86806. /** @hidden */
  86807. _generatePointsArray(): boolean;
  86808. /**
  86809. * Gets a value indicating if the geometry is disposed
  86810. * @returns true if the geometry was disposed
  86811. */
  86812. isDisposed(): boolean;
  86813. private _disposeVertexArrayObjects;
  86814. /**
  86815. * Free all associated resources
  86816. */
  86817. dispose(): void;
  86818. /**
  86819. * Clone the current geometry into a new geometry
  86820. * @param id defines the unique ID of the new geometry
  86821. * @returns a new geometry object
  86822. */
  86823. copy(id: string): Geometry;
  86824. /**
  86825. * Serialize the current geometry info (and not the vertices data) into a JSON object
  86826. * @return a JSON representation of the current geometry data (without the vertices data)
  86827. */
  86828. serialize(): any;
  86829. private toNumberArray;
  86830. /**
  86831. * Serialize all vertices data into a JSON oject
  86832. * @returns a JSON representation of the current geometry data
  86833. */
  86834. serializeVerticeData(): any;
  86835. /**
  86836. * Extracts a clone of a mesh geometry
  86837. * @param mesh defines the source mesh
  86838. * @param id defines the unique ID of the new geometry object
  86839. * @returns the new geometry object
  86840. */
  86841. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  86842. /**
  86843. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  86844. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  86845. * Be aware Math.random() could cause collisions, but:
  86846. * "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"
  86847. * @returns a string containing a new GUID
  86848. */
  86849. static RandomId(): string;
  86850. /** @hidden */
  86851. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  86852. private static _CleanMatricesWeights;
  86853. /**
  86854. * Create a new geometry from persisted data (Using .babylon file format)
  86855. * @param parsedVertexData defines the persisted data
  86856. * @param scene defines the hosting scene
  86857. * @param rootUrl defines the root url to use to load assets (like delayed data)
  86858. * @returns the new geometry object
  86859. */
  86860. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  86861. }
  86862. }
  86863. declare module BABYLON {
  86864. /**
  86865. * Define an interface for all classes that will get and set the data on vertices
  86866. */
  86867. export interface IGetSetVerticesData {
  86868. /**
  86869. * Gets a boolean indicating if specific vertex data is present
  86870. * @param kind defines the vertex data kind to use
  86871. * @returns true is data kind is present
  86872. */
  86873. isVerticesDataPresent(kind: string): boolean;
  86874. /**
  86875. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  86876. * @param kind defines the data kind (Position, normal, etc...)
  86877. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  86878. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86879. * @returns a float array containing vertex data
  86880. */
  86881. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  86882. /**
  86883. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  86884. * @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.
  86885. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86886. * @returns the indices array or an empty array if the mesh has no geometry
  86887. */
  86888. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  86889. /**
  86890. * Set specific vertex data
  86891. * @param kind defines the data kind (Position, normal, etc...)
  86892. * @param data defines the vertex data to use
  86893. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  86894. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  86895. */
  86896. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  86897. /**
  86898. * Update a specific associated vertex buffer
  86899. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  86900. * - VertexBuffer.PositionKind
  86901. * - VertexBuffer.UVKind
  86902. * - VertexBuffer.UV2Kind
  86903. * - VertexBuffer.UV3Kind
  86904. * - VertexBuffer.UV4Kind
  86905. * - VertexBuffer.UV5Kind
  86906. * - VertexBuffer.UV6Kind
  86907. * - VertexBuffer.ColorKind
  86908. * - VertexBuffer.MatricesIndicesKind
  86909. * - VertexBuffer.MatricesIndicesExtraKind
  86910. * - VertexBuffer.MatricesWeightsKind
  86911. * - VertexBuffer.MatricesWeightsExtraKind
  86912. * @param data defines the data source
  86913. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  86914. * @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)
  86915. */
  86916. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  86917. /**
  86918. * Creates a new index buffer
  86919. * @param indices defines the indices to store in the index buffer
  86920. * @param totalVertices defines the total number of vertices (could be null)
  86921. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  86922. */
  86923. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  86924. }
  86925. /**
  86926. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  86927. */
  86928. export class VertexData {
  86929. /**
  86930. * Mesh side orientation : usually the external or front surface
  86931. */
  86932. static readonly FRONTSIDE: number;
  86933. /**
  86934. * Mesh side orientation : usually the internal or back surface
  86935. */
  86936. static readonly BACKSIDE: number;
  86937. /**
  86938. * Mesh side orientation : both internal and external or front and back surfaces
  86939. */
  86940. static readonly DOUBLESIDE: number;
  86941. /**
  86942. * Mesh side orientation : by default, `FRONTSIDE`
  86943. */
  86944. static readonly DEFAULTSIDE: number;
  86945. /**
  86946. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  86947. */
  86948. positions: Nullable<FloatArray>;
  86949. /**
  86950. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  86951. */
  86952. normals: Nullable<FloatArray>;
  86953. /**
  86954. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  86955. */
  86956. tangents: Nullable<FloatArray>;
  86957. /**
  86958. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86959. */
  86960. uvs: Nullable<FloatArray>;
  86961. /**
  86962. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86963. */
  86964. uvs2: Nullable<FloatArray>;
  86965. /**
  86966. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86967. */
  86968. uvs3: Nullable<FloatArray>;
  86969. /**
  86970. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86971. */
  86972. uvs4: Nullable<FloatArray>;
  86973. /**
  86974. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86975. */
  86976. uvs5: Nullable<FloatArray>;
  86977. /**
  86978. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86979. */
  86980. uvs6: Nullable<FloatArray>;
  86981. /**
  86982. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  86983. */
  86984. colors: Nullable<FloatArray>;
  86985. /**
  86986. * 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).
  86987. */
  86988. matricesIndices: Nullable<FloatArray>;
  86989. /**
  86990. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  86991. */
  86992. matricesWeights: Nullable<FloatArray>;
  86993. /**
  86994. * An array extending the number of possible indices
  86995. */
  86996. matricesIndicesExtra: Nullable<FloatArray>;
  86997. /**
  86998. * An array extending the number of possible weights when the number of indices is extended
  86999. */
  87000. matricesWeightsExtra: Nullable<FloatArray>;
  87001. /**
  87002. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  87003. */
  87004. indices: Nullable<IndicesArray>;
  87005. /**
  87006. * Uses the passed data array to set the set the values for the specified kind of data
  87007. * @param data a linear array of floating numbers
  87008. * @param kind the type of data that is being set, eg positions, colors etc
  87009. */
  87010. set(data: FloatArray, kind: string): void;
  87011. /**
  87012. * Associates the vertexData to the passed Mesh.
  87013. * Sets it as updatable or not (default `false`)
  87014. * @param mesh the mesh the vertexData is applied to
  87015. * @param updatable when used and having the value true allows new data to update the vertexData
  87016. * @returns the VertexData
  87017. */
  87018. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  87019. /**
  87020. * Associates the vertexData to the passed Geometry.
  87021. * Sets it as updatable or not (default `false`)
  87022. * @param geometry the geometry the vertexData is applied to
  87023. * @param updatable when used and having the value true allows new data to update the vertexData
  87024. * @returns VertexData
  87025. */
  87026. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  87027. /**
  87028. * Updates the associated mesh
  87029. * @param mesh the mesh to be updated
  87030. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  87031. * @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
  87032. * @returns VertexData
  87033. */
  87034. updateMesh(mesh: Mesh): VertexData;
  87035. /**
  87036. * Updates the associated geometry
  87037. * @param geometry the geometry to be updated
  87038. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  87039. * @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
  87040. * @returns VertexData.
  87041. */
  87042. updateGeometry(geometry: Geometry): VertexData;
  87043. private _applyTo;
  87044. private _update;
  87045. /**
  87046. * Transforms each position and each normal of the vertexData according to the passed Matrix
  87047. * @param matrix the transforming matrix
  87048. * @returns the VertexData
  87049. */
  87050. transform(matrix: Matrix): VertexData;
  87051. /**
  87052. * Merges the passed VertexData into the current one
  87053. * @param other the VertexData to be merged into the current one
  87054. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  87055. * @returns the modified VertexData
  87056. */
  87057. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  87058. private _mergeElement;
  87059. private _validate;
  87060. /**
  87061. * Serializes the VertexData
  87062. * @returns a serialized object
  87063. */
  87064. serialize(): any;
  87065. /**
  87066. * Extracts the vertexData from a mesh
  87067. * @param mesh the mesh from which to extract the VertexData
  87068. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  87069. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  87070. * @returns the object VertexData associated to the passed mesh
  87071. */
  87072. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  87073. /**
  87074. * Extracts the vertexData from the geometry
  87075. * @param geometry the geometry from which to extract the VertexData
  87076. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  87077. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  87078. * @returns the object VertexData associated to the passed mesh
  87079. */
  87080. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  87081. private static _ExtractFrom;
  87082. /**
  87083. * Creates the VertexData for a Ribbon
  87084. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  87085. * * pathArray array of paths, each of which an array of successive Vector3
  87086. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  87087. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  87088. * * 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
  87089. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87090. * * 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)
  87091. * * 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)
  87092. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  87093. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  87094. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  87095. * @returns the VertexData of the ribbon
  87096. */
  87097. static CreateRibbon(options: {
  87098. pathArray: Vector3[][];
  87099. closeArray?: boolean;
  87100. closePath?: boolean;
  87101. offset?: number;
  87102. sideOrientation?: number;
  87103. frontUVs?: Vector4;
  87104. backUVs?: Vector4;
  87105. invertUV?: boolean;
  87106. uvs?: Vector2[];
  87107. colors?: Color4[];
  87108. }): VertexData;
  87109. /**
  87110. * Creates the VertexData for a box
  87111. * @param options an object used to set the following optional parameters for the box, required but can be empty
  87112. * * size sets the width, height and depth of the box to the value of size, optional default 1
  87113. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  87114. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  87115. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  87116. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  87117. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  87118. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87119. * * 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)
  87120. * * 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)
  87121. * @returns the VertexData of the box
  87122. */
  87123. static CreateBox(options: {
  87124. size?: number;
  87125. width?: number;
  87126. height?: number;
  87127. depth?: number;
  87128. faceUV?: Vector4[];
  87129. faceColors?: Color4[];
  87130. sideOrientation?: number;
  87131. frontUVs?: Vector4;
  87132. backUVs?: Vector4;
  87133. }): VertexData;
  87134. /**
  87135. * Creates the VertexData for a tiled box
  87136. * @param options an object used to set the following optional parameters for the box, required but can be empty
  87137. * * faceTiles sets the pattern, tile size and number of tiles for a face
  87138. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  87139. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  87140. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87141. * @returns the VertexData of the box
  87142. */
  87143. static CreateTiledBox(options: {
  87144. pattern?: number;
  87145. width?: number;
  87146. height?: number;
  87147. depth?: number;
  87148. tileSize?: number;
  87149. tileWidth?: number;
  87150. tileHeight?: number;
  87151. alignHorizontal?: number;
  87152. alignVertical?: number;
  87153. faceUV?: Vector4[];
  87154. faceColors?: Color4[];
  87155. sideOrientation?: number;
  87156. }): VertexData;
  87157. /**
  87158. * Creates the VertexData for a tiled plane
  87159. * @param options an object used to set the following optional parameters for the box, required but can be empty
  87160. * * pattern a limited pattern arrangement depending on the number
  87161. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  87162. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  87163. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  87164. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87165. * * 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)
  87166. * * 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)
  87167. * @returns the VertexData of the tiled plane
  87168. */
  87169. static CreateTiledPlane(options: {
  87170. pattern?: number;
  87171. tileSize?: number;
  87172. tileWidth?: number;
  87173. tileHeight?: number;
  87174. size?: number;
  87175. width?: number;
  87176. height?: number;
  87177. alignHorizontal?: number;
  87178. alignVertical?: number;
  87179. sideOrientation?: number;
  87180. frontUVs?: Vector4;
  87181. backUVs?: Vector4;
  87182. }): VertexData;
  87183. /**
  87184. * Creates the VertexData for an ellipsoid, defaults to a sphere
  87185. * @param options an object used to set the following optional parameters for the box, required but can be empty
  87186. * * segments sets the number of horizontal strips optional, default 32
  87187. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  87188. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  87189. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  87190. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  87191. * * 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
  87192. * * 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
  87193. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87194. * * 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)
  87195. * * 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)
  87196. * @returns the VertexData of the ellipsoid
  87197. */
  87198. static CreateSphere(options: {
  87199. segments?: number;
  87200. diameter?: number;
  87201. diameterX?: number;
  87202. diameterY?: number;
  87203. diameterZ?: number;
  87204. arc?: number;
  87205. slice?: number;
  87206. sideOrientation?: number;
  87207. frontUVs?: Vector4;
  87208. backUVs?: Vector4;
  87209. }): VertexData;
  87210. /**
  87211. * Creates the VertexData for a cylinder, cone or prism
  87212. * @param options an object used to set the following optional parameters for the box, required but can be empty
  87213. * * height sets the height (y direction) of the cylinder, optional, default 2
  87214. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  87215. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  87216. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  87217. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  87218. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  87219. * * 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
  87220. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  87221. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  87222. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  87223. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  87224. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87225. * * 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)
  87226. * * 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)
  87227. * @returns the VertexData of the cylinder, cone or prism
  87228. */
  87229. static CreateCylinder(options: {
  87230. height?: number;
  87231. diameterTop?: number;
  87232. diameterBottom?: number;
  87233. diameter?: number;
  87234. tessellation?: number;
  87235. subdivisions?: number;
  87236. arc?: number;
  87237. faceColors?: Color4[];
  87238. faceUV?: Vector4[];
  87239. hasRings?: boolean;
  87240. enclose?: boolean;
  87241. sideOrientation?: number;
  87242. frontUVs?: Vector4;
  87243. backUVs?: Vector4;
  87244. }): VertexData;
  87245. /**
  87246. * Creates the VertexData for a torus
  87247. * @param options an object used to set the following optional parameters for the box, required but can be empty
  87248. * * diameter the diameter of the torus, optional default 1
  87249. * * thickness the diameter of the tube forming the torus, optional default 0.5
  87250. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  87251. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87252. * * 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)
  87253. * * 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)
  87254. * @returns the VertexData of the torus
  87255. */
  87256. static CreateTorus(options: {
  87257. diameter?: number;
  87258. thickness?: number;
  87259. tessellation?: number;
  87260. sideOrientation?: number;
  87261. frontUVs?: Vector4;
  87262. backUVs?: Vector4;
  87263. }): VertexData;
  87264. /**
  87265. * Creates the VertexData of the LineSystem
  87266. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  87267. * - lines an array of lines, each line being an array of successive Vector3
  87268. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  87269. * @returns the VertexData of the LineSystem
  87270. */
  87271. static CreateLineSystem(options: {
  87272. lines: Vector3[][];
  87273. colors?: Nullable<Color4[][]>;
  87274. }): VertexData;
  87275. /**
  87276. * Create the VertexData for a DashedLines
  87277. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  87278. * - points an array successive Vector3
  87279. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  87280. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  87281. * - dashNb the intended total number of dashes, optional, default 200
  87282. * @returns the VertexData for the DashedLines
  87283. */
  87284. static CreateDashedLines(options: {
  87285. points: Vector3[];
  87286. dashSize?: number;
  87287. gapSize?: number;
  87288. dashNb?: number;
  87289. }): VertexData;
  87290. /**
  87291. * Creates the VertexData for a Ground
  87292. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  87293. * - width the width (x direction) of the ground, optional, default 1
  87294. * - height the height (z direction) of the ground, optional, default 1
  87295. * - subdivisions the number of subdivisions per side, optional, default 1
  87296. * @returns the VertexData of the Ground
  87297. */
  87298. static CreateGround(options: {
  87299. width?: number;
  87300. height?: number;
  87301. subdivisions?: number;
  87302. subdivisionsX?: number;
  87303. subdivisionsY?: number;
  87304. }): VertexData;
  87305. /**
  87306. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  87307. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  87308. * * xmin the ground minimum X coordinate, optional, default -1
  87309. * * zmin the ground minimum Z coordinate, optional, default -1
  87310. * * xmax the ground maximum X coordinate, optional, default 1
  87311. * * zmax the ground maximum Z coordinate, optional, default 1
  87312. * * 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}
  87313. * * 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}
  87314. * @returns the VertexData of the TiledGround
  87315. */
  87316. static CreateTiledGround(options: {
  87317. xmin: number;
  87318. zmin: number;
  87319. xmax: number;
  87320. zmax: number;
  87321. subdivisions?: {
  87322. w: number;
  87323. h: number;
  87324. };
  87325. precision?: {
  87326. w: number;
  87327. h: number;
  87328. };
  87329. }): VertexData;
  87330. /**
  87331. * Creates the VertexData of the Ground designed from a heightmap
  87332. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  87333. * * width the width (x direction) of the ground
  87334. * * height the height (z direction) of the ground
  87335. * * subdivisions the number of subdivisions per side
  87336. * * minHeight the minimum altitude on the ground, optional, default 0
  87337. * * maxHeight the maximum altitude on the ground, optional default 1
  87338. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  87339. * * buffer the array holding the image color data
  87340. * * bufferWidth the width of image
  87341. * * bufferHeight the height of image
  87342. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  87343. * @returns the VertexData of the Ground designed from a heightmap
  87344. */
  87345. static CreateGroundFromHeightMap(options: {
  87346. width: number;
  87347. height: number;
  87348. subdivisions: number;
  87349. minHeight: number;
  87350. maxHeight: number;
  87351. colorFilter: Color3;
  87352. buffer: Uint8Array;
  87353. bufferWidth: number;
  87354. bufferHeight: number;
  87355. alphaFilter: number;
  87356. }): VertexData;
  87357. /**
  87358. * Creates the VertexData for a Plane
  87359. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  87360. * * size sets the width and height of the plane to the value of size, optional default 1
  87361. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  87362. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  87363. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87364. * * 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)
  87365. * * 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)
  87366. * @returns the VertexData of the box
  87367. */
  87368. static CreatePlane(options: {
  87369. size?: number;
  87370. width?: number;
  87371. height?: number;
  87372. sideOrientation?: number;
  87373. frontUVs?: Vector4;
  87374. backUVs?: Vector4;
  87375. }): VertexData;
  87376. /**
  87377. * Creates the VertexData of the Disc or regular Polygon
  87378. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  87379. * * radius the radius of the disc, optional default 0.5
  87380. * * tessellation the number of polygon sides, optional, default 64
  87381. * * 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
  87382. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87383. * * 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)
  87384. * * 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)
  87385. * @returns the VertexData of the box
  87386. */
  87387. static CreateDisc(options: {
  87388. radius?: number;
  87389. tessellation?: number;
  87390. arc?: number;
  87391. sideOrientation?: number;
  87392. frontUVs?: Vector4;
  87393. backUVs?: Vector4;
  87394. }): VertexData;
  87395. /**
  87396. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  87397. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  87398. * @param polygon a mesh built from polygonTriangulation.build()
  87399. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87400. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  87401. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  87402. * @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)
  87403. * @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)
  87404. * @returns the VertexData of the Polygon
  87405. */
  87406. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  87407. /**
  87408. * Creates the VertexData of the IcoSphere
  87409. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  87410. * * radius the radius of the IcoSphere, optional default 1
  87411. * * radiusX allows stretching in the x direction, optional, default radius
  87412. * * radiusY allows stretching in the y direction, optional, default radius
  87413. * * radiusZ allows stretching in the z direction, optional, default radius
  87414. * * flat when true creates a flat shaded mesh, optional, default true
  87415. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  87416. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87417. * * 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)
  87418. * * 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)
  87419. * @returns the VertexData of the IcoSphere
  87420. */
  87421. static CreateIcoSphere(options: {
  87422. radius?: number;
  87423. radiusX?: number;
  87424. radiusY?: number;
  87425. radiusZ?: number;
  87426. flat?: boolean;
  87427. subdivisions?: number;
  87428. sideOrientation?: number;
  87429. frontUVs?: Vector4;
  87430. backUVs?: Vector4;
  87431. }): VertexData;
  87432. /**
  87433. * Creates the VertexData for a Polyhedron
  87434. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  87435. * * type provided types are:
  87436. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  87437. * * 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)
  87438. * * size the size of the IcoSphere, optional default 1
  87439. * * sizeX allows stretching in the x direction, optional, default size
  87440. * * sizeY allows stretching in the y direction, optional, default size
  87441. * * sizeZ allows stretching in the z direction, optional, default size
  87442. * * 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
  87443. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  87444. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  87445. * * flat when true creates a flat shaded mesh, optional, default true
  87446. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  87447. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87448. * * 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)
  87449. * * 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)
  87450. * @returns the VertexData of the Polyhedron
  87451. */
  87452. static CreatePolyhedron(options: {
  87453. type?: number;
  87454. size?: number;
  87455. sizeX?: number;
  87456. sizeY?: number;
  87457. sizeZ?: number;
  87458. custom?: any;
  87459. faceUV?: Vector4[];
  87460. faceColors?: Color4[];
  87461. flat?: boolean;
  87462. sideOrientation?: number;
  87463. frontUVs?: Vector4;
  87464. backUVs?: Vector4;
  87465. }): VertexData;
  87466. /**
  87467. * Creates the VertexData for a TorusKnot
  87468. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  87469. * * radius the radius of the torus knot, optional, default 2
  87470. * * tube the thickness of the tube, optional, default 0.5
  87471. * * radialSegments the number of sides on each tube segments, optional, default 32
  87472. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  87473. * * p the number of windings around the z axis, optional, default 2
  87474. * * q the number of windings around the x axis, optional, default 3
  87475. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87476. * * 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)
  87477. * * 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)
  87478. * @returns the VertexData of the Torus Knot
  87479. */
  87480. static CreateTorusKnot(options: {
  87481. radius?: number;
  87482. tube?: number;
  87483. radialSegments?: number;
  87484. tubularSegments?: number;
  87485. p?: number;
  87486. q?: number;
  87487. sideOrientation?: number;
  87488. frontUVs?: Vector4;
  87489. backUVs?: Vector4;
  87490. }): VertexData;
  87491. /**
  87492. * Compute normals for given positions and indices
  87493. * @param positions an array of vertex positions, [...., x, y, z, ......]
  87494. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  87495. * @param normals an array of vertex normals, [...., x, y, z, ......]
  87496. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  87497. * * facetNormals : optional array of facet normals (vector3)
  87498. * * facetPositions : optional array of facet positions (vector3)
  87499. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  87500. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  87501. * * bInfo : optional bounding info, required for facetPartitioning computation
  87502. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  87503. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  87504. * * useRightHandedSystem: optional boolean to for right handed system computation
  87505. * * depthSort : optional boolean to enable the facet depth sort computation
  87506. * * distanceTo : optional Vector3 to compute the facet depth from this location
  87507. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  87508. */
  87509. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  87510. facetNormals?: any;
  87511. facetPositions?: any;
  87512. facetPartitioning?: any;
  87513. ratio?: number;
  87514. bInfo?: any;
  87515. bbSize?: Vector3;
  87516. subDiv?: any;
  87517. useRightHandedSystem?: boolean;
  87518. depthSort?: boolean;
  87519. distanceTo?: Vector3;
  87520. depthSortedFacets?: any;
  87521. }): void;
  87522. /** @hidden */
  87523. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  87524. /**
  87525. * Applies VertexData created from the imported parameters to the geometry
  87526. * @param parsedVertexData the parsed data from an imported file
  87527. * @param geometry the geometry to apply the VertexData to
  87528. */
  87529. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  87530. }
  87531. }
  87532. declare module BABYLON {
  87533. /**
  87534. * Defines a target to use with MorphTargetManager
  87535. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  87536. */
  87537. export class MorphTarget implements IAnimatable {
  87538. /** defines the name of the target */
  87539. name: string;
  87540. /**
  87541. * Gets or sets the list of animations
  87542. */
  87543. animations: Animation[];
  87544. private _scene;
  87545. private _positions;
  87546. private _normals;
  87547. private _tangents;
  87548. private _uvs;
  87549. private _influence;
  87550. /**
  87551. * Observable raised when the influence changes
  87552. */
  87553. onInfluenceChanged: Observable<boolean>;
  87554. /** @hidden */
  87555. _onDataLayoutChanged: Observable<void>;
  87556. /**
  87557. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  87558. */
  87559. influence: number;
  87560. /**
  87561. * Gets or sets the id of the morph Target
  87562. */
  87563. id: string;
  87564. private _animationPropertiesOverride;
  87565. /**
  87566. * Gets or sets the animation properties override
  87567. */
  87568. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  87569. /**
  87570. * Creates a new MorphTarget
  87571. * @param name defines the name of the target
  87572. * @param influence defines the influence to use
  87573. * @param scene defines the scene the morphtarget belongs to
  87574. */
  87575. constructor(
  87576. /** defines the name of the target */
  87577. name: string, influence?: number, scene?: Nullable<Scene>);
  87578. /**
  87579. * Gets a boolean defining if the target contains position data
  87580. */
  87581. readonly hasPositions: boolean;
  87582. /**
  87583. * Gets a boolean defining if the target contains normal data
  87584. */
  87585. readonly hasNormals: boolean;
  87586. /**
  87587. * Gets a boolean defining if the target contains tangent data
  87588. */
  87589. readonly hasTangents: boolean;
  87590. /**
  87591. * Gets a boolean defining if the target contains texture coordinates data
  87592. */
  87593. readonly hasUVs: boolean;
  87594. /**
  87595. * Affects position data to this target
  87596. * @param data defines the position data to use
  87597. */
  87598. setPositions(data: Nullable<FloatArray>): void;
  87599. /**
  87600. * Gets the position data stored in this target
  87601. * @returns a FloatArray containing the position data (or null if not present)
  87602. */
  87603. getPositions(): Nullable<FloatArray>;
  87604. /**
  87605. * Affects normal data to this target
  87606. * @param data defines the normal data to use
  87607. */
  87608. setNormals(data: Nullable<FloatArray>): void;
  87609. /**
  87610. * Gets the normal data stored in this target
  87611. * @returns a FloatArray containing the normal data (or null if not present)
  87612. */
  87613. getNormals(): Nullable<FloatArray>;
  87614. /**
  87615. * Affects tangent data to this target
  87616. * @param data defines the tangent data to use
  87617. */
  87618. setTangents(data: Nullable<FloatArray>): void;
  87619. /**
  87620. * Gets the tangent data stored in this target
  87621. * @returns a FloatArray containing the tangent data (or null if not present)
  87622. */
  87623. getTangents(): Nullable<FloatArray>;
  87624. /**
  87625. * Affects texture coordinates data to this target
  87626. * @param data defines the texture coordinates data to use
  87627. */
  87628. setUVs(data: Nullable<FloatArray>): void;
  87629. /**
  87630. * Gets the texture coordinates data stored in this target
  87631. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  87632. */
  87633. getUVs(): Nullable<FloatArray>;
  87634. /**
  87635. * Serializes the current target into a Serialization object
  87636. * @returns the serialized object
  87637. */
  87638. serialize(): any;
  87639. /**
  87640. * Returns the string "MorphTarget"
  87641. * @returns "MorphTarget"
  87642. */
  87643. getClassName(): string;
  87644. /**
  87645. * Creates a new target from serialized data
  87646. * @param serializationObject defines the serialized data to use
  87647. * @returns a new MorphTarget
  87648. */
  87649. static Parse(serializationObject: any): MorphTarget;
  87650. /**
  87651. * Creates a MorphTarget from mesh data
  87652. * @param mesh defines the source mesh
  87653. * @param name defines the name to use for the new target
  87654. * @param influence defines the influence to attach to the target
  87655. * @returns a new MorphTarget
  87656. */
  87657. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  87658. }
  87659. }
  87660. declare module BABYLON {
  87661. /**
  87662. * This class is used to deform meshes using morphing between different targets
  87663. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  87664. */
  87665. export class MorphTargetManager {
  87666. private _targets;
  87667. private _targetInfluenceChangedObservers;
  87668. private _targetDataLayoutChangedObservers;
  87669. private _activeTargets;
  87670. private _scene;
  87671. private _influences;
  87672. private _supportsNormals;
  87673. private _supportsTangents;
  87674. private _supportsUVs;
  87675. private _vertexCount;
  87676. private _uniqueId;
  87677. private _tempInfluences;
  87678. /**
  87679. * Gets or sets a boolean indicating if normals must be morphed
  87680. */
  87681. enableNormalMorphing: boolean;
  87682. /**
  87683. * Gets or sets a boolean indicating if tangents must be morphed
  87684. */
  87685. enableTangentMorphing: boolean;
  87686. /**
  87687. * Gets or sets a boolean indicating if UV must be morphed
  87688. */
  87689. enableUVMorphing: boolean;
  87690. /**
  87691. * Creates a new MorphTargetManager
  87692. * @param scene defines the current scene
  87693. */
  87694. constructor(scene?: Nullable<Scene>);
  87695. /**
  87696. * Gets the unique ID of this manager
  87697. */
  87698. readonly uniqueId: number;
  87699. /**
  87700. * Gets the number of vertices handled by this manager
  87701. */
  87702. readonly vertexCount: number;
  87703. /**
  87704. * Gets a boolean indicating if this manager supports morphing of normals
  87705. */
  87706. readonly supportsNormals: boolean;
  87707. /**
  87708. * Gets a boolean indicating if this manager supports morphing of tangents
  87709. */
  87710. readonly supportsTangents: boolean;
  87711. /**
  87712. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  87713. */
  87714. readonly supportsUVs: boolean;
  87715. /**
  87716. * Gets the number of targets stored in this manager
  87717. */
  87718. readonly numTargets: number;
  87719. /**
  87720. * Gets the number of influencers (ie. the number of targets with influences > 0)
  87721. */
  87722. readonly numInfluencers: number;
  87723. /**
  87724. * Gets the list of influences (one per target)
  87725. */
  87726. readonly influences: Float32Array;
  87727. /**
  87728. * Gets the active target at specified index. An active target is a target with an influence > 0
  87729. * @param index defines the index to check
  87730. * @returns the requested target
  87731. */
  87732. getActiveTarget(index: number): MorphTarget;
  87733. /**
  87734. * Gets the target at specified index
  87735. * @param index defines the index to check
  87736. * @returns the requested target
  87737. */
  87738. getTarget(index: number): MorphTarget;
  87739. /**
  87740. * Add a new target to this manager
  87741. * @param target defines the target to add
  87742. */
  87743. addTarget(target: MorphTarget): void;
  87744. /**
  87745. * Removes a target from the manager
  87746. * @param target defines the target to remove
  87747. */
  87748. removeTarget(target: MorphTarget): void;
  87749. /**
  87750. * Serializes the current manager into a Serialization object
  87751. * @returns the serialized object
  87752. */
  87753. serialize(): any;
  87754. private _syncActiveTargets;
  87755. /**
  87756. * Syncrhonize the targets with all the meshes using this morph target manager
  87757. */
  87758. synchronize(): void;
  87759. /**
  87760. * Creates a new MorphTargetManager from serialized data
  87761. * @param serializationObject defines the serialized data
  87762. * @param scene defines the hosting scene
  87763. * @returns the new MorphTargetManager
  87764. */
  87765. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  87766. }
  87767. }
  87768. declare module BABYLON {
  87769. /**
  87770. * Class used to represent a specific level of detail of a mesh
  87771. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  87772. */
  87773. export class MeshLODLevel {
  87774. /** Defines the distance where this level should start being displayed */
  87775. distance: number;
  87776. /** Defines the mesh to use to render this level */
  87777. mesh: Nullable<Mesh>;
  87778. /**
  87779. * Creates a new LOD level
  87780. * @param distance defines the distance where this level should star being displayed
  87781. * @param mesh defines the mesh to use to render this level
  87782. */
  87783. constructor(
  87784. /** Defines the distance where this level should start being displayed */
  87785. distance: number,
  87786. /** Defines the mesh to use to render this level */
  87787. mesh: Nullable<Mesh>);
  87788. }
  87789. }
  87790. declare module BABYLON {
  87791. /**
  87792. * Mesh representing the gorund
  87793. */
  87794. export class GroundMesh extends Mesh {
  87795. /** If octree should be generated */
  87796. generateOctree: boolean;
  87797. private _heightQuads;
  87798. /** @hidden */
  87799. _subdivisionsX: number;
  87800. /** @hidden */
  87801. _subdivisionsY: number;
  87802. /** @hidden */
  87803. _width: number;
  87804. /** @hidden */
  87805. _height: number;
  87806. /** @hidden */
  87807. _minX: number;
  87808. /** @hidden */
  87809. _maxX: number;
  87810. /** @hidden */
  87811. _minZ: number;
  87812. /** @hidden */
  87813. _maxZ: number;
  87814. constructor(name: string, scene: Scene);
  87815. /**
  87816. * "GroundMesh"
  87817. * @returns "GroundMesh"
  87818. */
  87819. getClassName(): string;
  87820. /**
  87821. * The minimum of x and y subdivisions
  87822. */
  87823. readonly subdivisions: number;
  87824. /**
  87825. * X subdivisions
  87826. */
  87827. readonly subdivisionsX: number;
  87828. /**
  87829. * Y subdivisions
  87830. */
  87831. readonly subdivisionsY: number;
  87832. /**
  87833. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  87834. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  87835. * @param chunksCount the number of subdivisions for x and y
  87836. * @param octreeBlocksSize (Default: 32)
  87837. */
  87838. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  87839. /**
  87840. * Returns a height (y) value in the Worl system :
  87841. * the ground altitude at the coordinates (x, z) expressed in the World system.
  87842. * @param x x coordinate
  87843. * @param z z coordinate
  87844. * @returns the ground y position if (x, z) are outside the ground surface.
  87845. */
  87846. getHeightAtCoordinates(x: number, z: number): number;
  87847. /**
  87848. * Returns a normalized vector (Vector3) orthogonal to the ground
  87849. * at the ground coordinates (x, z) expressed in the World system.
  87850. * @param x x coordinate
  87851. * @param z z coordinate
  87852. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  87853. */
  87854. getNormalAtCoordinates(x: number, z: number): Vector3;
  87855. /**
  87856. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  87857. * at the ground coordinates (x, z) expressed in the World system.
  87858. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  87859. * @param x x coordinate
  87860. * @param z z coordinate
  87861. * @param ref vector to store the result
  87862. * @returns the GroundMesh.
  87863. */
  87864. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  87865. /**
  87866. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  87867. * if the ground has been updated.
  87868. * This can be used in the render loop.
  87869. * @returns the GroundMesh.
  87870. */
  87871. updateCoordinateHeights(): GroundMesh;
  87872. private _getFacetAt;
  87873. private _initHeightQuads;
  87874. private _computeHeightQuads;
  87875. /**
  87876. * Serializes this ground mesh
  87877. * @param serializationObject object to write serialization to
  87878. */
  87879. serialize(serializationObject: any): void;
  87880. /**
  87881. * Parses a serialized ground mesh
  87882. * @param parsedMesh the serialized mesh
  87883. * @param scene the scene to create the ground mesh in
  87884. * @returns the created ground mesh
  87885. */
  87886. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  87887. }
  87888. }
  87889. declare module BABYLON {
  87890. /**
  87891. * Interface for Physics-Joint data
  87892. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87893. */
  87894. export interface PhysicsJointData {
  87895. /**
  87896. * The main pivot of the joint
  87897. */
  87898. mainPivot?: Vector3;
  87899. /**
  87900. * The connected pivot of the joint
  87901. */
  87902. connectedPivot?: Vector3;
  87903. /**
  87904. * The main axis of the joint
  87905. */
  87906. mainAxis?: Vector3;
  87907. /**
  87908. * The connected axis of the joint
  87909. */
  87910. connectedAxis?: Vector3;
  87911. /**
  87912. * The collision of the joint
  87913. */
  87914. collision?: boolean;
  87915. /**
  87916. * Native Oimo/Cannon/Energy data
  87917. */
  87918. nativeParams?: any;
  87919. }
  87920. /**
  87921. * This is a holder class for the physics joint created by the physics plugin
  87922. * It holds a set of functions to control the underlying joint
  87923. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87924. */
  87925. export class PhysicsJoint {
  87926. /**
  87927. * The type of the physics joint
  87928. */
  87929. type: number;
  87930. /**
  87931. * The data for the physics joint
  87932. */
  87933. jointData: PhysicsJointData;
  87934. private _physicsJoint;
  87935. protected _physicsPlugin: IPhysicsEnginePlugin;
  87936. /**
  87937. * Initializes the physics joint
  87938. * @param type The type of the physics joint
  87939. * @param jointData The data for the physics joint
  87940. */
  87941. constructor(
  87942. /**
  87943. * The type of the physics joint
  87944. */
  87945. type: number,
  87946. /**
  87947. * The data for the physics joint
  87948. */
  87949. jointData: PhysicsJointData);
  87950. /**
  87951. * Gets the physics joint
  87952. */
  87953. /**
  87954. * Sets the physics joint
  87955. */
  87956. physicsJoint: any;
  87957. /**
  87958. * Sets the physics plugin
  87959. */
  87960. physicsPlugin: IPhysicsEnginePlugin;
  87961. /**
  87962. * Execute a function that is physics-plugin specific.
  87963. * @param {Function} func the function that will be executed.
  87964. * It accepts two parameters: the physics world and the physics joint
  87965. */
  87966. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  87967. /**
  87968. * Distance-Joint type
  87969. */
  87970. static DistanceJoint: number;
  87971. /**
  87972. * Hinge-Joint type
  87973. */
  87974. static HingeJoint: number;
  87975. /**
  87976. * Ball-and-Socket joint type
  87977. */
  87978. static BallAndSocketJoint: number;
  87979. /**
  87980. * Wheel-Joint type
  87981. */
  87982. static WheelJoint: number;
  87983. /**
  87984. * Slider-Joint type
  87985. */
  87986. static SliderJoint: number;
  87987. /**
  87988. * Prismatic-Joint type
  87989. */
  87990. static PrismaticJoint: number;
  87991. /**
  87992. * Universal-Joint type
  87993. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  87994. */
  87995. static UniversalJoint: number;
  87996. /**
  87997. * Hinge-Joint 2 type
  87998. */
  87999. static Hinge2Joint: number;
  88000. /**
  88001. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  88002. */
  88003. static PointToPointJoint: number;
  88004. /**
  88005. * Spring-Joint type
  88006. */
  88007. static SpringJoint: number;
  88008. /**
  88009. * Lock-Joint type
  88010. */
  88011. static LockJoint: number;
  88012. }
  88013. /**
  88014. * A class representing a physics distance joint
  88015. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88016. */
  88017. export class DistanceJoint extends PhysicsJoint {
  88018. /**
  88019. *
  88020. * @param jointData The data for the Distance-Joint
  88021. */
  88022. constructor(jointData: DistanceJointData);
  88023. /**
  88024. * Update the predefined distance.
  88025. * @param maxDistance The maximum preferred distance
  88026. * @param minDistance The minimum preferred distance
  88027. */
  88028. updateDistance(maxDistance: number, minDistance?: number): void;
  88029. }
  88030. /**
  88031. * Represents a Motor-Enabled Joint
  88032. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88033. */
  88034. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  88035. /**
  88036. * Initializes the Motor-Enabled Joint
  88037. * @param type The type of the joint
  88038. * @param jointData The physica joint data for the joint
  88039. */
  88040. constructor(type: number, jointData: PhysicsJointData);
  88041. /**
  88042. * Set the motor values.
  88043. * Attention, this function is plugin specific. Engines won't react 100% the same.
  88044. * @param force the force to apply
  88045. * @param maxForce max force for this motor.
  88046. */
  88047. setMotor(force?: number, maxForce?: number): void;
  88048. /**
  88049. * Set the motor's limits.
  88050. * Attention, this function is plugin specific. Engines won't react 100% the same.
  88051. * @param upperLimit The upper limit of the motor
  88052. * @param lowerLimit The lower limit of the motor
  88053. */
  88054. setLimit(upperLimit: number, lowerLimit?: number): void;
  88055. }
  88056. /**
  88057. * This class represents a single physics Hinge-Joint
  88058. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88059. */
  88060. export class HingeJoint extends MotorEnabledJoint {
  88061. /**
  88062. * Initializes the Hinge-Joint
  88063. * @param jointData The joint data for the Hinge-Joint
  88064. */
  88065. constructor(jointData: PhysicsJointData);
  88066. /**
  88067. * Set the motor values.
  88068. * Attention, this function is plugin specific. Engines won't react 100% the same.
  88069. * @param {number} force the force to apply
  88070. * @param {number} maxForce max force for this motor.
  88071. */
  88072. setMotor(force?: number, maxForce?: number): void;
  88073. /**
  88074. * Set the motor's limits.
  88075. * Attention, this function is plugin specific. Engines won't react 100% the same.
  88076. * @param upperLimit The upper limit of the motor
  88077. * @param lowerLimit The lower limit of the motor
  88078. */
  88079. setLimit(upperLimit: number, lowerLimit?: number): void;
  88080. }
  88081. /**
  88082. * This class represents a dual hinge physics joint (same as wheel joint)
  88083. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88084. */
  88085. export class Hinge2Joint extends MotorEnabledJoint {
  88086. /**
  88087. * Initializes the Hinge2-Joint
  88088. * @param jointData The joint data for the Hinge2-Joint
  88089. */
  88090. constructor(jointData: PhysicsJointData);
  88091. /**
  88092. * Set the motor values.
  88093. * Attention, this function is plugin specific. Engines won't react 100% the same.
  88094. * @param {number} targetSpeed the speed the motor is to reach
  88095. * @param {number} maxForce max force for this motor.
  88096. * @param {motorIndex} the motor's index, 0 or 1.
  88097. */
  88098. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  88099. /**
  88100. * Set the motor limits.
  88101. * Attention, this function is plugin specific. Engines won't react 100% the same.
  88102. * @param {number} upperLimit the upper limit
  88103. * @param {number} lowerLimit lower limit
  88104. * @param {motorIndex} the motor's index, 0 or 1.
  88105. */
  88106. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  88107. }
  88108. /**
  88109. * Interface for a motor enabled joint
  88110. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88111. */
  88112. export interface IMotorEnabledJoint {
  88113. /**
  88114. * Physics joint
  88115. */
  88116. physicsJoint: any;
  88117. /**
  88118. * Sets the motor of the motor-enabled joint
  88119. * @param force The force of the motor
  88120. * @param maxForce The maximum force of the motor
  88121. * @param motorIndex The index of the motor
  88122. */
  88123. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  88124. /**
  88125. * Sets the limit of the motor
  88126. * @param upperLimit The upper limit of the motor
  88127. * @param lowerLimit The lower limit of the motor
  88128. * @param motorIndex The index of the motor
  88129. */
  88130. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  88131. }
  88132. /**
  88133. * Joint data for a Distance-Joint
  88134. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88135. */
  88136. export interface DistanceJointData extends PhysicsJointData {
  88137. /**
  88138. * Max distance the 2 joint objects can be apart
  88139. */
  88140. maxDistance: number;
  88141. }
  88142. /**
  88143. * Joint data from a spring joint
  88144. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88145. */
  88146. export interface SpringJointData extends PhysicsJointData {
  88147. /**
  88148. * Length of the spring
  88149. */
  88150. length: number;
  88151. /**
  88152. * Stiffness of the spring
  88153. */
  88154. stiffness: number;
  88155. /**
  88156. * Damping of the spring
  88157. */
  88158. damping: number;
  88159. /** this callback will be called when applying the force to the impostors. */
  88160. forceApplicationCallback: () => void;
  88161. }
  88162. }
  88163. declare module BABYLON {
  88164. /**
  88165. * Holds the data for the raycast result
  88166. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88167. */
  88168. export class PhysicsRaycastResult {
  88169. private _hasHit;
  88170. private _hitDistance;
  88171. private _hitNormalWorld;
  88172. private _hitPointWorld;
  88173. private _rayFromWorld;
  88174. private _rayToWorld;
  88175. /**
  88176. * Gets if there was a hit
  88177. */
  88178. readonly hasHit: boolean;
  88179. /**
  88180. * Gets the distance from the hit
  88181. */
  88182. readonly hitDistance: number;
  88183. /**
  88184. * Gets the hit normal/direction in the world
  88185. */
  88186. readonly hitNormalWorld: Vector3;
  88187. /**
  88188. * Gets the hit point in the world
  88189. */
  88190. readonly hitPointWorld: Vector3;
  88191. /**
  88192. * Gets the ray "start point" of the ray in the world
  88193. */
  88194. readonly rayFromWorld: Vector3;
  88195. /**
  88196. * Gets the ray "end point" of the ray in the world
  88197. */
  88198. readonly rayToWorld: Vector3;
  88199. /**
  88200. * Sets the hit data (normal & point in world space)
  88201. * @param hitNormalWorld defines the normal in world space
  88202. * @param hitPointWorld defines the point in world space
  88203. */
  88204. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  88205. /**
  88206. * Sets the distance from the start point to the hit point
  88207. * @param distance
  88208. */
  88209. setHitDistance(distance: number): void;
  88210. /**
  88211. * Calculates the distance manually
  88212. */
  88213. calculateHitDistance(): void;
  88214. /**
  88215. * Resets all the values to default
  88216. * @param from The from point on world space
  88217. * @param to The to point on world space
  88218. */
  88219. reset(from?: Vector3, to?: Vector3): void;
  88220. }
  88221. /**
  88222. * Interface for the size containing width and height
  88223. */
  88224. interface IXYZ {
  88225. /**
  88226. * X
  88227. */
  88228. x: number;
  88229. /**
  88230. * Y
  88231. */
  88232. y: number;
  88233. /**
  88234. * Z
  88235. */
  88236. z: number;
  88237. }
  88238. }
  88239. declare module BABYLON {
  88240. /**
  88241. * Interface used to describe a physics joint
  88242. */
  88243. export interface PhysicsImpostorJoint {
  88244. /** Defines the main impostor to which the joint is linked */
  88245. mainImpostor: PhysicsImpostor;
  88246. /** Defines the impostor that is connected to the main impostor using this joint */
  88247. connectedImpostor: PhysicsImpostor;
  88248. /** Defines the joint itself */
  88249. joint: PhysicsJoint;
  88250. }
  88251. /** @hidden */
  88252. export interface IPhysicsEnginePlugin {
  88253. world: any;
  88254. name: string;
  88255. setGravity(gravity: Vector3): void;
  88256. setTimeStep(timeStep: number): void;
  88257. getTimeStep(): number;
  88258. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  88259. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  88260. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  88261. generatePhysicsBody(impostor: PhysicsImpostor): void;
  88262. removePhysicsBody(impostor: PhysicsImpostor): void;
  88263. generateJoint(joint: PhysicsImpostorJoint): void;
  88264. removeJoint(joint: PhysicsImpostorJoint): void;
  88265. isSupported(): boolean;
  88266. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  88267. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  88268. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  88269. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  88270. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  88271. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  88272. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  88273. getBodyMass(impostor: PhysicsImpostor): number;
  88274. getBodyFriction(impostor: PhysicsImpostor): number;
  88275. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  88276. getBodyRestitution(impostor: PhysicsImpostor): number;
  88277. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  88278. getBodyPressure?(impostor: PhysicsImpostor): number;
  88279. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  88280. getBodyStiffness?(impostor: PhysicsImpostor): number;
  88281. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  88282. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  88283. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  88284. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  88285. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  88286. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  88287. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  88288. sleepBody(impostor: PhysicsImpostor): void;
  88289. wakeUpBody(impostor: PhysicsImpostor): void;
  88290. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  88291. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  88292. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  88293. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  88294. getRadius(impostor: PhysicsImpostor): number;
  88295. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  88296. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  88297. dispose(): void;
  88298. }
  88299. /**
  88300. * Interface used to define a physics engine
  88301. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  88302. */
  88303. export interface IPhysicsEngine {
  88304. /**
  88305. * Gets the gravity vector used by the simulation
  88306. */
  88307. gravity: Vector3;
  88308. /**
  88309. * Sets the gravity vector used by the simulation
  88310. * @param gravity defines the gravity vector to use
  88311. */
  88312. setGravity(gravity: Vector3): void;
  88313. /**
  88314. * Set the time step of the physics engine.
  88315. * Default is 1/60.
  88316. * To slow it down, enter 1/600 for example.
  88317. * To speed it up, 1/30
  88318. * @param newTimeStep the new timestep to apply to this world.
  88319. */
  88320. setTimeStep(newTimeStep: number): void;
  88321. /**
  88322. * Get the time step of the physics engine.
  88323. * @returns the current time step
  88324. */
  88325. getTimeStep(): number;
  88326. /**
  88327. * Release all resources
  88328. */
  88329. dispose(): void;
  88330. /**
  88331. * Gets the name of the current physics plugin
  88332. * @returns the name of the plugin
  88333. */
  88334. getPhysicsPluginName(): string;
  88335. /**
  88336. * Adding a new impostor for the impostor tracking.
  88337. * This will be done by the impostor itself.
  88338. * @param impostor the impostor to add
  88339. */
  88340. addImpostor(impostor: PhysicsImpostor): void;
  88341. /**
  88342. * Remove an impostor from the engine.
  88343. * This impostor and its mesh will not longer be updated by the physics engine.
  88344. * @param impostor the impostor to remove
  88345. */
  88346. removeImpostor(impostor: PhysicsImpostor): void;
  88347. /**
  88348. * Add a joint to the physics engine
  88349. * @param mainImpostor defines the main impostor to which the joint is added.
  88350. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  88351. * @param joint defines the joint that will connect both impostors.
  88352. */
  88353. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  88354. /**
  88355. * Removes a joint from the simulation
  88356. * @param mainImpostor defines the impostor used with the joint
  88357. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  88358. * @param joint defines the joint to remove
  88359. */
  88360. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  88361. /**
  88362. * Gets the current plugin used to run the simulation
  88363. * @returns current plugin
  88364. */
  88365. getPhysicsPlugin(): IPhysicsEnginePlugin;
  88366. /**
  88367. * Gets the list of physic impostors
  88368. * @returns an array of PhysicsImpostor
  88369. */
  88370. getImpostors(): Array<PhysicsImpostor>;
  88371. /**
  88372. * Gets the impostor for a physics enabled object
  88373. * @param object defines the object impersonated by the impostor
  88374. * @returns the PhysicsImpostor or null if not found
  88375. */
  88376. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  88377. /**
  88378. * Gets the impostor for a physics body object
  88379. * @param body defines physics body used by the impostor
  88380. * @returns the PhysicsImpostor or null if not found
  88381. */
  88382. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  88383. /**
  88384. * Does a raycast in the physics world
  88385. * @param from when should the ray start?
  88386. * @param to when should the ray end?
  88387. * @returns PhysicsRaycastResult
  88388. */
  88389. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  88390. /**
  88391. * Called by the scene. No need to call it.
  88392. * @param delta defines the timespam between frames
  88393. */
  88394. _step(delta: number): void;
  88395. }
  88396. }
  88397. declare module BABYLON {
  88398. /**
  88399. * The interface for the physics imposter parameters
  88400. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88401. */
  88402. export interface PhysicsImpostorParameters {
  88403. /**
  88404. * The mass of the physics imposter
  88405. */
  88406. mass: number;
  88407. /**
  88408. * The friction of the physics imposter
  88409. */
  88410. friction?: number;
  88411. /**
  88412. * The coefficient of restitution of the physics imposter
  88413. */
  88414. restitution?: number;
  88415. /**
  88416. * The native options of the physics imposter
  88417. */
  88418. nativeOptions?: any;
  88419. /**
  88420. * Specifies if the parent should be ignored
  88421. */
  88422. ignoreParent?: boolean;
  88423. /**
  88424. * Specifies if bi-directional transformations should be disabled
  88425. */
  88426. disableBidirectionalTransformation?: boolean;
  88427. /**
  88428. * The pressure inside the physics imposter, soft object only
  88429. */
  88430. pressure?: number;
  88431. /**
  88432. * The stiffness the physics imposter, soft object only
  88433. */
  88434. stiffness?: number;
  88435. /**
  88436. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  88437. */
  88438. velocityIterations?: number;
  88439. /**
  88440. * The number of iterations used in maintaining consistent vertex positions, soft object only
  88441. */
  88442. positionIterations?: number;
  88443. /**
  88444. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  88445. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  88446. * Add to fix multiple points
  88447. */
  88448. fixedPoints?: number;
  88449. /**
  88450. * The collision margin around a soft object
  88451. */
  88452. margin?: number;
  88453. /**
  88454. * The collision margin around a soft object
  88455. */
  88456. damping?: number;
  88457. /**
  88458. * The path for a rope based on an extrusion
  88459. */
  88460. path?: any;
  88461. /**
  88462. * The shape of an extrusion used for a rope based on an extrusion
  88463. */
  88464. shape?: any;
  88465. }
  88466. /**
  88467. * Interface for a physics-enabled object
  88468. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88469. */
  88470. export interface IPhysicsEnabledObject {
  88471. /**
  88472. * The position of the physics-enabled object
  88473. */
  88474. position: Vector3;
  88475. /**
  88476. * The rotation of the physics-enabled object
  88477. */
  88478. rotationQuaternion: Nullable<Quaternion>;
  88479. /**
  88480. * The scale of the physics-enabled object
  88481. */
  88482. scaling: Vector3;
  88483. /**
  88484. * The rotation of the physics-enabled object
  88485. */
  88486. rotation?: Vector3;
  88487. /**
  88488. * The parent of the physics-enabled object
  88489. */
  88490. parent?: any;
  88491. /**
  88492. * The bounding info of the physics-enabled object
  88493. * @returns The bounding info of the physics-enabled object
  88494. */
  88495. getBoundingInfo(): BoundingInfo;
  88496. /**
  88497. * Computes the world matrix
  88498. * @param force Specifies if the world matrix should be computed by force
  88499. * @returns A world matrix
  88500. */
  88501. computeWorldMatrix(force: boolean): Matrix;
  88502. /**
  88503. * Gets the world matrix
  88504. * @returns A world matrix
  88505. */
  88506. getWorldMatrix?(): Matrix;
  88507. /**
  88508. * Gets the child meshes
  88509. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  88510. * @returns An array of abstract meshes
  88511. */
  88512. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  88513. /**
  88514. * Gets the vertex data
  88515. * @param kind The type of vertex data
  88516. * @returns A nullable array of numbers, or a float32 array
  88517. */
  88518. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  88519. /**
  88520. * Gets the indices from the mesh
  88521. * @returns A nullable array of index arrays
  88522. */
  88523. getIndices?(): Nullable<IndicesArray>;
  88524. /**
  88525. * Gets the scene from the mesh
  88526. * @returns the indices array or null
  88527. */
  88528. getScene?(): Scene;
  88529. /**
  88530. * Gets the absolute position from the mesh
  88531. * @returns the absolute position
  88532. */
  88533. getAbsolutePosition(): Vector3;
  88534. /**
  88535. * Gets the absolute pivot point from the mesh
  88536. * @returns the absolute pivot point
  88537. */
  88538. getAbsolutePivotPoint(): Vector3;
  88539. /**
  88540. * Rotates the mesh
  88541. * @param axis The axis of rotation
  88542. * @param amount The amount of rotation
  88543. * @param space The space of the rotation
  88544. * @returns The rotation transform node
  88545. */
  88546. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  88547. /**
  88548. * Translates the mesh
  88549. * @param axis The axis of translation
  88550. * @param distance The distance of translation
  88551. * @param space The space of the translation
  88552. * @returns The transform node
  88553. */
  88554. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  88555. /**
  88556. * Sets the absolute position of the mesh
  88557. * @param absolutePosition The absolute position of the mesh
  88558. * @returns The transform node
  88559. */
  88560. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  88561. /**
  88562. * Gets the class name of the mesh
  88563. * @returns The class name
  88564. */
  88565. getClassName(): string;
  88566. }
  88567. /**
  88568. * Represents a physics imposter
  88569. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88570. */
  88571. export class PhysicsImpostor {
  88572. /**
  88573. * The physics-enabled object used as the physics imposter
  88574. */
  88575. object: IPhysicsEnabledObject;
  88576. /**
  88577. * The type of the physics imposter
  88578. */
  88579. type: number;
  88580. private _options;
  88581. private _scene?;
  88582. /**
  88583. * The default object size of the imposter
  88584. */
  88585. static DEFAULT_OBJECT_SIZE: Vector3;
  88586. /**
  88587. * The identity quaternion of the imposter
  88588. */
  88589. static IDENTITY_QUATERNION: Quaternion;
  88590. /** @hidden */
  88591. _pluginData: any;
  88592. private _physicsEngine;
  88593. private _physicsBody;
  88594. private _bodyUpdateRequired;
  88595. private _onBeforePhysicsStepCallbacks;
  88596. private _onAfterPhysicsStepCallbacks;
  88597. /** @hidden */
  88598. _onPhysicsCollideCallbacks: Array<{
  88599. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  88600. otherImpostors: Array<PhysicsImpostor>;
  88601. }>;
  88602. private _deltaPosition;
  88603. private _deltaRotation;
  88604. private _deltaRotationConjugated;
  88605. /** @hidden */
  88606. _isFromLine: boolean;
  88607. private _parent;
  88608. private _isDisposed;
  88609. private static _tmpVecs;
  88610. private static _tmpQuat;
  88611. /**
  88612. * Specifies if the physics imposter is disposed
  88613. */
  88614. readonly isDisposed: boolean;
  88615. /**
  88616. * Gets the mass of the physics imposter
  88617. */
  88618. mass: number;
  88619. /**
  88620. * Gets the coefficient of friction
  88621. */
  88622. /**
  88623. * Sets the coefficient of friction
  88624. */
  88625. friction: number;
  88626. /**
  88627. * Gets the coefficient of restitution
  88628. */
  88629. /**
  88630. * Sets the coefficient of restitution
  88631. */
  88632. restitution: number;
  88633. /**
  88634. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  88635. */
  88636. /**
  88637. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  88638. */
  88639. pressure: number;
  88640. /**
  88641. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  88642. */
  88643. /**
  88644. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  88645. */
  88646. stiffness: number;
  88647. /**
  88648. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  88649. */
  88650. /**
  88651. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  88652. */
  88653. velocityIterations: number;
  88654. /**
  88655. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  88656. */
  88657. /**
  88658. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  88659. */
  88660. positionIterations: number;
  88661. /**
  88662. * The unique id of the physics imposter
  88663. * set by the physics engine when adding this impostor to the array
  88664. */
  88665. uniqueId: number;
  88666. /**
  88667. * @hidden
  88668. */
  88669. soft: boolean;
  88670. /**
  88671. * @hidden
  88672. */
  88673. segments: number;
  88674. private _joints;
  88675. /**
  88676. * Initializes the physics imposter
  88677. * @param object The physics-enabled object used as the physics imposter
  88678. * @param type The type of the physics imposter
  88679. * @param _options The options for the physics imposter
  88680. * @param _scene The Babylon scene
  88681. */
  88682. constructor(
  88683. /**
  88684. * The physics-enabled object used as the physics imposter
  88685. */
  88686. object: IPhysicsEnabledObject,
  88687. /**
  88688. * The type of the physics imposter
  88689. */
  88690. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  88691. /**
  88692. * This function will completly initialize this impostor.
  88693. * It will create a new body - but only if this mesh has no parent.
  88694. * If it has, this impostor will not be used other than to define the impostor
  88695. * of the child mesh.
  88696. * @hidden
  88697. */
  88698. _init(): void;
  88699. private _getPhysicsParent;
  88700. /**
  88701. * Should a new body be generated.
  88702. * @returns boolean specifying if body initialization is required
  88703. */
  88704. isBodyInitRequired(): boolean;
  88705. /**
  88706. * Sets the updated scaling
  88707. * @param updated Specifies if the scaling is updated
  88708. */
  88709. setScalingUpdated(): void;
  88710. /**
  88711. * Force a regeneration of this or the parent's impostor's body.
  88712. * Use under cautious - This will remove all joints already implemented.
  88713. */
  88714. forceUpdate(): void;
  88715. /**
  88716. * Gets the body that holds this impostor. Either its own, or its parent.
  88717. */
  88718. /**
  88719. * Set the physics body. Used mainly by the physics engine/plugin
  88720. */
  88721. physicsBody: any;
  88722. /**
  88723. * Get the parent of the physics imposter
  88724. * @returns Physics imposter or null
  88725. */
  88726. /**
  88727. * Sets the parent of the physics imposter
  88728. */
  88729. parent: Nullable<PhysicsImpostor>;
  88730. /**
  88731. * Resets the update flags
  88732. */
  88733. resetUpdateFlags(): void;
  88734. /**
  88735. * Gets the object extend size
  88736. * @returns the object extend size
  88737. */
  88738. getObjectExtendSize(): Vector3;
  88739. /**
  88740. * Gets the object center
  88741. * @returns The object center
  88742. */
  88743. getObjectCenter(): Vector3;
  88744. /**
  88745. * Get a specific parametes from the options parameter
  88746. * @param paramName The object parameter name
  88747. * @returns The object parameter
  88748. */
  88749. getParam(paramName: string): any;
  88750. /**
  88751. * Sets a specific parameter in the options given to the physics plugin
  88752. * @param paramName The parameter name
  88753. * @param value The value of the parameter
  88754. */
  88755. setParam(paramName: string, value: number): void;
  88756. /**
  88757. * Specifically change the body's mass option. Won't recreate the physics body object
  88758. * @param mass The mass of the physics imposter
  88759. */
  88760. setMass(mass: number): void;
  88761. /**
  88762. * Gets the linear velocity
  88763. * @returns linear velocity or null
  88764. */
  88765. getLinearVelocity(): Nullable<Vector3>;
  88766. /**
  88767. * Sets the linear velocity
  88768. * @param velocity linear velocity or null
  88769. */
  88770. setLinearVelocity(velocity: Nullable<Vector3>): void;
  88771. /**
  88772. * Gets the angular velocity
  88773. * @returns angular velocity or null
  88774. */
  88775. getAngularVelocity(): Nullable<Vector3>;
  88776. /**
  88777. * Sets the angular velocity
  88778. * @param velocity The velocity or null
  88779. */
  88780. setAngularVelocity(velocity: Nullable<Vector3>): void;
  88781. /**
  88782. * Execute a function with the physics plugin native code
  88783. * Provide a function the will have two variables - the world object and the physics body object
  88784. * @param func The function to execute with the physics plugin native code
  88785. */
  88786. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  88787. /**
  88788. * Register a function that will be executed before the physics world is stepping forward
  88789. * @param func The function to execute before the physics world is stepped forward
  88790. */
  88791. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88792. /**
  88793. * Unregister a function that will be executed before the physics world is stepping forward
  88794. * @param func The function to execute before the physics world is stepped forward
  88795. */
  88796. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88797. /**
  88798. * Register a function that will be executed after the physics step
  88799. * @param func The function to execute after physics step
  88800. */
  88801. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88802. /**
  88803. * Unregisters a function that will be executed after the physics step
  88804. * @param func The function to execute after physics step
  88805. */
  88806. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88807. /**
  88808. * register a function that will be executed when this impostor collides against a different body
  88809. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  88810. * @param func Callback that is executed on collision
  88811. */
  88812. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  88813. /**
  88814. * Unregisters the physics imposter on contact
  88815. * @param collideAgainst The physics object to collide against
  88816. * @param func Callback to execute on collision
  88817. */
  88818. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  88819. private _tmpQuat;
  88820. private _tmpQuat2;
  88821. /**
  88822. * Get the parent rotation
  88823. * @returns The parent rotation
  88824. */
  88825. getParentsRotation(): Quaternion;
  88826. /**
  88827. * this function is executed by the physics engine.
  88828. */
  88829. beforeStep: () => void;
  88830. /**
  88831. * this function is executed by the physics engine
  88832. */
  88833. afterStep: () => void;
  88834. /**
  88835. * Legacy collision detection event support
  88836. */
  88837. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  88838. /**
  88839. * event and body object due to cannon's event-based architecture.
  88840. */
  88841. onCollide: (e: {
  88842. body: any;
  88843. }) => void;
  88844. /**
  88845. * Apply a force
  88846. * @param force The force to apply
  88847. * @param contactPoint The contact point for the force
  88848. * @returns The physics imposter
  88849. */
  88850. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  88851. /**
  88852. * Apply an impulse
  88853. * @param force The impulse force
  88854. * @param contactPoint The contact point for the impulse force
  88855. * @returns The physics imposter
  88856. */
  88857. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  88858. /**
  88859. * A help function to create a joint
  88860. * @param otherImpostor A physics imposter used to create a joint
  88861. * @param jointType The type of joint
  88862. * @param jointData The data for the joint
  88863. * @returns The physics imposter
  88864. */
  88865. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  88866. /**
  88867. * Add a joint to this impostor with a different impostor
  88868. * @param otherImpostor A physics imposter used to add a joint
  88869. * @param joint The joint to add
  88870. * @returns The physics imposter
  88871. */
  88872. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  88873. /**
  88874. * Add an anchor to a cloth impostor
  88875. * @param otherImpostor rigid impostor to anchor to
  88876. * @param width ratio across width from 0 to 1
  88877. * @param height ratio up height from 0 to 1
  88878. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  88879. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  88880. * @returns impostor the soft imposter
  88881. */
  88882. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  88883. /**
  88884. * Add a hook to a rope impostor
  88885. * @param otherImpostor rigid impostor to anchor to
  88886. * @param length ratio across rope from 0 to 1
  88887. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  88888. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  88889. * @returns impostor the rope imposter
  88890. */
  88891. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  88892. /**
  88893. * Will keep this body still, in a sleep mode.
  88894. * @returns the physics imposter
  88895. */
  88896. sleep(): PhysicsImpostor;
  88897. /**
  88898. * Wake the body up.
  88899. * @returns The physics imposter
  88900. */
  88901. wakeUp(): PhysicsImpostor;
  88902. /**
  88903. * Clones the physics imposter
  88904. * @param newObject The physics imposter clones to this physics-enabled object
  88905. * @returns A nullable physics imposter
  88906. */
  88907. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  88908. /**
  88909. * Disposes the physics imposter
  88910. */
  88911. dispose(): void;
  88912. /**
  88913. * Sets the delta position
  88914. * @param position The delta position amount
  88915. */
  88916. setDeltaPosition(position: Vector3): void;
  88917. /**
  88918. * Sets the delta rotation
  88919. * @param rotation The delta rotation amount
  88920. */
  88921. setDeltaRotation(rotation: Quaternion): void;
  88922. /**
  88923. * Gets the box size of the physics imposter and stores the result in the input parameter
  88924. * @param result Stores the box size
  88925. * @returns The physics imposter
  88926. */
  88927. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  88928. /**
  88929. * Gets the radius of the physics imposter
  88930. * @returns Radius of the physics imposter
  88931. */
  88932. getRadius(): number;
  88933. /**
  88934. * Sync a bone with this impostor
  88935. * @param bone The bone to sync to the impostor.
  88936. * @param boneMesh The mesh that the bone is influencing.
  88937. * @param jointPivot The pivot of the joint / bone in local space.
  88938. * @param distToJoint Optional distance from the impostor to the joint.
  88939. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  88940. */
  88941. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  88942. /**
  88943. * Sync impostor to a bone
  88944. * @param bone The bone that the impostor will be synced to.
  88945. * @param boneMesh The mesh that the bone is influencing.
  88946. * @param jointPivot The pivot of the joint / bone in local space.
  88947. * @param distToJoint Optional distance from the impostor to the joint.
  88948. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  88949. * @param boneAxis Optional vector3 axis the bone is aligned with
  88950. */
  88951. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  88952. /**
  88953. * No-Imposter type
  88954. */
  88955. static NoImpostor: number;
  88956. /**
  88957. * Sphere-Imposter type
  88958. */
  88959. static SphereImpostor: number;
  88960. /**
  88961. * Box-Imposter type
  88962. */
  88963. static BoxImpostor: number;
  88964. /**
  88965. * Plane-Imposter type
  88966. */
  88967. static PlaneImpostor: number;
  88968. /**
  88969. * Mesh-imposter type
  88970. */
  88971. static MeshImpostor: number;
  88972. /**
  88973. * Capsule-Impostor type (Ammo.js plugin only)
  88974. */
  88975. static CapsuleImpostor: number;
  88976. /**
  88977. * Cylinder-Imposter type
  88978. */
  88979. static CylinderImpostor: number;
  88980. /**
  88981. * Particle-Imposter type
  88982. */
  88983. static ParticleImpostor: number;
  88984. /**
  88985. * Heightmap-Imposter type
  88986. */
  88987. static HeightmapImpostor: number;
  88988. /**
  88989. * ConvexHull-Impostor type (Ammo.js plugin only)
  88990. */
  88991. static ConvexHullImpostor: number;
  88992. /**
  88993. * Rope-Imposter type
  88994. */
  88995. static RopeImpostor: number;
  88996. /**
  88997. * Cloth-Imposter type
  88998. */
  88999. static ClothImpostor: number;
  89000. /**
  89001. * Softbody-Imposter type
  89002. */
  89003. static SoftbodyImpostor: number;
  89004. }
  89005. }
  89006. declare module BABYLON {
  89007. /**
  89008. * @hidden
  89009. **/
  89010. export class _CreationDataStorage {
  89011. closePath?: boolean;
  89012. closeArray?: boolean;
  89013. idx: number[];
  89014. dashSize: number;
  89015. gapSize: number;
  89016. path3D: Path3D;
  89017. pathArray: Vector3[][];
  89018. arc: number;
  89019. radius: number;
  89020. cap: number;
  89021. tessellation: number;
  89022. }
  89023. /**
  89024. * @hidden
  89025. **/
  89026. class _InstanceDataStorage {
  89027. visibleInstances: any;
  89028. batchCache: _InstancesBatch;
  89029. instancesBufferSize: number;
  89030. instancesBuffer: Nullable<Buffer>;
  89031. instancesData: Float32Array;
  89032. overridenInstanceCount: number;
  89033. isFrozen: boolean;
  89034. previousBatch: Nullable<_InstancesBatch>;
  89035. hardwareInstancedRendering: boolean;
  89036. sideOrientation: number;
  89037. }
  89038. /**
  89039. * @hidden
  89040. **/
  89041. export class _InstancesBatch {
  89042. mustReturn: boolean;
  89043. visibleInstances: Nullable<InstancedMesh[]>[];
  89044. renderSelf: boolean[];
  89045. hardwareInstancedRendering: boolean[];
  89046. }
  89047. /**
  89048. * Class used to represent renderable models
  89049. */
  89050. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  89051. /**
  89052. * Mesh side orientation : usually the external or front surface
  89053. */
  89054. static readonly FRONTSIDE: number;
  89055. /**
  89056. * Mesh side orientation : usually the internal or back surface
  89057. */
  89058. static readonly BACKSIDE: number;
  89059. /**
  89060. * Mesh side orientation : both internal and external or front and back surfaces
  89061. */
  89062. static readonly DOUBLESIDE: number;
  89063. /**
  89064. * Mesh side orientation : by default, `FRONTSIDE`
  89065. */
  89066. static readonly DEFAULTSIDE: number;
  89067. /**
  89068. * Mesh cap setting : no cap
  89069. */
  89070. static readonly NO_CAP: number;
  89071. /**
  89072. * Mesh cap setting : one cap at the beginning of the mesh
  89073. */
  89074. static readonly CAP_START: number;
  89075. /**
  89076. * Mesh cap setting : one cap at the end of the mesh
  89077. */
  89078. static readonly CAP_END: number;
  89079. /**
  89080. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  89081. */
  89082. static readonly CAP_ALL: number;
  89083. /**
  89084. * Mesh pattern setting : no flip or rotate
  89085. */
  89086. static readonly NO_FLIP: number;
  89087. /**
  89088. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  89089. */
  89090. static readonly FLIP_TILE: number;
  89091. /**
  89092. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  89093. */
  89094. static readonly ROTATE_TILE: number;
  89095. /**
  89096. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  89097. */
  89098. static readonly FLIP_ROW: number;
  89099. /**
  89100. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  89101. */
  89102. static readonly ROTATE_ROW: number;
  89103. /**
  89104. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  89105. */
  89106. static readonly FLIP_N_ROTATE_TILE: number;
  89107. /**
  89108. * Mesh pattern setting : rotate pattern and rotate
  89109. */
  89110. static readonly FLIP_N_ROTATE_ROW: number;
  89111. /**
  89112. * Mesh tile positioning : part tiles same on left/right or top/bottom
  89113. */
  89114. static readonly CENTER: number;
  89115. /**
  89116. * Mesh tile positioning : part tiles on left
  89117. */
  89118. static readonly LEFT: number;
  89119. /**
  89120. * Mesh tile positioning : part tiles on right
  89121. */
  89122. static readonly RIGHT: number;
  89123. /**
  89124. * Mesh tile positioning : part tiles on top
  89125. */
  89126. static readonly TOP: number;
  89127. /**
  89128. * Mesh tile positioning : part tiles on bottom
  89129. */
  89130. static readonly BOTTOM: number;
  89131. /**
  89132. * Gets the default side orientation.
  89133. * @param orientation the orientation to value to attempt to get
  89134. * @returns the default orientation
  89135. * @hidden
  89136. */
  89137. static _GetDefaultSideOrientation(orientation?: number): number;
  89138. private _internalMeshDataInfo;
  89139. /**
  89140. * An event triggered before rendering the mesh
  89141. */
  89142. readonly onBeforeRenderObservable: Observable<Mesh>;
  89143. /**
  89144. * An event triggered before binding the mesh
  89145. */
  89146. readonly onBeforeBindObservable: Observable<Mesh>;
  89147. /**
  89148. * An event triggered after rendering the mesh
  89149. */
  89150. readonly onAfterRenderObservable: Observable<Mesh>;
  89151. /**
  89152. * An event triggered before drawing the mesh
  89153. */
  89154. readonly onBeforeDrawObservable: Observable<Mesh>;
  89155. private _onBeforeDrawObserver;
  89156. /**
  89157. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  89158. */
  89159. onBeforeDraw: () => void;
  89160. readonly hasInstances: boolean;
  89161. /**
  89162. * Gets the delay loading state of the mesh (when delay loading is turned on)
  89163. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  89164. */
  89165. delayLoadState: number;
  89166. /**
  89167. * Gets the list of instances created from this mesh
  89168. * it is not supposed to be modified manually.
  89169. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  89170. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  89171. */
  89172. instances: InstancedMesh[];
  89173. /**
  89174. * Gets the file containing delay loading data for this mesh
  89175. */
  89176. delayLoadingFile: string;
  89177. /** @hidden */
  89178. _binaryInfo: any;
  89179. /**
  89180. * User defined function used to change how LOD level selection is done
  89181. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  89182. */
  89183. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  89184. /**
  89185. * Gets or sets the morph target manager
  89186. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  89187. */
  89188. morphTargetManager: Nullable<MorphTargetManager>;
  89189. /** @hidden */
  89190. _creationDataStorage: Nullable<_CreationDataStorage>;
  89191. /** @hidden */
  89192. _geometry: Nullable<Geometry>;
  89193. /** @hidden */
  89194. _delayInfo: Array<string>;
  89195. /** @hidden */
  89196. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  89197. /** @hidden */
  89198. _instanceDataStorage: _InstanceDataStorage;
  89199. private _effectiveMaterial;
  89200. /** @hidden */
  89201. _shouldGenerateFlatShading: boolean;
  89202. /** @hidden */
  89203. _originalBuilderSideOrientation: number;
  89204. /**
  89205. * Use this property to change the original side orientation defined at construction time
  89206. */
  89207. overrideMaterialSideOrientation: Nullable<number>;
  89208. /**
  89209. * Gets the source mesh (the one used to clone this one from)
  89210. */
  89211. readonly source: Nullable<Mesh>;
  89212. /**
  89213. * Gets or sets a boolean indicating that this mesh does not use index buffer
  89214. */
  89215. isUnIndexed: boolean;
  89216. /**
  89217. * @constructor
  89218. * @param name The value used by scene.getMeshByName() to do a lookup.
  89219. * @param scene The scene to add this mesh to.
  89220. * @param parent The parent of this mesh, if it has one
  89221. * @param source An optional Mesh from which geometry is shared, cloned.
  89222. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  89223. * When false, achieved by calling a clone(), also passing False.
  89224. * This will make creation of children, recursive.
  89225. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  89226. */
  89227. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  89228. instantiateHierarchy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  89229. /**
  89230. * Gets the class name
  89231. * @returns the string "Mesh".
  89232. */
  89233. getClassName(): string;
  89234. /** @hidden */
  89235. readonly _isMesh: boolean;
  89236. /**
  89237. * Returns a description of this mesh
  89238. * @param fullDetails define if full details about this mesh must be used
  89239. * @returns a descriptive string representing this mesh
  89240. */
  89241. toString(fullDetails?: boolean): string;
  89242. /** @hidden */
  89243. _unBindEffect(): void;
  89244. /**
  89245. * Gets a boolean indicating if this mesh has LOD
  89246. */
  89247. readonly hasLODLevels: boolean;
  89248. /**
  89249. * Gets the list of MeshLODLevel associated with the current mesh
  89250. * @returns an array of MeshLODLevel
  89251. */
  89252. getLODLevels(): MeshLODLevel[];
  89253. private _sortLODLevels;
  89254. /**
  89255. * Add a mesh as LOD level triggered at the given distance.
  89256. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89257. * @param distance The distance from the center of the object to show this level
  89258. * @param mesh The mesh to be added as LOD level (can be null)
  89259. * @return This mesh (for chaining)
  89260. */
  89261. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  89262. /**
  89263. * Returns the LOD level mesh at the passed distance or null if not found.
  89264. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89265. * @param distance The distance from the center of the object to show this level
  89266. * @returns a Mesh or `null`
  89267. */
  89268. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  89269. /**
  89270. * Remove a mesh from the LOD array
  89271. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89272. * @param mesh defines the mesh to be removed
  89273. * @return This mesh (for chaining)
  89274. */
  89275. removeLODLevel(mesh: Mesh): Mesh;
  89276. /**
  89277. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  89278. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89279. * @param camera defines the camera to use to compute distance
  89280. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  89281. * @return This mesh (for chaining)
  89282. */
  89283. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  89284. /**
  89285. * Gets the mesh internal Geometry object
  89286. */
  89287. readonly geometry: Nullable<Geometry>;
  89288. /**
  89289. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  89290. * @returns the total number of vertices
  89291. */
  89292. getTotalVertices(): number;
  89293. /**
  89294. * Returns the content of an associated vertex buffer
  89295. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  89296. * - VertexBuffer.PositionKind
  89297. * - VertexBuffer.UVKind
  89298. * - VertexBuffer.UV2Kind
  89299. * - VertexBuffer.UV3Kind
  89300. * - VertexBuffer.UV4Kind
  89301. * - VertexBuffer.UV5Kind
  89302. * - VertexBuffer.UV6Kind
  89303. * - VertexBuffer.ColorKind
  89304. * - VertexBuffer.MatricesIndicesKind
  89305. * - VertexBuffer.MatricesIndicesExtraKind
  89306. * - VertexBuffer.MatricesWeightsKind
  89307. * - VertexBuffer.MatricesWeightsExtraKind
  89308. * @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
  89309. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  89310. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  89311. */
  89312. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  89313. /**
  89314. * Returns the mesh VertexBuffer object from the requested `kind`
  89315. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  89316. * - VertexBuffer.PositionKind
  89317. * - VertexBuffer.NormalKind
  89318. * - VertexBuffer.UVKind
  89319. * - VertexBuffer.UV2Kind
  89320. * - VertexBuffer.UV3Kind
  89321. * - VertexBuffer.UV4Kind
  89322. * - VertexBuffer.UV5Kind
  89323. * - VertexBuffer.UV6Kind
  89324. * - VertexBuffer.ColorKind
  89325. * - VertexBuffer.MatricesIndicesKind
  89326. * - VertexBuffer.MatricesIndicesExtraKind
  89327. * - VertexBuffer.MatricesWeightsKind
  89328. * - VertexBuffer.MatricesWeightsExtraKind
  89329. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  89330. */
  89331. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  89332. /**
  89333. * Tests if a specific vertex buffer is associated with this mesh
  89334. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  89335. * - VertexBuffer.PositionKind
  89336. * - VertexBuffer.NormalKind
  89337. * - VertexBuffer.UVKind
  89338. * - VertexBuffer.UV2Kind
  89339. * - VertexBuffer.UV3Kind
  89340. * - VertexBuffer.UV4Kind
  89341. * - VertexBuffer.UV5Kind
  89342. * - VertexBuffer.UV6Kind
  89343. * - VertexBuffer.ColorKind
  89344. * - VertexBuffer.MatricesIndicesKind
  89345. * - VertexBuffer.MatricesIndicesExtraKind
  89346. * - VertexBuffer.MatricesWeightsKind
  89347. * - VertexBuffer.MatricesWeightsExtraKind
  89348. * @returns a boolean
  89349. */
  89350. isVerticesDataPresent(kind: string): boolean;
  89351. /**
  89352. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  89353. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  89354. * - VertexBuffer.PositionKind
  89355. * - VertexBuffer.UVKind
  89356. * - VertexBuffer.UV2Kind
  89357. * - VertexBuffer.UV3Kind
  89358. * - VertexBuffer.UV4Kind
  89359. * - VertexBuffer.UV5Kind
  89360. * - VertexBuffer.UV6Kind
  89361. * - VertexBuffer.ColorKind
  89362. * - VertexBuffer.MatricesIndicesKind
  89363. * - VertexBuffer.MatricesIndicesExtraKind
  89364. * - VertexBuffer.MatricesWeightsKind
  89365. * - VertexBuffer.MatricesWeightsExtraKind
  89366. * @returns a boolean
  89367. */
  89368. isVertexBufferUpdatable(kind: string): boolean;
  89369. /**
  89370. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  89371. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  89372. * - VertexBuffer.PositionKind
  89373. * - VertexBuffer.NormalKind
  89374. * - VertexBuffer.UVKind
  89375. * - VertexBuffer.UV2Kind
  89376. * - VertexBuffer.UV3Kind
  89377. * - VertexBuffer.UV4Kind
  89378. * - VertexBuffer.UV5Kind
  89379. * - VertexBuffer.UV6Kind
  89380. * - VertexBuffer.ColorKind
  89381. * - VertexBuffer.MatricesIndicesKind
  89382. * - VertexBuffer.MatricesIndicesExtraKind
  89383. * - VertexBuffer.MatricesWeightsKind
  89384. * - VertexBuffer.MatricesWeightsExtraKind
  89385. * @returns an array of strings
  89386. */
  89387. getVerticesDataKinds(): string[];
  89388. /**
  89389. * Returns a positive integer : the total number of indices in this mesh geometry.
  89390. * @returns the numner of indices or zero if the mesh has no geometry.
  89391. */
  89392. getTotalIndices(): number;
  89393. /**
  89394. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  89395. * @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.
  89396. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89397. * @returns the indices array or an empty array if the mesh has no geometry
  89398. */
  89399. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  89400. readonly isBlocked: boolean;
  89401. /**
  89402. * Determine if the current mesh is ready to be rendered
  89403. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  89404. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  89405. * @returns true if all associated assets are ready (material, textures, shaders)
  89406. */
  89407. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  89408. /**
  89409. * 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.
  89410. */
  89411. readonly areNormalsFrozen: boolean;
  89412. /**
  89413. * 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.
  89414. * @returns the current mesh
  89415. */
  89416. freezeNormals(): Mesh;
  89417. /**
  89418. * 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
  89419. * @returns the current mesh
  89420. */
  89421. unfreezeNormals(): Mesh;
  89422. /**
  89423. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  89424. */
  89425. overridenInstanceCount: number;
  89426. /** @hidden */
  89427. _preActivate(): Mesh;
  89428. /** @hidden */
  89429. _preActivateForIntermediateRendering(renderId: number): Mesh;
  89430. /** @hidden */
  89431. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  89432. /**
  89433. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  89434. * This means the mesh underlying bounding box and sphere are recomputed.
  89435. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  89436. * @returns the current mesh
  89437. */
  89438. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  89439. /** @hidden */
  89440. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  89441. /**
  89442. * This function will subdivide the mesh into multiple submeshes
  89443. * @param count defines the expected number of submeshes
  89444. */
  89445. subdivide(count: number): void;
  89446. /**
  89447. * Copy a FloatArray into a specific associated vertex buffer
  89448. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  89449. * - VertexBuffer.PositionKind
  89450. * - VertexBuffer.UVKind
  89451. * - VertexBuffer.UV2Kind
  89452. * - VertexBuffer.UV3Kind
  89453. * - VertexBuffer.UV4Kind
  89454. * - VertexBuffer.UV5Kind
  89455. * - VertexBuffer.UV6Kind
  89456. * - VertexBuffer.ColorKind
  89457. * - VertexBuffer.MatricesIndicesKind
  89458. * - VertexBuffer.MatricesIndicesExtraKind
  89459. * - VertexBuffer.MatricesWeightsKind
  89460. * - VertexBuffer.MatricesWeightsExtraKind
  89461. * @param data defines the data source
  89462. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  89463. * @param stride defines the data stride size (can be null)
  89464. * @returns the current mesh
  89465. */
  89466. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  89467. /**
  89468. * Flags an associated vertex buffer as updatable
  89469. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  89470. * - VertexBuffer.PositionKind
  89471. * - VertexBuffer.UVKind
  89472. * - VertexBuffer.UV2Kind
  89473. * - VertexBuffer.UV3Kind
  89474. * - VertexBuffer.UV4Kind
  89475. * - VertexBuffer.UV5Kind
  89476. * - VertexBuffer.UV6Kind
  89477. * - VertexBuffer.ColorKind
  89478. * - VertexBuffer.MatricesIndicesKind
  89479. * - VertexBuffer.MatricesIndicesExtraKind
  89480. * - VertexBuffer.MatricesWeightsKind
  89481. * - VertexBuffer.MatricesWeightsExtraKind
  89482. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  89483. */
  89484. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  89485. /**
  89486. * Sets the mesh global Vertex Buffer
  89487. * @param buffer defines the buffer to use
  89488. * @returns the current mesh
  89489. */
  89490. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  89491. /**
  89492. * Update a specific associated vertex buffer
  89493. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  89494. * - VertexBuffer.PositionKind
  89495. * - VertexBuffer.UVKind
  89496. * - VertexBuffer.UV2Kind
  89497. * - VertexBuffer.UV3Kind
  89498. * - VertexBuffer.UV4Kind
  89499. * - VertexBuffer.UV5Kind
  89500. * - VertexBuffer.UV6Kind
  89501. * - VertexBuffer.ColorKind
  89502. * - VertexBuffer.MatricesIndicesKind
  89503. * - VertexBuffer.MatricesIndicesExtraKind
  89504. * - VertexBuffer.MatricesWeightsKind
  89505. * - VertexBuffer.MatricesWeightsExtraKind
  89506. * @param data defines the data source
  89507. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  89508. * @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)
  89509. * @returns the current mesh
  89510. */
  89511. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  89512. /**
  89513. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  89514. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  89515. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  89516. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  89517. * @returns the current mesh
  89518. */
  89519. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  89520. /**
  89521. * Creates a un-shared specific occurence of the geometry for the mesh.
  89522. * @returns the current mesh
  89523. */
  89524. makeGeometryUnique(): Mesh;
  89525. /**
  89526. * Set the index buffer of this mesh
  89527. * @param indices defines the source data
  89528. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  89529. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  89530. * @returns the current mesh
  89531. */
  89532. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  89533. /**
  89534. * Update the current index buffer
  89535. * @param indices defines the source data
  89536. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  89537. * @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)
  89538. * @returns the current mesh
  89539. */
  89540. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  89541. /**
  89542. * Invert the geometry to move from a right handed system to a left handed one.
  89543. * @returns the current mesh
  89544. */
  89545. toLeftHanded(): Mesh;
  89546. /** @hidden */
  89547. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  89548. /** @hidden */
  89549. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  89550. /**
  89551. * Registers for this mesh a javascript function called just before the rendering process
  89552. * @param func defines the function to call before rendering this mesh
  89553. * @returns the current mesh
  89554. */
  89555. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  89556. /**
  89557. * Disposes a previously registered javascript function called before the rendering
  89558. * @param func defines the function to remove
  89559. * @returns the current mesh
  89560. */
  89561. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  89562. /**
  89563. * Registers for this mesh a javascript function called just after the rendering is complete
  89564. * @param func defines the function to call after rendering this mesh
  89565. * @returns the current mesh
  89566. */
  89567. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  89568. /**
  89569. * Disposes a previously registered javascript function called after the rendering.
  89570. * @param func defines the function to remove
  89571. * @returns the current mesh
  89572. */
  89573. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  89574. /** @hidden */
  89575. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  89576. /** @hidden */
  89577. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  89578. /** @hidden */
  89579. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  89580. /** @hidden */
  89581. _rebuild(): void;
  89582. /** @hidden */
  89583. _freeze(): void;
  89584. /** @hidden */
  89585. _unFreeze(): void;
  89586. /**
  89587. * 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
  89588. * @param subMesh defines the subMesh to render
  89589. * @param enableAlphaMode defines if alpha mode can be changed
  89590. * @returns the current mesh
  89591. */
  89592. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  89593. private _onBeforeDraw;
  89594. /**
  89595. * Renormalize the mesh and patch it up if there are no weights
  89596. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  89597. * However in the case of zero weights then we set just a single influence to 1.
  89598. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  89599. */
  89600. cleanMatrixWeights(): void;
  89601. private normalizeSkinFourWeights;
  89602. private normalizeSkinWeightsAndExtra;
  89603. /**
  89604. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  89605. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  89606. * the user know there was an issue with importing the mesh
  89607. * @returns a validation object with skinned, valid and report string
  89608. */
  89609. validateSkinning(): {
  89610. skinned: boolean;
  89611. valid: boolean;
  89612. report: string;
  89613. };
  89614. /** @hidden */
  89615. _checkDelayState(): Mesh;
  89616. private _queueLoad;
  89617. /**
  89618. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  89619. * A mesh is in the frustum if its bounding box intersects the frustum
  89620. * @param frustumPlanes defines the frustum to test
  89621. * @returns true if the mesh is in the frustum planes
  89622. */
  89623. isInFrustum(frustumPlanes: Plane[]): boolean;
  89624. /**
  89625. * Sets the mesh material by the material or multiMaterial `id` property
  89626. * @param id is a string identifying the material or the multiMaterial
  89627. * @returns the current mesh
  89628. */
  89629. setMaterialByID(id: string): Mesh;
  89630. /**
  89631. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  89632. * @returns an array of IAnimatable
  89633. */
  89634. getAnimatables(): IAnimatable[];
  89635. /**
  89636. * Modifies the mesh geometry according to the passed transformation matrix.
  89637. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  89638. * The mesh normals are modified using the same transformation.
  89639. * Note that, under the hood, this method sets a new VertexBuffer each call.
  89640. * @param transform defines the transform matrix to use
  89641. * @see http://doc.babylonjs.com/resources/baking_transformations
  89642. * @returns the current mesh
  89643. */
  89644. bakeTransformIntoVertices(transform: Matrix): Mesh;
  89645. /**
  89646. * Modifies the mesh geometry according to its own current World Matrix.
  89647. * The mesh World Matrix is then reset.
  89648. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  89649. * Note that, under the hood, this method sets a new VertexBuffer each call.
  89650. * @see http://doc.babylonjs.com/resources/baking_transformations
  89651. * @returns the current mesh
  89652. */
  89653. bakeCurrentTransformIntoVertices(): Mesh;
  89654. /** @hidden */
  89655. readonly _positions: Nullable<Vector3[]>;
  89656. /** @hidden */
  89657. _resetPointsArrayCache(): Mesh;
  89658. /** @hidden */
  89659. _generatePointsArray(): boolean;
  89660. /**
  89661. * Returns a new Mesh object generated from the current mesh properties.
  89662. * This method must not get confused with createInstance()
  89663. * @param name is a string, the name given to the new mesh
  89664. * @param newParent can be any Node object (default `null`)
  89665. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  89666. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  89667. * @returns a new mesh
  89668. */
  89669. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  89670. /**
  89671. * Releases resources associated with this mesh.
  89672. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  89673. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  89674. */
  89675. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  89676. /**
  89677. * Modifies the mesh geometry according to a displacement map.
  89678. * 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.
  89679. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  89680. * @param url is a string, the URL from the image file is to be downloaded.
  89681. * @param minHeight is the lower limit of the displacement.
  89682. * @param maxHeight is the upper limit of the displacement.
  89683. * @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.
  89684. * @param uvOffset is an optional vector2 used to offset UV.
  89685. * @param uvScale is an optional vector2 used to scale UV.
  89686. * @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.
  89687. * @returns the Mesh.
  89688. */
  89689. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  89690. /**
  89691. * Modifies the mesh geometry according to a displacementMap buffer.
  89692. * 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.
  89693. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  89694. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  89695. * @param heightMapWidth is the width of the buffer image.
  89696. * @param heightMapHeight is the height of the buffer image.
  89697. * @param minHeight is the lower limit of the displacement.
  89698. * @param maxHeight is the upper limit of the displacement.
  89699. * @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.
  89700. * @param uvOffset is an optional vector2 used to offset UV.
  89701. * @param uvScale is an optional vector2 used to scale UV.
  89702. * @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.
  89703. * @returns the Mesh.
  89704. */
  89705. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  89706. /**
  89707. * Modify the mesh to get a flat shading rendering.
  89708. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  89709. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  89710. * @returns current mesh
  89711. */
  89712. convertToFlatShadedMesh(): Mesh;
  89713. /**
  89714. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  89715. * In other words, more vertices, no more indices and a single bigger VBO.
  89716. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  89717. * @returns current mesh
  89718. */
  89719. convertToUnIndexedMesh(): Mesh;
  89720. /**
  89721. * Inverses facet orientations.
  89722. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  89723. * @param flipNormals will also inverts the normals
  89724. * @returns current mesh
  89725. */
  89726. flipFaces(flipNormals?: boolean): Mesh;
  89727. /**
  89728. * Increase the number of facets and hence vertices in a mesh
  89729. * Vertex normals are interpolated from existing vertex normals
  89730. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  89731. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  89732. */
  89733. increaseVertices(numberPerEdge: number): void;
  89734. /**
  89735. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  89736. * This will undo any application of covertToFlatShadedMesh
  89737. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  89738. */
  89739. forceSharedVertices(): void;
  89740. /** @hidden */
  89741. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  89742. /** @hidden */
  89743. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  89744. /**
  89745. * Creates a new InstancedMesh object from the mesh model.
  89746. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  89747. * @param name defines the name of the new instance
  89748. * @returns a new InstancedMesh
  89749. */
  89750. createInstance(name: string): InstancedMesh;
  89751. /**
  89752. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  89753. * After this call, all the mesh instances have the same submeshes than the current mesh.
  89754. * @returns the current mesh
  89755. */
  89756. synchronizeInstances(): Mesh;
  89757. /**
  89758. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  89759. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  89760. * This should be used together with the simplification to avoid disappearing triangles.
  89761. * @param successCallback an optional success callback to be called after the optimization finished.
  89762. * @returns the current mesh
  89763. */
  89764. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  89765. /**
  89766. * Serialize current mesh
  89767. * @param serializationObject defines the object which will receive the serialization data
  89768. */
  89769. serialize(serializationObject: any): void;
  89770. /** @hidden */
  89771. _syncGeometryWithMorphTargetManager(): void;
  89772. /** @hidden */
  89773. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  89774. /**
  89775. * Returns a new Mesh object parsed from the source provided.
  89776. * @param parsedMesh is the source
  89777. * @param scene defines the hosting scene
  89778. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  89779. * @returns a new Mesh
  89780. */
  89781. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  89782. /**
  89783. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  89784. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  89785. * @param name defines the name of the mesh to create
  89786. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  89787. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  89788. * @param closePath creates a seam between the first and the last points of each path of the path array
  89789. * @param offset is taken in account only if the `pathArray` is containing a single path
  89790. * @param scene defines the hosting scene
  89791. * @param updatable defines if the mesh must be flagged as updatable
  89792. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89793. * @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)
  89794. * @returns a new Mesh
  89795. */
  89796. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  89797. /**
  89798. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  89799. * @param name defines the name of the mesh to create
  89800. * @param radius sets the radius size (float) of the polygon (default 0.5)
  89801. * @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
  89802. * @param scene defines the hosting scene
  89803. * @param updatable defines if the mesh must be flagged as updatable
  89804. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89805. * @returns a new Mesh
  89806. */
  89807. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  89808. /**
  89809. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  89810. * @param name defines the name of the mesh to create
  89811. * @param size sets the size (float) of each box side (default 1)
  89812. * @param scene defines the hosting scene
  89813. * @param updatable defines if the mesh must be flagged as updatable
  89814. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89815. * @returns a new Mesh
  89816. */
  89817. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  89818. /**
  89819. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  89820. * @param name defines the name of the mesh to create
  89821. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  89822. * @param diameter sets the diameter size (float) of the sphere (default 1)
  89823. * @param scene defines the hosting scene
  89824. * @param updatable defines if the mesh must be flagged as updatable
  89825. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89826. * @returns a new Mesh
  89827. */
  89828. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89829. /**
  89830. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  89831. * @param name defines the name of the mesh to create
  89832. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  89833. * @param diameter sets the diameter size (float) of the sphere (default 1)
  89834. * @param scene defines the hosting scene
  89835. * @returns a new Mesh
  89836. */
  89837. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  89838. /**
  89839. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  89840. * @param name defines the name of the mesh to create
  89841. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  89842. * @param diameterTop set the top cap diameter (floats, default 1)
  89843. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  89844. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  89845. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  89846. * @param scene defines the hosting scene
  89847. * @param updatable defines if the mesh must be flagged as updatable
  89848. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89849. * @returns a new Mesh
  89850. */
  89851. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  89852. /**
  89853. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  89854. * @param name defines the name of the mesh to create
  89855. * @param diameter sets the diameter size (float) of the torus (default 1)
  89856. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  89857. * @param tessellation sets the number of torus sides (postive integer, default 16)
  89858. * @param scene defines the hosting scene
  89859. * @param updatable defines if the mesh must be flagged as updatable
  89860. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89861. * @returns a new Mesh
  89862. */
  89863. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89864. /**
  89865. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  89866. * @param name defines the name of the mesh to create
  89867. * @param radius sets the global radius size (float) of the torus knot (default 2)
  89868. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  89869. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  89870. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  89871. * @param p the number of windings on X axis (positive integers, default 2)
  89872. * @param q the number of windings on Y axis (positive integers, default 3)
  89873. * @param scene defines the hosting scene
  89874. * @param updatable defines if the mesh must be flagged as updatable
  89875. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89876. * @returns a new Mesh
  89877. */
  89878. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89879. /**
  89880. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  89881. * @param name defines the name of the mesh to create
  89882. * @param points is an array successive Vector3
  89883. * @param scene defines the hosting scene
  89884. * @param updatable defines if the mesh must be flagged as updatable
  89885. * @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).
  89886. * @returns a new Mesh
  89887. */
  89888. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  89889. /**
  89890. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  89891. * @param name defines the name of the mesh to create
  89892. * @param points is an array successive Vector3
  89893. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  89894. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  89895. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  89896. * @param scene defines the hosting scene
  89897. * @param updatable defines if the mesh must be flagged as updatable
  89898. * @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)
  89899. * @returns a new Mesh
  89900. */
  89901. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  89902. /**
  89903. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  89904. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  89905. * 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.
  89906. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89907. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  89908. * Remember you can only change the shape positions, not their number when updating a polygon.
  89909. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  89910. * @param name defines the name of the mesh to create
  89911. * @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
  89912. * @param scene defines the hosting scene
  89913. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  89914. * @param updatable defines if the mesh must be flagged as updatable
  89915. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89916. * @param earcutInjection can be used to inject your own earcut reference
  89917. * @returns a new Mesh
  89918. */
  89919. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  89920. /**
  89921. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  89922. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  89923. * @param name defines the name of the mesh to create
  89924. * @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
  89925. * @param depth defines the height of extrusion
  89926. * @param scene defines the hosting scene
  89927. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  89928. * @param updatable defines if the mesh must be flagged as updatable
  89929. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89930. * @param earcutInjection can be used to inject your own earcut reference
  89931. * @returns a new Mesh
  89932. */
  89933. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  89934. /**
  89935. * Creates an extruded shape mesh.
  89936. * 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
  89937. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  89938. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  89939. * @param name defines the name of the mesh to create
  89940. * @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
  89941. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  89942. * @param scale is the value to scale the shape
  89943. * @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
  89944. * @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
  89945. * @param scene defines the hosting scene
  89946. * @param updatable defines if the mesh must be flagged as updatable
  89947. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89948. * @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)
  89949. * @returns a new Mesh
  89950. */
  89951. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  89952. /**
  89953. * Creates an custom extruded shape mesh.
  89954. * The custom extrusion is a parametric shape.
  89955. * It has no predefined shape. Its final shape will depend on the input parameters.
  89956. * Please consider using the same method from the MeshBuilder class instead
  89957. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  89958. * @param name defines the name of the mesh to create
  89959. * @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
  89960. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  89961. * @param scaleFunction is a custom Javascript function called on each path point
  89962. * @param rotationFunction is a custom Javascript function called on each path point
  89963. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  89964. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  89965. * @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
  89966. * @param scene defines the hosting scene
  89967. * @param updatable defines if the mesh must be flagged as updatable
  89968. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89969. * @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)
  89970. * @returns a new Mesh
  89971. */
  89972. 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;
  89973. /**
  89974. * Creates lathe mesh.
  89975. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  89976. * Please consider using the same method from the MeshBuilder class instead
  89977. * @param name defines the name of the mesh to create
  89978. * @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
  89979. * @param radius is the radius value of the lathe
  89980. * @param tessellation is the side number of the lathe.
  89981. * @param scene defines the hosting scene
  89982. * @param updatable defines if the mesh must be flagged as updatable
  89983. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89984. * @returns a new Mesh
  89985. */
  89986. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89987. /**
  89988. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  89989. * @param name defines the name of the mesh to create
  89990. * @param size sets the size (float) of both sides of the plane at once (default 1)
  89991. * @param scene defines the hosting scene
  89992. * @param updatable defines if the mesh must be flagged as updatable
  89993. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89994. * @returns a new Mesh
  89995. */
  89996. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89997. /**
  89998. * Creates a ground mesh.
  89999. * Please consider using the same method from the MeshBuilder class instead
  90000. * @param name defines the name of the mesh to create
  90001. * @param width set the width of the ground
  90002. * @param height set the height of the ground
  90003. * @param subdivisions sets the number of subdivisions per side
  90004. * @param scene defines the hosting scene
  90005. * @param updatable defines if the mesh must be flagged as updatable
  90006. * @returns a new Mesh
  90007. */
  90008. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  90009. /**
  90010. * Creates a tiled ground mesh.
  90011. * Please consider using the same method from the MeshBuilder class instead
  90012. * @param name defines the name of the mesh to create
  90013. * @param xmin set the ground minimum X coordinate
  90014. * @param zmin set the ground minimum Y coordinate
  90015. * @param xmax set the ground maximum X coordinate
  90016. * @param zmax set the ground maximum Z coordinate
  90017. * @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
  90018. * @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
  90019. * @param scene defines the hosting scene
  90020. * @param updatable defines if the mesh must be flagged as updatable
  90021. * @returns a new Mesh
  90022. */
  90023. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  90024. w: number;
  90025. h: number;
  90026. }, precision: {
  90027. w: number;
  90028. h: number;
  90029. }, scene: Scene, updatable?: boolean): Mesh;
  90030. /**
  90031. * Creates a ground mesh from a height map.
  90032. * Please consider using the same method from the MeshBuilder class instead
  90033. * @see http://doc.babylonjs.com/babylon101/height_map
  90034. * @param name defines the name of the mesh to create
  90035. * @param url sets the URL of the height map image resource
  90036. * @param width set the ground width size
  90037. * @param height set the ground height size
  90038. * @param subdivisions sets the number of subdivision per side
  90039. * @param minHeight is the minimum altitude on the ground
  90040. * @param maxHeight is the maximum altitude on the ground
  90041. * @param scene defines the hosting scene
  90042. * @param updatable defines if the mesh must be flagged as updatable
  90043. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  90044. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  90045. * @returns a new Mesh
  90046. */
  90047. 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;
  90048. /**
  90049. * Creates a tube mesh.
  90050. * The tube is a parametric shape.
  90051. * It has no predefined shape. Its final shape will depend on the input parameters.
  90052. * Please consider using the same method from the MeshBuilder class instead
  90053. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  90054. * @param name defines the name of the mesh to create
  90055. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  90056. * @param radius sets the tube radius size
  90057. * @param tessellation is the number of sides on the tubular surface
  90058. * @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
  90059. * @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
  90060. * @param scene defines the hosting scene
  90061. * @param updatable defines if the mesh must be flagged as updatable
  90062. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  90063. * @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)
  90064. * @returns a new Mesh
  90065. */
  90066. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  90067. (i: number, distance: number): number;
  90068. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  90069. /**
  90070. * Creates a polyhedron mesh.
  90071. * Please consider using the same method from the MeshBuilder class instead.
  90072. * * 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
  90073. * * The parameter `size` (positive float, default 1) sets the polygon size
  90074. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  90075. * * 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`
  90076. * * 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
  90077. * * 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)`)
  90078. * * 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
  90079. * * 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
  90080. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90081. * * If you create a double-sided mesh, you can choose what parts of 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
  90082. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  90083. * @param name defines the name of the mesh to create
  90084. * @param options defines the options used to create the mesh
  90085. * @param scene defines the hosting scene
  90086. * @returns a new Mesh
  90087. */
  90088. static CreatePolyhedron(name: string, options: {
  90089. type?: number;
  90090. size?: number;
  90091. sizeX?: number;
  90092. sizeY?: number;
  90093. sizeZ?: number;
  90094. custom?: any;
  90095. faceUV?: Vector4[];
  90096. faceColors?: Color4[];
  90097. updatable?: boolean;
  90098. sideOrientation?: number;
  90099. }, scene: Scene): Mesh;
  90100. /**
  90101. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  90102. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  90103. * * 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`)
  90104. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  90105. * * 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
  90106. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90107. * * If you create a double-sided mesh, you can choose what parts of 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
  90108. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  90109. * @param name defines the name of the mesh
  90110. * @param options defines the options used to create the mesh
  90111. * @param scene defines the hosting scene
  90112. * @returns a new Mesh
  90113. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  90114. */
  90115. static CreateIcoSphere(name: string, options: {
  90116. radius?: number;
  90117. flat?: boolean;
  90118. subdivisions?: number;
  90119. sideOrientation?: number;
  90120. updatable?: boolean;
  90121. }, scene: Scene): Mesh;
  90122. /**
  90123. * Creates a decal mesh.
  90124. * Please consider using the same method from the MeshBuilder class instead.
  90125. * A decal is a mesh usually applied as a model onto the surface of another mesh
  90126. * @param name defines the name of the mesh
  90127. * @param sourceMesh defines the mesh receiving the decal
  90128. * @param position sets the position of the decal in world coordinates
  90129. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  90130. * @param size sets the decal scaling
  90131. * @param angle sets the angle to rotate the decal
  90132. * @returns a new Mesh
  90133. */
  90134. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  90135. /**
  90136. * Prepare internal position array for software CPU skinning
  90137. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  90138. */
  90139. setPositionsForCPUSkinning(): Float32Array;
  90140. /**
  90141. * Prepare internal normal array for software CPU skinning
  90142. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  90143. */
  90144. setNormalsForCPUSkinning(): Float32Array;
  90145. /**
  90146. * Updates the vertex buffer by applying transformation from the bones
  90147. * @param skeleton defines the skeleton to apply to current mesh
  90148. * @returns the current mesh
  90149. */
  90150. applySkeleton(skeleton: Skeleton): Mesh;
  90151. /**
  90152. * 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
  90153. * @param meshes defines the list of meshes to scan
  90154. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  90155. */
  90156. static MinMax(meshes: AbstractMesh[]): {
  90157. min: Vector3;
  90158. max: Vector3;
  90159. };
  90160. /**
  90161. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  90162. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  90163. * @returns a vector3
  90164. */
  90165. static Center(meshesOrMinMaxVector: {
  90166. min: Vector3;
  90167. max: Vector3;
  90168. } | AbstractMesh[]): Vector3;
  90169. /**
  90170. * Merge the array of meshes into a single mesh for performance reasons.
  90171. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  90172. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  90173. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  90174. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  90175. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  90176. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  90177. * @returns a new mesh
  90178. */
  90179. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  90180. /** @hidden */
  90181. addInstance(instance: InstancedMesh): void;
  90182. /** @hidden */
  90183. removeInstance(instance: InstancedMesh): void;
  90184. }
  90185. }
  90186. declare module BABYLON {
  90187. /**
  90188. * This is the base class of all the camera used in the application.
  90189. * @see http://doc.babylonjs.com/features/cameras
  90190. */
  90191. export class Camera extends Node {
  90192. /** @hidden */
  90193. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  90194. /**
  90195. * This is the default projection mode used by the cameras.
  90196. * It helps recreating a feeling of perspective and better appreciate depth.
  90197. * This is the best way to simulate real life cameras.
  90198. */
  90199. static readonly PERSPECTIVE_CAMERA: number;
  90200. /**
  90201. * This helps creating camera with an orthographic mode.
  90202. * 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.
  90203. */
  90204. static readonly ORTHOGRAPHIC_CAMERA: number;
  90205. /**
  90206. * This is the default FOV mode for perspective cameras.
  90207. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  90208. */
  90209. static readonly FOVMODE_VERTICAL_FIXED: number;
  90210. /**
  90211. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  90212. */
  90213. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  90214. /**
  90215. * This specifies ther is no need for a camera rig.
  90216. * Basically only one eye is rendered corresponding to the camera.
  90217. */
  90218. static readonly RIG_MODE_NONE: number;
  90219. /**
  90220. * Simulates a camera Rig with one blue eye and one red eye.
  90221. * This can be use with 3d blue and red glasses.
  90222. */
  90223. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  90224. /**
  90225. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  90226. */
  90227. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  90228. /**
  90229. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  90230. */
  90231. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  90232. /**
  90233. * Defines that both eyes of the camera will be rendered over under each other.
  90234. */
  90235. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  90236. /**
  90237. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  90238. */
  90239. static readonly RIG_MODE_VR: number;
  90240. /**
  90241. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  90242. */
  90243. static readonly RIG_MODE_WEBVR: number;
  90244. /**
  90245. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  90246. */
  90247. static readonly RIG_MODE_CUSTOM: number;
  90248. /**
  90249. * Defines if by default attaching controls should prevent the default javascript event to continue.
  90250. */
  90251. static ForceAttachControlToAlwaysPreventDefault: boolean;
  90252. /**
  90253. * Define the input manager associated with the camera.
  90254. */
  90255. inputs: CameraInputsManager<Camera>;
  90256. /** @hidden */
  90257. _position: Vector3;
  90258. /**
  90259. * Define the current local position of the camera in the scene
  90260. */
  90261. position: Vector3;
  90262. /**
  90263. * The vector the camera should consider as up.
  90264. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  90265. */
  90266. upVector: Vector3;
  90267. /**
  90268. * Define the current limit on the left side for an orthographic camera
  90269. * In scene unit
  90270. */
  90271. orthoLeft: Nullable<number>;
  90272. /**
  90273. * Define the current limit on the right side for an orthographic camera
  90274. * In scene unit
  90275. */
  90276. orthoRight: Nullable<number>;
  90277. /**
  90278. * Define the current limit on the bottom side for an orthographic camera
  90279. * In scene unit
  90280. */
  90281. orthoBottom: Nullable<number>;
  90282. /**
  90283. * Define the current limit on the top side for an orthographic camera
  90284. * In scene unit
  90285. */
  90286. orthoTop: Nullable<number>;
  90287. /**
  90288. * Field Of View is set in Radians. (default is 0.8)
  90289. */
  90290. fov: number;
  90291. /**
  90292. * Define the minimum distance the camera can see from.
  90293. * This is important to note that the depth buffer are not infinite and the closer it starts
  90294. * the more your scene might encounter depth fighting issue.
  90295. */
  90296. minZ: number;
  90297. /**
  90298. * Define the maximum distance the camera can see to.
  90299. * This is important to note that the depth buffer are not infinite and the further it end
  90300. * the more your scene might encounter depth fighting issue.
  90301. */
  90302. maxZ: number;
  90303. /**
  90304. * Define the default inertia of the camera.
  90305. * This helps giving a smooth feeling to the camera movement.
  90306. */
  90307. inertia: number;
  90308. /**
  90309. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  90310. */
  90311. mode: number;
  90312. /**
  90313. * Define wether the camera is intermediate.
  90314. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  90315. */
  90316. isIntermediate: boolean;
  90317. /**
  90318. * Define the viewport of the camera.
  90319. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  90320. */
  90321. viewport: Viewport;
  90322. /**
  90323. * Restricts the camera to viewing objects with the same layerMask.
  90324. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  90325. */
  90326. layerMask: number;
  90327. /**
  90328. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  90329. */
  90330. fovMode: number;
  90331. /**
  90332. * Rig mode of the camera.
  90333. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  90334. * This is normally controlled byt the camera themselves as internal use.
  90335. */
  90336. cameraRigMode: number;
  90337. /**
  90338. * Defines the distance between both "eyes" in case of a RIG
  90339. */
  90340. interaxialDistance: number;
  90341. /**
  90342. * Defines if stereoscopic rendering is done side by side or over under.
  90343. */
  90344. isStereoscopicSideBySide: boolean;
  90345. /**
  90346. * 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
  90347. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  90348. * else in the scene. (Eg. security camera)
  90349. *
  90350. * 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)
  90351. */
  90352. customRenderTargets: RenderTargetTexture[];
  90353. /**
  90354. * When set, the camera will render to this render target instead of the default canvas
  90355. *
  90356. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  90357. */
  90358. outputRenderTarget: Nullable<RenderTargetTexture>;
  90359. /**
  90360. * Observable triggered when the camera view matrix has changed.
  90361. */
  90362. onViewMatrixChangedObservable: Observable<Camera>;
  90363. /**
  90364. * Observable triggered when the camera Projection matrix has changed.
  90365. */
  90366. onProjectionMatrixChangedObservable: Observable<Camera>;
  90367. /**
  90368. * Observable triggered when the inputs have been processed.
  90369. */
  90370. onAfterCheckInputsObservable: Observable<Camera>;
  90371. /**
  90372. * Observable triggered when reset has been called and applied to the camera.
  90373. */
  90374. onRestoreStateObservable: Observable<Camera>;
  90375. /** @hidden */
  90376. _cameraRigParams: any;
  90377. /** @hidden */
  90378. _rigCameras: Camera[];
  90379. /** @hidden */
  90380. _rigPostProcess: Nullable<PostProcess>;
  90381. protected _webvrViewMatrix: Matrix;
  90382. /** @hidden */
  90383. _skipRendering: boolean;
  90384. /** @hidden */
  90385. _projectionMatrix: Matrix;
  90386. /** @hidden */
  90387. _postProcesses: Nullable<PostProcess>[];
  90388. /** @hidden */
  90389. _activeMeshes: SmartArray<AbstractMesh>;
  90390. protected _globalPosition: Vector3;
  90391. /** @hidden */
  90392. _computedViewMatrix: Matrix;
  90393. private _doNotComputeProjectionMatrix;
  90394. private _transformMatrix;
  90395. private _frustumPlanes;
  90396. private _refreshFrustumPlanes;
  90397. private _storedFov;
  90398. private _stateStored;
  90399. /**
  90400. * Instantiates a new camera object.
  90401. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  90402. * @see http://doc.babylonjs.com/features/cameras
  90403. * @param name Defines the name of the camera in the scene
  90404. * @param position Defines the position of the camera
  90405. * @param scene Defines the scene the camera belongs too
  90406. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  90407. */
  90408. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  90409. /**
  90410. * Store current camera state (fov, position, etc..)
  90411. * @returns the camera
  90412. */
  90413. storeState(): Camera;
  90414. /**
  90415. * Restores the camera state values if it has been stored. You must call storeState() first
  90416. */
  90417. protected _restoreStateValues(): boolean;
  90418. /**
  90419. * Restored camera state. You must call storeState() first.
  90420. * @returns true if restored and false otherwise
  90421. */
  90422. restoreState(): boolean;
  90423. /**
  90424. * Gets the class name of the camera.
  90425. * @returns the class name
  90426. */
  90427. getClassName(): string;
  90428. /** @hidden */
  90429. readonly _isCamera: boolean;
  90430. /**
  90431. * Gets a string representation of the camera useful for debug purpose.
  90432. * @param fullDetails Defines that a more verboe level of logging is required
  90433. * @returns the string representation
  90434. */
  90435. toString(fullDetails?: boolean): string;
  90436. /**
  90437. * Gets the current world space position of the camera.
  90438. */
  90439. readonly globalPosition: Vector3;
  90440. /**
  90441. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  90442. * @returns the active meshe list
  90443. */
  90444. getActiveMeshes(): SmartArray<AbstractMesh>;
  90445. /**
  90446. * Check wether a mesh is part of the current active mesh list of the camera
  90447. * @param mesh Defines the mesh to check
  90448. * @returns true if active, false otherwise
  90449. */
  90450. isActiveMesh(mesh: Mesh): boolean;
  90451. /**
  90452. * Is this camera ready to be used/rendered
  90453. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  90454. * @return true if the camera is ready
  90455. */
  90456. isReady(completeCheck?: boolean): boolean;
  90457. /** @hidden */
  90458. _initCache(): void;
  90459. /** @hidden */
  90460. _updateCache(ignoreParentClass?: boolean): void;
  90461. /** @hidden */
  90462. _isSynchronized(): boolean;
  90463. /** @hidden */
  90464. _isSynchronizedViewMatrix(): boolean;
  90465. /** @hidden */
  90466. _isSynchronizedProjectionMatrix(): boolean;
  90467. /**
  90468. * Attach the input controls to a specific dom element to get the input from.
  90469. * @param element Defines the element the controls should be listened from
  90470. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  90471. */
  90472. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  90473. /**
  90474. * Detach the current controls from the specified dom element.
  90475. * @param element Defines the element to stop listening the inputs from
  90476. */
  90477. detachControl(element: HTMLElement): void;
  90478. /**
  90479. * Update the camera state according to the different inputs gathered during the frame.
  90480. */
  90481. update(): void;
  90482. /** @hidden */
  90483. _checkInputs(): void;
  90484. /** @hidden */
  90485. readonly rigCameras: Camera[];
  90486. /**
  90487. * Gets the post process used by the rig cameras
  90488. */
  90489. readonly rigPostProcess: Nullable<PostProcess>;
  90490. /**
  90491. * Internal, gets the first post proces.
  90492. * @returns the first post process to be run on this camera.
  90493. */
  90494. _getFirstPostProcess(): Nullable<PostProcess>;
  90495. private _cascadePostProcessesToRigCams;
  90496. /**
  90497. * Attach a post process to the camera.
  90498. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  90499. * @param postProcess The post process to attach to the camera
  90500. * @param insertAt The position of the post process in case several of them are in use in the scene
  90501. * @returns the position the post process has been inserted at
  90502. */
  90503. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  90504. /**
  90505. * Detach a post process to the camera.
  90506. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  90507. * @param postProcess The post process to detach from the camera
  90508. */
  90509. detachPostProcess(postProcess: PostProcess): void;
  90510. /**
  90511. * Gets the current world matrix of the camera
  90512. */
  90513. getWorldMatrix(): Matrix;
  90514. /** @hidden */
  90515. _getViewMatrix(): Matrix;
  90516. /**
  90517. * Gets the current view matrix of the camera.
  90518. * @param force forces the camera to recompute the matrix without looking at the cached state
  90519. * @returns the view matrix
  90520. */
  90521. getViewMatrix(force?: boolean): Matrix;
  90522. /**
  90523. * Freeze the projection matrix.
  90524. * It will prevent the cache check of the camera projection compute and can speed up perf
  90525. * if no parameter of the camera are meant to change
  90526. * @param projection Defines manually a projection if necessary
  90527. */
  90528. freezeProjectionMatrix(projection?: Matrix): void;
  90529. /**
  90530. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  90531. */
  90532. unfreezeProjectionMatrix(): void;
  90533. /**
  90534. * Gets the current projection matrix of the camera.
  90535. * @param force forces the camera to recompute the matrix without looking at the cached state
  90536. * @returns the projection matrix
  90537. */
  90538. getProjectionMatrix(force?: boolean): Matrix;
  90539. /**
  90540. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  90541. * @returns a Matrix
  90542. */
  90543. getTransformationMatrix(): Matrix;
  90544. private _updateFrustumPlanes;
  90545. /**
  90546. * Checks if a cullable object (mesh...) is in the camera frustum
  90547. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  90548. * @param target The object to check
  90549. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  90550. * @returns true if the object is in frustum otherwise false
  90551. */
  90552. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  90553. /**
  90554. * Checks if a cullable object (mesh...) is in the camera frustum
  90555. * Unlike isInFrustum this cheks the full bounding box
  90556. * @param target The object to check
  90557. * @returns true if the object is in frustum otherwise false
  90558. */
  90559. isCompletelyInFrustum(target: ICullable): boolean;
  90560. /**
  90561. * Gets a ray in the forward direction from the camera.
  90562. * @param length Defines the length of the ray to create
  90563. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  90564. * @param origin Defines the start point of the ray which defaults to the camera position
  90565. * @returns the forward ray
  90566. */
  90567. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  90568. /**
  90569. * Releases resources associated with this node.
  90570. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  90571. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  90572. */
  90573. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  90574. /** @hidden */
  90575. _isLeftCamera: boolean;
  90576. /**
  90577. * Gets the left camera of a rig setup in case of Rigged Camera
  90578. */
  90579. readonly isLeftCamera: boolean;
  90580. /** @hidden */
  90581. _isRightCamera: boolean;
  90582. /**
  90583. * Gets the right camera of a rig setup in case of Rigged Camera
  90584. */
  90585. readonly isRightCamera: boolean;
  90586. /**
  90587. * Gets the left camera of a rig setup in case of Rigged Camera
  90588. */
  90589. readonly leftCamera: Nullable<FreeCamera>;
  90590. /**
  90591. * Gets the right camera of a rig setup in case of Rigged Camera
  90592. */
  90593. readonly rightCamera: Nullable<FreeCamera>;
  90594. /**
  90595. * Gets the left camera target of a rig setup in case of Rigged Camera
  90596. * @returns the target position
  90597. */
  90598. getLeftTarget(): Nullable<Vector3>;
  90599. /**
  90600. * Gets the right camera target of a rig setup in case of Rigged Camera
  90601. * @returns the target position
  90602. */
  90603. getRightTarget(): Nullable<Vector3>;
  90604. /**
  90605. * @hidden
  90606. */
  90607. setCameraRigMode(mode: number, rigParams: any): void;
  90608. /** @hidden */
  90609. static _setStereoscopicRigMode(camera: Camera): void;
  90610. /** @hidden */
  90611. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  90612. /** @hidden */
  90613. static _setVRRigMode(camera: Camera, rigParams: any): void;
  90614. /** @hidden */
  90615. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  90616. /** @hidden */
  90617. _getVRProjectionMatrix(): Matrix;
  90618. protected _updateCameraRotationMatrix(): void;
  90619. protected _updateWebVRCameraRotationMatrix(): void;
  90620. /**
  90621. * This function MUST be overwritten by the different WebVR cameras available.
  90622. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  90623. * @hidden
  90624. */
  90625. _getWebVRProjectionMatrix(): Matrix;
  90626. /**
  90627. * This function MUST be overwritten by the different WebVR cameras available.
  90628. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  90629. * @hidden
  90630. */
  90631. _getWebVRViewMatrix(): Matrix;
  90632. /** @hidden */
  90633. setCameraRigParameter(name: string, value: any): void;
  90634. /**
  90635. * needs to be overridden by children so sub has required properties to be copied
  90636. * @hidden
  90637. */
  90638. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  90639. /**
  90640. * May need to be overridden by children
  90641. * @hidden
  90642. */
  90643. _updateRigCameras(): void;
  90644. /** @hidden */
  90645. _setupInputs(): void;
  90646. /**
  90647. * Serialiaze the camera setup to a json represention
  90648. * @returns the JSON representation
  90649. */
  90650. serialize(): any;
  90651. /**
  90652. * Clones the current camera.
  90653. * @param name The cloned camera name
  90654. * @returns the cloned camera
  90655. */
  90656. clone(name: string): Camera;
  90657. /**
  90658. * Gets the direction of the camera relative to a given local axis.
  90659. * @param localAxis Defines the reference axis to provide a relative direction.
  90660. * @return the direction
  90661. */
  90662. getDirection(localAxis: Vector3): Vector3;
  90663. /**
  90664. * Returns the current camera absolute rotation
  90665. */
  90666. readonly absoluteRotation: Quaternion;
  90667. /**
  90668. * Gets the direction of the camera relative to a given local axis into a passed vector.
  90669. * @param localAxis Defines the reference axis to provide a relative direction.
  90670. * @param result Defines the vector to store the result in
  90671. */
  90672. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  90673. /**
  90674. * Gets a camera constructor for a given camera type
  90675. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  90676. * @param name The name of the camera the result will be able to instantiate
  90677. * @param scene The scene the result will construct the camera in
  90678. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  90679. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  90680. * @returns a factory method to construc the camera
  90681. */
  90682. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  90683. /**
  90684. * Compute the world matrix of the camera.
  90685. * @returns the camera workd matrix
  90686. */
  90687. computeWorldMatrix(): Matrix;
  90688. /**
  90689. * Parse a JSON and creates the camera from the parsed information
  90690. * @param parsedCamera The JSON to parse
  90691. * @param scene The scene to instantiate the camera in
  90692. * @returns the newly constructed camera
  90693. */
  90694. static Parse(parsedCamera: any, scene: Scene): Camera;
  90695. }
  90696. }
  90697. declare module BABYLON {
  90698. /**
  90699. * Class containing static functions to help procedurally build meshes
  90700. */
  90701. export class DiscBuilder {
  90702. /**
  90703. * Creates a plane polygonal mesh. By default, this is a disc
  90704. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  90705. * * 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
  90706. * * 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
  90707. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  90708. * * If you create a double-sided mesh, you can choose what parts of 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
  90709. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  90710. * @param name defines the name of the mesh
  90711. * @param options defines the options used to create the mesh
  90712. * @param scene defines the hosting scene
  90713. * @returns the plane polygonal mesh
  90714. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  90715. */
  90716. static CreateDisc(name: string, options: {
  90717. radius?: number;
  90718. tessellation?: number;
  90719. arc?: number;
  90720. updatable?: boolean;
  90721. sideOrientation?: number;
  90722. frontUVs?: Vector4;
  90723. backUVs?: Vector4;
  90724. }, scene?: Nullable<Scene>): Mesh;
  90725. }
  90726. }
  90727. declare module BABYLON {
  90728. /**
  90729. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  90730. *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.
  90731. * The SPS is also a particle system. It provides some methods to manage the particles.
  90732. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  90733. *
  90734. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  90735. */
  90736. export class SolidParticleSystem implements IDisposable {
  90737. /**
  90738. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  90739. * Example : var p = SPS.particles[i];
  90740. */
  90741. particles: SolidParticle[];
  90742. /**
  90743. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  90744. */
  90745. nbParticles: number;
  90746. /**
  90747. * If the particles must ever face the camera (default false). Useful for planar particles.
  90748. */
  90749. billboard: boolean;
  90750. /**
  90751. * Recompute normals when adding a shape
  90752. */
  90753. recomputeNormals: boolean;
  90754. /**
  90755. * This a counter ofr your own usage. It's not set by any SPS functions.
  90756. */
  90757. counter: number;
  90758. /**
  90759. * The SPS name. This name is also given to the underlying mesh.
  90760. */
  90761. name: string;
  90762. /**
  90763. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  90764. */
  90765. mesh: Mesh;
  90766. /**
  90767. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  90768. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  90769. */
  90770. vars: any;
  90771. /**
  90772. * This array is populated when the SPS is set as 'pickable'.
  90773. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  90774. * Each element of this array is an object `{idx: int, faceId: int}`.
  90775. * `idx` is the picked particle index in the `SPS.particles` array
  90776. * `faceId` is the picked face index counted within this particle.
  90777. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  90778. */
  90779. pickedParticles: {
  90780. idx: number;
  90781. faceId: number;
  90782. }[];
  90783. /**
  90784. * This array is populated when `enableDepthSort` is set to true.
  90785. * Each element of this array is an instance of the class DepthSortedParticle.
  90786. */
  90787. depthSortedParticles: DepthSortedParticle[];
  90788. /**
  90789. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  90790. * @hidden
  90791. */
  90792. _bSphereOnly: boolean;
  90793. /**
  90794. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  90795. * @hidden
  90796. */
  90797. _bSphereRadiusFactor: number;
  90798. private _scene;
  90799. private _positions;
  90800. private _indices;
  90801. private _normals;
  90802. private _colors;
  90803. private _uvs;
  90804. private _indices32;
  90805. private _positions32;
  90806. private _normals32;
  90807. private _fixedNormal32;
  90808. private _colors32;
  90809. private _uvs32;
  90810. private _index;
  90811. private _updatable;
  90812. private _pickable;
  90813. private _isVisibilityBoxLocked;
  90814. private _alwaysVisible;
  90815. private _depthSort;
  90816. private _shapeCounter;
  90817. private _copy;
  90818. private _color;
  90819. private _computeParticleColor;
  90820. private _computeParticleTexture;
  90821. private _computeParticleRotation;
  90822. private _computeParticleVertex;
  90823. private _computeBoundingBox;
  90824. private _depthSortParticles;
  90825. private _camera;
  90826. private _mustUnrotateFixedNormals;
  90827. private _particlesIntersect;
  90828. private _needs32Bits;
  90829. /**
  90830. * Creates a SPS (Solid Particle System) object.
  90831. * @param name (String) is the SPS name, this will be the underlying mesh name.
  90832. * @param scene (Scene) is the scene in which the SPS is added.
  90833. * @param options defines the options of the sps e.g.
  90834. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  90835. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  90836. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  90837. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  90838. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  90839. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  90840. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  90841. */
  90842. constructor(name: string, scene: Scene, options?: {
  90843. updatable?: boolean;
  90844. isPickable?: boolean;
  90845. enableDepthSort?: boolean;
  90846. particleIntersection?: boolean;
  90847. boundingSphereOnly?: boolean;
  90848. bSphereRadiusFactor?: number;
  90849. });
  90850. /**
  90851. * Builds the SPS underlying mesh. Returns a standard Mesh.
  90852. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  90853. * @returns the created mesh
  90854. */
  90855. buildMesh(): Mesh;
  90856. /**
  90857. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  90858. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  90859. * Thus the particles generated from `digest()` have their property `position` set yet.
  90860. * @param mesh ( Mesh ) is the mesh to be digested
  90861. * @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
  90862. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  90863. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  90864. * @returns the current SPS
  90865. */
  90866. digest(mesh: Mesh, options?: {
  90867. facetNb?: number;
  90868. number?: number;
  90869. delta?: number;
  90870. }): SolidParticleSystem;
  90871. private _unrotateFixedNormals;
  90872. private _resetCopy;
  90873. private _meshBuilder;
  90874. private _posToShape;
  90875. private _uvsToShapeUV;
  90876. private _addParticle;
  90877. /**
  90878. * Adds some particles to the SPS from the model shape. Returns the shape id.
  90879. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  90880. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  90881. * @param nb (positive integer) the number of particles to be created from this model
  90882. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  90883. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  90884. * @returns the number of shapes in the system
  90885. */
  90886. addShape(mesh: Mesh, nb: number, options?: {
  90887. positionFunction?: any;
  90888. vertexFunction?: any;
  90889. }): number;
  90890. private _rebuildParticle;
  90891. /**
  90892. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  90893. * @returns the SPS.
  90894. */
  90895. rebuildMesh(): SolidParticleSystem;
  90896. /**
  90897. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  90898. * This method calls `updateParticle()` for each particle of the SPS.
  90899. * For an animated SPS, it is usually called within the render loop.
  90900. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  90901. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  90902. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  90903. * @returns the SPS.
  90904. */
  90905. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  90906. /**
  90907. * Disposes the SPS.
  90908. */
  90909. dispose(): void;
  90910. /**
  90911. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  90912. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90913. * @returns the SPS.
  90914. */
  90915. refreshVisibleSize(): SolidParticleSystem;
  90916. /**
  90917. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  90918. * @param size the size (float) of the visibility box
  90919. * note : this doesn't lock the SPS mesh bounding box.
  90920. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90921. */
  90922. setVisibilityBox(size: number): void;
  90923. /**
  90924. * Gets whether the SPS as always visible or not
  90925. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90926. */
  90927. /**
  90928. * Sets the SPS as always visible or not
  90929. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90930. */
  90931. isAlwaysVisible: boolean;
  90932. /**
  90933. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  90934. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90935. */
  90936. /**
  90937. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  90938. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90939. */
  90940. isVisibilityBoxLocked: boolean;
  90941. /**
  90942. * Tells to `setParticles()` to compute the particle rotations or not.
  90943. * Default value : true. The SPS is faster when it's set to false.
  90944. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  90945. */
  90946. /**
  90947. * Gets if `setParticles()` computes the particle rotations or not.
  90948. * Default value : true. The SPS is faster when it's set to false.
  90949. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  90950. */
  90951. computeParticleRotation: boolean;
  90952. /**
  90953. * Tells to `setParticles()` to compute the particle colors or not.
  90954. * Default value : true. The SPS is faster when it's set to false.
  90955. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  90956. */
  90957. /**
  90958. * Gets if `setParticles()` computes the particle colors or not.
  90959. * Default value : true. The SPS is faster when it's set to false.
  90960. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  90961. */
  90962. computeParticleColor: boolean;
  90963. /**
  90964. * Gets if `setParticles()` computes the particle textures or not.
  90965. * Default value : true. The SPS is faster when it's set to false.
  90966. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  90967. */
  90968. computeParticleTexture: boolean;
  90969. /**
  90970. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  90971. * Default value : false. The SPS is faster when it's set to false.
  90972. * Note : the particle custom vertex positions aren't stored values.
  90973. */
  90974. /**
  90975. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  90976. * Default value : false. The SPS is faster when it's set to false.
  90977. * Note : the particle custom vertex positions aren't stored values.
  90978. */
  90979. computeParticleVertex: boolean;
  90980. /**
  90981. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  90982. */
  90983. /**
  90984. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  90985. */
  90986. computeBoundingBox: boolean;
  90987. /**
  90988. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  90989. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  90990. * Default : `true`
  90991. */
  90992. /**
  90993. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  90994. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  90995. * Default : `true`
  90996. */
  90997. depthSortParticles: boolean;
  90998. /**
  90999. * This function does nothing. It may be overwritten to set all the particle first values.
  91000. * The SPS doesn't call this function, you may have to call it by your own.
  91001. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  91002. */
  91003. initParticles(): void;
  91004. /**
  91005. * This function does nothing. It may be overwritten to recycle a particle.
  91006. * The SPS doesn't call this function, you may have to call it by your own.
  91007. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  91008. * @param particle The particle to recycle
  91009. * @returns the recycled particle
  91010. */
  91011. recycleParticle(particle: SolidParticle): SolidParticle;
  91012. /**
  91013. * Updates a particle : this function should be overwritten by the user.
  91014. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  91015. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  91016. * @example : just set a particle position or velocity and recycle conditions
  91017. * @param particle The particle to update
  91018. * @returns the updated particle
  91019. */
  91020. updateParticle(particle: SolidParticle): SolidParticle;
  91021. /**
  91022. * Updates a vertex of a particle : it can be overwritten by the user.
  91023. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  91024. * @param particle the current particle
  91025. * @param vertex the current index of the current particle
  91026. * @param pt the index of the current vertex in the particle shape
  91027. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  91028. * @example : just set a vertex particle position
  91029. * @returns the updated vertex
  91030. */
  91031. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  91032. /**
  91033. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  91034. * This does nothing and may be overwritten by the user.
  91035. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  91036. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  91037. * @param update the boolean update value actually passed to setParticles()
  91038. */
  91039. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  91040. /**
  91041. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  91042. * This will be passed three parameters.
  91043. * This does nothing and may be overwritten by the user.
  91044. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  91045. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  91046. * @param update the boolean update value actually passed to setParticles()
  91047. */
  91048. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  91049. }
  91050. }
  91051. declare module BABYLON {
  91052. /**
  91053. * Represents one particle of a solid particle system.
  91054. */
  91055. export class SolidParticle {
  91056. /**
  91057. * particle global index
  91058. */
  91059. idx: number;
  91060. /**
  91061. * The color of the particle
  91062. */
  91063. color: Nullable<Color4>;
  91064. /**
  91065. * The world space position of the particle.
  91066. */
  91067. position: Vector3;
  91068. /**
  91069. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  91070. */
  91071. rotation: Vector3;
  91072. /**
  91073. * The world space rotation quaternion of the particle.
  91074. */
  91075. rotationQuaternion: Nullable<Quaternion>;
  91076. /**
  91077. * The scaling of the particle.
  91078. */
  91079. scaling: Vector3;
  91080. /**
  91081. * The uvs of the particle.
  91082. */
  91083. uvs: Vector4;
  91084. /**
  91085. * The current speed of the particle.
  91086. */
  91087. velocity: Vector3;
  91088. /**
  91089. * The pivot point in the particle local space.
  91090. */
  91091. pivot: Vector3;
  91092. /**
  91093. * Must the particle be translated from its pivot point in its local space ?
  91094. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  91095. * Default : false
  91096. */
  91097. translateFromPivot: boolean;
  91098. /**
  91099. * Is the particle active or not ?
  91100. */
  91101. alive: boolean;
  91102. /**
  91103. * Is the particle visible or not ?
  91104. */
  91105. isVisible: boolean;
  91106. /**
  91107. * Index of this particle in the global "positions" array (Internal use)
  91108. * @hidden
  91109. */
  91110. _pos: number;
  91111. /**
  91112. * @hidden Index of this particle in the global "indices" array (Internal use)
  91113. */
  91114. _ind: number;
  91115. /**
  91116. * @hidden ModelShape of this particle (Internal use)
  91117. */
  91118. _model: ModelShape;
  91119. /**
  91120. * ModelShape id of this particle
  91121. */
  91122. shapeId: number;
  91123. /**
  91124. * Index of the particle in its shape id
  91125. */
  91126. idxInShape: number;
  91127. /**
  91128. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  91129. */
  91130. _modelBoundingInfo: BoundingInfo;
  91131. /**
  91132. * @hidden Particle BoundingInfo object (Internal use)
  91133. */
  91134. _boundingInfo: BoundingInfo;
  91135. /**
  91136. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  91137. */
  91138. _sps: SolidParticleSystem;
  91139. /**
  91140. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  91141. */
  91142. _stillInvisible: boolean;
  91143. /**
  91144. * @hidden Last computed particle rotation matrix
  91145. */
  91146. _rotationMatrix: number[];
  91147. /**
  91148. * Parent particle Id, if any.
  91149. * Default null.
  91150. */
  91151. parentId: Nullable<number>;
  91152. /**
  91153. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  91154. * The possible values are :
  91155. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  91156. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  91157. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  91158. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  91159. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  91160. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  91161. * */
  91162. cullingStrategy: number;
  91163. /**
  91164. * @hidden Internal global position in the SPS.
  91165. */
  91166. _globalPosition: Vector3;
  91167. /**
  91168. * Creates a Solid Particle object.
  91169. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  91170. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  91171. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  91172. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  91173. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  91174. * @param shapeId (integer) is the model shape identifier in the SPS.
  91175. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  91176. * @param sps defines the sps it is associated to
  91177. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  91178. */
  91179. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  91180. /**
  91181. * Legacy support, changed scale to scaling
  91182. */
  91183. /**
  91184. * Legacy support, changed scale to scaling
  91185. */
  91186. scale: Vector3;
  91187. /**
  91188. * Legacy support, changed quaternion to rotationQuaternion
  91189. */
  91190. /**
  91191. * Legacy support, changed quaternion to rotationQuaternion
  91192. */
  91193. quaternion: Nullable<Quaternion>;
  91194. /**
  91195. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  91196. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  91197. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  91198. * @returns true if it intersects
  91199. */
  91200. intersectsMesh(target: Mesh | SolidParticle): boolean;
  91201. /**
  91202. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  91203. * A particle is in the frustum if its bounding box intersects the frustum
  91204. * @param frustumPlanes defines the frustum to test
  91205. * @returns true if the particle is in the frustum planes
  91206. */
  91207. isInFrustum(frustumPlanes: Plane[]): boolean;
  91208. /**
  91209. * get the rotation matrix of the particle
  91210. * @hidden
  91211. */
  91212. getRotationMatrix(m: Matrix): void;
  91213. }
  91214. /**
  91215. * Represents the shape of the model used by one particle of a solid particle system.
  91216. * SPS internal tool, don't use it manually.
  91217. */
  91218. export class ModelShape {
  91219. /**
  91220. * The shape id
  91221. * @hidden
  91222. */
  91223. shapeID: number;
  91224. /**
  91225. * flat array of model positions (internal use)
  91226. * @hidden
  91227. */
  91228. _shape: Vector3[];
  91229. /**
  91230. * flat array of model UVs (internal use)
  91231. * @hidden
  91232. */
  91233. _shapeUV: number[];
  91234. /**
  91235. * length of the shape in the model indices array (internal use)
  91236. * @hidden
  91237. */
  91238. _indicesLength: number;
  91239. /**
  91240. * Custom position function (internal use)
  91241. * @hidden
  91242. */
  91243. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  91244. /**
  91245. * Custom vertex function (internal use)
  91246. * @hidden
  91247. */
  91248. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  91249. /**
  91250. * 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.
  91251. * SPS internal tool, don't use it manually.
  91252. * @hidden
  91253. */
  91254. 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>);
  91255. }
  91256. /**
  91257. * Represents a Depth Sorted Particle in the solid particle system.
  91258. */
  91259. export class DepthSortedParticle {
  91260. /**
  91261. * Index of the particle in the "indices" array
  91262. */
  91263. ind: number;
  91264. /**
  91265. * Length of the particle shape in the "indices" array
  91266. */
  91267. indicesLength: number;
  91268. /**
  91269. * Squared distance from the particle to the camera
  91270. */
  91271. sqDistance: number;
  91272. }
  91273. }
  91274. declare module BABYLON {
  91275. /**
  91276. * @hidden
  91277. */
  91278. export class _MeshCollisionData {
  91279. _checkCollisions: boolean;
  91280. _collisionMask: number;
  91281. _collisionGroup: number;
  91282. _collider: Nullable<Collider>;
  91283. _oldPositionForCollisions: Vector3;
  91284. _diffPositionForCollisions: Vector3;
  91285. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  91286. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  91287. }
  91288. }
  91289. declare module BABYLON {
  91290. /** @hidden */
  91291. class _FacetDataStorage {
  91292. facetPositions: Vector3[];
  91293. facetNormals: Vector3[];
  91294. facetPartitioning: number[][];
  91295. facetNb: number;
  91296. partitioningSubdivisions: number;
  91297. partitioningBBoxRatio: number;
  91298. facetDataEnabled: boolean;
  91299. facetParameters: any;
  91300. bbSize: Vector3;
  91301. subDiv: {
  91302. max: number;
  91303. X: number;
  91304. Y: number;
  91305. Z: number;
  91306. };
  91307. facetDepthSort: boolean;
  91308. facetDepthSortEnabled: boolean;
  91309. depthSortedIndices: IndicesArray;
  91310. depthSortedFacets: {
  91311. ind: number;
  91312. sqDistance: number;
  91313. }[];
  91314. facetDepthSortFunction: (f1: {
  91315. ind: number;
  91316. sqDistance: number;
  91317. }, f2: {
  91318. ind: number;
  91319. sqDistance: number;
  91320. }) => number;
  91321. facetDepthSortFrom: Vector3;
  91322. facetDepthSortOrigin: Vector3;
  91323. invertedMatrix: Matrix;
  91324. }
  91325. /**
  91326. * @hidden
  91327. **/
  91328. class _InternalAbstractMeshDataInfo {
  91329. _hasVertexAlpha: boolean;
  91330. _useVertexColors: boolean;
  91331. _numBoneInfluencers: number;
  91332. _applyFog: boolean;
  91333. _receiveShadows: boolean;
  91334. _facetData: _FacetDataStorage;
  91335. _visibility: number;
  91336. _skeleton: Nullable<Skeleton>;
  91337. _layerMask: number;
  91338. _computeBonesUsingShaders: boolean;
  91339. _isActive: boolean;
  91340. _onlyForInstances: boolean;
  91341. _isActiveIntermediate: boolean;
  91342. _onlyForInstancesIntermediate: boolean;
  91343. }
  91344. /**
  91345. * Class used to store all common mesh properties
  91346. */
  91347. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  91348. /** No occlusion */
  91349. static OCCLUSION_TYPE_NONE: number;
  91350. /** Occlusion set to optimisitic */
  91351. static OCCLUSION_TYPE_OPTIMISTIC: number;
  91352. /** Occlusion set to strict */
  91353. static OCCLUSION_TYPE_STRICT: number;
  91354. /** Use an accurante occlusion algorithm */
  91355. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  91356. /** Use a conservative occlusion algorithm */
  91357. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  91358. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  91359. * Test order :
  91360. * Is the bounding sphere outside the frustum ?
  91361. * If not, are the bounding box vertices outside the frustum ?
  91362. * It not, then the cullable object is in the frustum.
  91363. */
  91364. static readonly CULLINGSTRATEGY_STANDARD: number;
  91365. /** Culling strategy : Bounding Sphere Only.
  91366. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  91367. * It's also less accurate than the standard because some not visible objects can still be selected.
  91368. * Test : is the bounding sphere outside the frustum ?
  91369. * If not, then the cullable object is in the frustum.
  91370. */
  91371. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  91372. /** Culling strategy : Optimistic Inclusion.
  91373. * This in an inclusion test first, then the standard exclusion test.
  91374. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  91375. * 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.
  91376. * Anyway, it's as accurate as the standard strategy.
  91377. * Test :
  91378. * Is the cullable object bounding sphere center in the frustum ?
  91379. * If not, apply the default culling strategy.
  91380. */
  91381. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  91382. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  91383. * This in an inclusion test first, then the bounding sphere only exclusion test.
  91384. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  91385. * 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.
  91386. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  91387. * Test :
  91388. * Is the cullable object bounding sphere center in the frustum ?
  91389. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  91390. */
  91391. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  91392. /**
  91393. * No billboard
  91394. */
  91395. static readonly BILLBOARDMODE_NONE: number;
  91396. /** Billboard on X axis */
  91397. static readonly BILLBOARDMODE_X: number;
  91398. /** Billboard on Y axis */
  91399. static readonly BILLBOARDMODE_Y: number;
  91400. /** Billboard on Z axis */
  91401. static readonly BILLBOARDMODE_Z: number;
  91402. /** Billboard on all axes */
  91403. static readonly BILLBOARDMODE_ALL: number;
  91404. /** Billboard on using position instead of orientation */
  91405. static readonly BILLBOARDMODE_USE_POSITION: number;
  91406. /** @hidden */
  91407. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  91408. /**
  91409. * The culling strategy to use to check whether the mesh must be rendered or not.
  91410. * This value can be changed at any time and will be used on the next render mesh selection.
  91411. * The possible values are :
  91412. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  91413. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  91414. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  91415. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  91416. * Please read each static variable documentation to get details about the culling process.
  91417. * */
  91418. cullingStrategy: number;
  91419. /**
  91420. * Gets the number of facets in the mesh
  91421. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  91422. */
  91423. readonly facetNb: number;
  91424. /**
  91425. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  91426. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  91427. */
  91428. partitioningSubdivisions: number;
  91429. /**
  91430. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  91431. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  91432. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  91433. */
  91434. partitioningBBoxRatio: number;
  91435. /**
  91436. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  91437. * Works only for updatable meshes.
  91438. * Doesn't work with multi-materials
  91439. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  91440. */
  91441. mustDepthSortFacets: boolean;
  91442. /**
  91443. * The location (Vector3) where the facet depth sort must be computed from.
  91444. * By default, the active camera position.
  91445. * Used only when facet depth sort is enabled
  91446. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  91447. */
  91448. facetDepthSortFrom: Vector3;
  91449. /**
  91450. * gets a boolean indicating if facetData is enabled
  91451. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  91452. */
  91453. readonly isFacetDataEnabled: boolean;
  91454. /** @hidden */
  91455. _updateNonUniformScalingState(value: boolean): boolean;
  91456. /**
  91457. * An event triggered when this mesh collides with another one
  91458. */
  91459. onCollideObservable: Observable<AbstractMesh>;
  91460. /** Set a function to call when this mesh collides with another one */
  91461. onCollide: () => void;
  91462. /**
  91463. * An event triggered when the collision's position changes
  91464. */
  91465. onCollisionPositionChangeObservable: Observable<Vector3>;
  91466. /** Set a function to call when the collision's position changes */
  91467. onCollisionPositionChange: () => void;
  91468. /**
  91469. * An event triggered when material is changed
  91470. */
  91471. onMaterialChangedObservable: Observable<AbstractMesh>;
  91472. /**
  91473. * Gets or sets the orientation for POV movement & rotation
  91474. */
  91475. definedFacingForward: boolean;
  91476. /** @hidden */
  91477. _occlusionQuery: Nullable<WebGLQuery>;
  91478. /** @hidden */
  91479. _renderingGroup: Nullable<RenderingGroup>;
  91480. /**
  91481. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  91482. */
  91483. /**
  91484. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  91485. */
  91486. visibility: number;
  91487. /** Gets or sets the alpha index used to sort transparent meshes
  91488. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  91489. */
  91490. alphaIndex: number;
  91491. /**
  91492. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  91493. */
  91494. isVisible: boolean;
  91495. /**
  91496. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  91497. */
  91498. isPickable: boolean;
  91499. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  91500. showSubMeshesBoundingBox: boolean;
  91501. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  91502. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  91503. */
  91504. isBlocker: boolean;
  91505. /**
  91506. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  91507. */
  91508. enablePointerMoveEvents: boolean;
  91509. /**
  91510. * Specifies the rendering group id for this mesh (0 by default)
  91511. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  91512. */
  91513. renderingGroupId: number;
  91514. private _material;
  91515. /** Gets or sets current material */
  91516. material: Nullable<Material>;
  91517. /**
  91518. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  91519. * @see http://doc.babylonjs.com/babylon101/shadows
  91520. */
  91521. receiveShadows: boolean;
  91522. /** Defines color to use when rendering outline */
  91523. outlineColor: Color3;
  91524. /** Define width to use when rendering outline */
  91525. outlineWidth: number;
  91526. /** Defines color to use when rendering overlay */
  91527. overlayColor: Color3;
  91528. /** Defines alpha to use when rendering overlay */
  91529. overlayAlpha: number;
  91530. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  91531. hasVertexAlpha: boolean;
  91532. /** 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) */
  91533. useVertexColors: boolean;
  91534. /**
  91535. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  91536. */
  91537. computeBonesUsingShaders: boolean;
  91538. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  91539. numBoneInfluencers: number;
  91540. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  91541. applyFog: boolean;
  91542. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  91543. useOctreeForRenderingSelection: boolean;
  91544. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  91545. useOctreeForPicking: boolean;
  91546. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  91547. useOctreeForCollisions: boolean;
  91548. /**
  91549. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  91550. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  91551. */
  91552. layerMask: number;
  91553. /**
  91554. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  91555. */
  91556. alwaysSelectAsActiveMesh: boolean;
  91557. /**
  91558. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  91559. */
  91560. doNotSyncBoundingInfo: boolean;
  91561. /**
  91562. * Gets or sets the current action manager
  91563. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  91564. */
  91565. actionManager: Nullable<AbstractActionManager>;
  91566. private _meshCollisionData;
  91567. /**
  91568. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  91569. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91570. */
  91571. ellipsoid: Vector3;
  91572. /**
  91573. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  91574. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91575. */
  91576. ellipsoidOffset: Vector3;
  91577. /**
  91578. * Gets or sets a collision mask used to mask collisions (default is -1).
  91579. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  91580. */
  91581. collisionMask: number;
  91582. /**
  91583. * Gets or sets the current collision group mask (-1 by default).
  91584. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  91585. */
  91586. collisionGroup: number;
  91587. /**
  91588. * Defines edge width used when edgesRenderer is enabled
  91589. * @see https://www.babylonjs-playground.com/#10OJSG#13
  91590. */
  91591. edgesWidth: number;
  91592. /**
  91593. * Defines edge color used when edgesRenderer is enabled
  91594. * @see https://www.babylonjs-playground.com/#10OJSG#13
  91595. */
  91596. edgesColor: Color4;
  91597. /** @hidden */
  91598. _edgesRenderer: Nullable<IEdgesRenderer>;
  91599. /** @hidden */
  91600. _masterMesh: Nullable<AbstractMesh>;
  91601. /** @hidden */
  91602. _boundingInfo: Nullable<BoundingInfo>;
  91603. /** @hidden */
  91604. _renderId: number;
  91605. /**
  91606. * Gets or sets the list of subMeshes
  91607. * @see http://doc.babylonjs.com/how_to/multi_materials
  91608. */
  91609. subMeshes: SubMesh[];
  91610. /** @hidden */
  91611. _intersectionsInProgress: AbstractMesh[];
  91612. /** @hidden */
  91613. _unIndexed: boolean;
  91614. /** @hidden */
  91615. _lightSources: Light[];
  91616. /** Gets the list of lights affecting that mesh */
  91617. readonly lightSources: Light[];
  91618. /** @hidden */
  91619. readonly _positions: Nullable<Vector3[]>;
  91620. /** @hidden */
  91621. _waitingData: {
  91622. lods: Nullable<any>;
  91623. actions: Nullable<any>;
  91624. freezeWorldMatrix: Nullable<boolean>;
  91625. };
  91626. /** @hidden */
  91627. _bonesTransformMatrices: Nullable<Float32Array>;
  91628. /** @hidden */
  91629. _transformMatrixTexture: Nullable<RawTexture>;
  91630. /**
  91631. * Gets or sets a skeleton to apply skining transformations
  91632. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  91633. */
  91634. skeleton: Nullable<Skeleton>;
  91635. /**
  91636. * An event triggered when the mesh is rebuilt.
  91637. */
  91638. onRebuildObservable: Observable<AbstractMesh>;
  91639. /**
  91640. * Creates a new AbstractMesh
  91641. * @param name defines the name of the mesh
  91642. * @param scene defines the hosting scene
  91643. */
  91644. constructor(name: string, scene?: Nullable<Scene>);
  91645. /**
  91646. * Returns the string "AbstractMesh"
  91647. * @returns "AbstractMesh"
  91648. */
  91649. getClassName(): string;
  91650. /**
  91651. * Gets a string representation of the current mesh
  91652. * @param fullDetails defines a boolean indicating if full details must be included
  91653. * @returns a string representation of the current mesh
  91654. */
  91655. toString(fullDetails?: boolean): string;
  91656. /**
  91657. * @hidden
  91658. */
  91659. protected _getEffectiveParent(): Nullable<Node>;
  91660. /** @hidden */
  91661. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  91662. /** @hidden */
  91663. _rebuild(): void;
  91664. /** @hidden */
  91665. _resyncLightSources(): void;
  91666. /** @hidden */
  91667. _resyncLighSource(light: Light): void;
  91668. /** @hidden */
  91669. _unBindEffect(): void;
  91670. /** @hidden */
  91671. _removeLightSource(light: Light, dispose: boolean): void;
  91672. private _markSubMeshesAsDirty;
  91673. /** @hidden */
  91674. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  91675. /** @hidden */
  91676. _markSubMeshesAsAttributesDirty(): void;
  91677. /** @hidden */
  91678. _markSubMeshesAsMiscDirty(): void;
  91679. /**
  91680. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  91681. */
  91682. scaling: Vector3;
  91683. /**
  91684. * Returns true if the mesh is blocked. Implemented by child classes
  91685. */
  91686. readonly isBlocked: boolean;
  91687. /**
  91688. * Returns the mesh itself by default. Implemented by child classes
  91689. * @param camera defines the camera to use to pick the right LOD level
  91690. * @returns the currentAbstractMesh
  91691. */
  91692. getLOD(camera: Camera): Nullable<AbstractMesh>;
  91693. /**
  91694. * Returns 0 by default. Implemented by child classes
  91695. * @returns an integer
  91696. */
  91697. getTotalVertices(): number;
  91698. /**
  91699. * Returns a positive integer : the total number of indices in this mesh geometry.
  91700. * @returns the numner of indices or zero if the mesh has no geometry.
  91701. */
  91702. getTotalIndices(): number;
  91703. /**
  91704. * Returns null by default. Implemented by child classes
  91705. * @returns null
  91706. */
  91707. getIndices(): Nullable<IndicesArray>;
  91708. /**
  91709. * Returns the array of the requested vertex data kind. Implemented by child classes
  91710. * @param kind defines the vertex data kind to use
  91711. * @returns null
  91712. */
  91713. getVerticesData(kind: string): Nullable<FloatArray>;
  91714. /**
  91715. * Sets the vertex data of the mesh geometry for the requested `kind`.
  91716. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  91717. * Note that a new underlying VertexBuffer object is created each call.
  91718. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  91719. * @param kind defines vertex data kind:
  91720. * * VertexBuffer.PositionKind
  91721. * * VertexBuffer.UVKind
  91722. * * VertexBuffer.UV2Kind
  91723. * * VertexBuffer.UV3Kind
  91724. * * VertexBuffer.UV4Kind
  91725. * * VertexBuffer.UV5Kind
  91726. * * VertexBuffer.UV6Kind
  91727. * * VertexBuffer.ColorKind
  91728. * * VertexBuffer.MatricesIndicesKind
  91729. * * VertexBuffer.MatricesIndicesExtraKind
  91730. * * VertexBuffer.MatricesWeightsKind
  91731. * * VertexBuffer.MatricesWeightsExtraKind
  91732. * @param data defines the data source
  91733. * @param updatable defines if the data must be flagged as updatable (or static)
  91734. * @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
  91735. * @returns the current mesh
  91736. */
  91737. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  91738. /**
  91739. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  91740. * If the mesh has no geometry, it is simply returned as it is.
  91741. * @param kind defines vertex data kind:
  91742. * * VertexBuffer.PositionKind
  91743. * * VertexBuffer.UVKind
  91744. * * VertexBuffer.UV2Kind
  91745. * * VertexBuffer.UV3Kind
  91746. * * VertexBuffer.UV4Kind
  91747. * * VertexBuffer.UV5Kind
  91748. * * VertexBuffer.UV6Kind
  91749. * * VertexBuffer.ColorKind
  91750. * * VertexBuffer.MatricesIndicesKind
  91751. * * VertexBuffer.MatricesIndicesExtraKind
  91752. * * VertexBuffer.MatricesWeightsKind
  91753. * * VertexBuffer.MatricesWeightsExtraKind
  91754. * @param data defines the data source
  91755. * @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
  91756. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  91757. * @returns the current mesh
  91758. */
  91759. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  91760. /**
  91761. * Sets the mesh indices,
  91762. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  91763. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  91764. * @param totalVertices Defines the total number of vertices
  91765. * @returns the current mesh
  91766. */
  91767. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  91768. /**
  91769. * Gets a boolean indicating if specific vertex data is present
  91770. * @param kind defines the vertex data kind to use
  91771. * @returns true is data kind is present
  91772. */
  91773. isVerticesDataPresent(kind: string): boolean;
  91774. /**
  91775. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  91776. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  91777. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  91778. * @returns a BoundingInfo
  91779. */
  91780. getBoundingInfo(): BoundingInfo;
  91781. /**
  91782. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  91783. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  91784. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  91785. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  91786. * @returns the current mesh
  91787. */
  91788. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  91789. /**
  91790. * Overwrite the current bounding info
  91791. * @param boundingInfo defines the new bounding info
  91792. * @returns the current mesh
  91793. */
  91794. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  91795. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  91796. readonly useBones: boolean;
  91797. /** @hidden */
  91798. _preActivate(): void;
  91799. /** @hidden */
  91800. _preActivateForIntermediateRendering(renderId: number): void;
  91801. /** @hidden */
  91802. _activate(renderId: number, intermediateRendering: boolean): boolean;
  91803. /** @hidden */
  91804. _postActivate(): void;
  91805. /** @hidden */
  91806. _freeze(): void;
  91807. /** @hidden */
  91808. _unFreeze(): void;
  91809. /**
  91810. * Gets the current world matrix
  91811. * @returns a Matrix
  91812. */
  91813. getWorldMatrix(): Matrix;
  91814. /** @hidden */
  91815. _getWorldMatrixDeterminant(): number;
  91816. /**
  91817. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  91818. */
  91819. readonly isAnInstance: boolean;
  91820. /**
  91821. * Gets a boolean indicating if this mesh has instances
  91822. */
  91823. readonly hasInstances: boolean;
  91824. /**
  91825. * Perform relative position change from the point of view of behind the front of the mesh.
  91826. * This is performed taking into account the meshes current rotation, so you do not have to care.
  91827. * Supports definition of mesh facing forward or backward
  91828. * @param amountRight defines the distance on the right axis
  91829. * @param amountUp defines the distance on the up axis
  91830. * @param amountForward defines the distance on the forward axis
  91831. * @returns the current mesh
  91832. */
  91833. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  91834. /**
  91835. * Calculate relative position change from the point of view of behind the front of the mesh.
  91836. * This is performed taking into account the meshes current rotation, so you do not have to care.
  91837. * Supports definition of mesh facing forward or backward
  91838. * @param amountRight defines the distance on the right axis
  91839. * @param amountUp defines the distance on the up axis
  91840. * @param amountForward defines the distance on the forward axis
  91841. * @returns the new displacement vector
  91842. */
  91843. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  91844. /**
  91845. * Perform relative rotation change from the point of view of behind the front of the mesh.
  91846. * Supports definition of mesh facing forward or backward
  91847. * @param flipBack defines the flip
  91848. * @param twirlClockwise defines the twirl
  91849. * @param tiltRight defines the tilt
  91850. * @returns the current mesh
  91851. */
  91852. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  91853. /**
  91854. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  91855. * Supports definition of mesh facing forward or backward.
  91856. * @param flipBack defines the flip
  91857. * @param twirlClockwise defines the twirl
  91858. * @param tiltRight defines the tilt
  91859. * @returns the new rotation vector
  91860. */
  91861. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  91862. /**
  91863. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  91864. * This means the mesh underlying bounding box and sphere are recomputed.
  91865. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  91866. * @returns the current mesh
  91867. */
  91868. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  91869. /** @hidden */
  91870. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  91871. /** @hidden */
  91872. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  91873. /** @hidden */
  91874. _updateBoundingInfo(): AbstractMesh;
  91875. /** @hidden */
  91876. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  91877. /** @hidden */
  91878. protected _afterComputeWorldMatrix(): void;
  91879. /** @hidden */
  91880. readonly _effectiveMesh: AbstractMesh;
  91881. /**
  91882. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  91883. * A mesh is in the frustum if its bounding box intersects the frustum
  91884. * @param frustumPlanes defines the frustum to test
  91885. * @returns true if the mesh is in the frustum planes
  91886. */
  91887. isInFrustum(frustumPlanes: Plane[]): boolean;
  91888. /**
  91889. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  91890. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  91891. * @param frustumPlanes defines the frustum to test
  91892. * @returns true if the mesh is completely in the frustum planes
  91893. */
  91894. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  91895. /**
  91896. * True if the mesh intersects another mesh or a SolidParticle object
  91897. * @param mesh defines a target mesh or SolidParticle to test
  91898. * @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)
  91899. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  91900. * @returns true if there is an intersection
  91901. */
  91902. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  91903. /**
  91904. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  91905. * @param point defines the point to test
  91906. * @returns true if there is an intersection
  91907. */
  91908. intersectsPoint(point: Vector3): boolean;
  91909. /**
  91910. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  91911. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91912. */
  91913. checkCollisions: boolean;
  91914. /**
  91915. * Gets Collider object used to compute collisions (not physics)
  91916. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91917. */
  91918. readonly collider: Nullable<Collider>;
  91919. /**
  91920. * Move the mesh using collision engine
  91921. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91922. * @param displacement defines the requested displacement vector
  91923. * @returns the current mesh
  91924. */
  91925. moveWithCollisions(displacement: Vector3): AbstractMesh;
  91926. private _onCollisionPositionChange;
  91927. /** @hidden */
  91928. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  91929. /** @hidden */
  91930. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  91931. /** @hidden */
  91932. _checkCollision(collider: Collider): AbstractMesh;
  91933. /** @hidden */
  91934. _generatePointsArray(): boolean;
  91935. /**
  91936. * Checks if the passed Ray intersects with the mesh
  91937. * @param ray defines the ray to use
  91938. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  91939. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  91940. * @returns the picking info
  91941. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  91942. */
  91943. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  91944. /**
  91945. * Clones the current mesh
  91946. * @param name defines the mesh name
  91947. * @param newParent defines the new mesh parent
  91948. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  91949. * @returns the new mesh
  91950. */
  91951. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  91952. /**
  91953. * Disposes all the submeshes of the current meshnp
  91954. * @returns the current mesh
  91955. */
  91956. releaseSubMeshes(): AbstractMesh;
  91957. /**
  91958. * Releases resources associated with this abstract mesh.
  91959. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  91960. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  91961. */
  91962. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  91963. /**
  91964. * Adds the passed mesh as a child to the current mesh
  91965. * @param mesh defines the child mesh
  91966. * @returns the current mesh
  91967. */
  91968. addChild(mesh: AbstractMesh): AbstractMesh;
  91969. /**
  91970. * Removes the passed mesh from the current mesh children list
  91971. * @param mesh defines the child mesh
  91972. * @returns the current mesh
  91973. */
  91974. removeChild(mesh: AbstractMesh): AbstractMesh;
  91975. /** @hidden */
  91976. private _initFacetData;
  91977. /**
  91978. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  91979. * This method can be called within the render loop.
  91980. * 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
  91981. * @returns the current mesh
  91982. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91983. */
  91984. updateFacetData(): AbstractMesh;
  91985. /**
  91986. * Returns the facetLocalNormals array.
  91987. * The normals are expressed in the mesh local spac
  91988. * @returns an array of Vector3
  91989. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91990. */
  91991. getFacetLocalNormals(): Vector3[];
  91992. /**
  91993. * Returns the facetLocalPositions array.
  91994. * The facet positions are expressed in the mesh local space
  91995. * @returns an array of Vector3
  91996. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91997. */
  91998. getFacetLocalPositions(): Vector3[];
  91999. /**
  92000. * Returns the facetLocalPartioning array
  92001. * @returns an array of array of numbers
  92002. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  92003. */
  92004. getFacetLocalPartitioning(): number[][];
  92005. /**
  92006. * Returns the i-th facet position in the world system.
  92007. * This method allocates a new Vector3 per call
  92008. * @param i defines the facet index
  92009. * @returns a new Vector3
  92010. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  92011. */
  92012. getFacetPosition(i: number): Vector3;
  92013. /**
  92014. * Sets the reference Vector3 with the i-th facet position in the world system
  92015. * @param i defines the facet index
  92016. * @param ref defines the target vector
  92017. * @returns the current mesh
  92018. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  92019. */
  92020. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  92021. /**
  92022. * Returns the i-th facet normal in the world system.
  92023. * This method allocates a new Vector3 per call
  92024. * @param i defines the facet index
  92025. * @returns a new Vector3
  92026. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  92027. */
  92028. getFacetNormal(i: number): Vector3;
  92029. /**
  92030. * Sets the reference Vector3 with the i-th facet normal in the world system
  92031. * @param i defines the facet index
  92032. * @param ref defines the target vector
  92033. * @returns the current mesh
  92034. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  92035. */
  92036. getFacetNormalToRef(i: number, ref: Vector3): this;
  92037. /**
  92038. * 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)
  92039. * @param x defines x coordinate
  92040. * @param y defines y coordinate
  92041. * @param z defines z coordinate
  92042. * @returns the array of facet indexes
  92043. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  92044. */
  92045. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  92046. /**
  92047. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  92048. * @param projected sets as the (x,y,z) world projection on the facet
  92049. * @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
  92050. * @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
  92051. * @param x defines x coordinate
  92052. * @param y defines y coordinate
  92053. * @param z defines z coordinate
  92054. * @returns the face index if found (or null instead)
  92055. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  92056. */
  92057. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  92058. /**
  92059. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  92060. * @param projected sets as the (x,y,z) local projection on the facet
  92061. * @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
  92062. * @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
  92063. * @param x defines x coordinate
  92064. * @param y defines y coordinate
  92065. * @param z defines z coordinate
  92066. * @returns the face index if found (or null instead)
  92067. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  92068. */
  92069. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  92070. /**
  92071. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  92072. * @returns the parameters
  92073. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  92074. */
  92075. getFacetDataParameters(): any;
  92076. /**
  92077. * Disables the feature FacetData and frees the related memory
  92078. * @returns the current mesh
  92079. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  92080. */
  92081. disableFacetData(): AbstractMesh;
  92082. /**
  92083. * Updates the AbstractMesh indices array
  92084. * @param indices defines the data source
  92085. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  92086. * @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)
  92087. * @returns the current mesh
  92088. */
  92089. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  92090. /**
  92091. * Creates new normals data for the mesh
  92092. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  92093. * @returns the current mesh
  92094. */
  92095. createNormals(updatable: boolean): AbstractMesh;
  92096. /**
  92097. * Align the mesh with a normal
  92098. * @param normal defines the normal to use
  92099. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  92100. * @returns the current mesh
  92101. */
  92102. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  92103. /** @hidden */
  92104. _checkOcclusionQuery(): boolean;
  92105. /**
  92106. * Disables the mesh edge rendering mode
  92107. * @returns the currentAbstractMesh
  92108. */
  92109. disableEdgesRendering(): AbstractMesh;
  92110. /**
  92111. * Enables the edge rendering mode on the mesh.
  92112. * This mode makes the mesh edges visible
  92113. * @param epsilon defines the maximal distance between two angles to detect a face
  92114. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  92115. * @returns the currentAbstractMesh
  92116. * @see https://www.babylonjs-playground.com/#19O9TU#0
  92117. */
  92118. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  92119. }
  92120. }
  92121. declare module BABYLON {
  92122. /**
  92123. * Interface used to define ActionEvent
  92124. */
  92125. export interface IActionEvent {
  92126. /** The mesh or sprite that triggered the action */
  92127. source: any;
  92128. /** The X mouse cursor position at the time of the event */
  92129. pointerX: number;
  92130. /** The Y mouse cursor position at the time of the event */
  92131. pointerY: number;
  92132. /** The mesh that is currently pointed at (can be null) */
  92133. meshUnderPointer: Nullable<AbstractMesh>;
  92134. /** the original (browser) event that triggered the ActionEvent */
  92135. sourceEvent?: any;
  92136. /** additional data for the event */
  92137. additionalData?: any;
  92138. }
  92139. /**
  92140. * ActionEvent is the event being sent when an action is triggered.
  92141. */
  92142. export class ActionEvent implements IActionEvent {
  92143. /** The mesh or sprite that triggered the action */
  92144. source: any;
  92145. /** The X mouse cursor position at the time of the event */
  92146. pointerX: number;
  92147. /** The Y mouse cursor position at the time of the event */
  92148. pointerY: number;
  92149. /** The mesh that is currently pointed at (can be null) */
  92150. meshUnderPointer: Nullable<AbstractMesh>;
  92151. /** the original (browser) event that triggered the ActionEvent */
  92152. sourceEvent?: any;
  92153. /** additional data for the event */
  92154. additionalData?: any;
  92155. /**
  92156. * Creates a new ActionEvent
  92157. * @param source The mesh or sprite that triggered the action
  92158. * @param pointerX The X mouse cursor position at the time of the event
  92159. * @param pointerY The Y mouse cursor position at the time of the event
  92160. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  92161. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  92162. * @param additionalData additional data for the event
  92163. */
  92164. constructor(
  92165. /** The mesh or sprite that triggered the action */
  92166. source: any,
  92167. /** The X mouse cursor position at the time of the event */
  92168. pointerX: number,
  92169. /** The Y mouse cursor position at the time of the event */
  92170. pointerY: number,
  92171. /** The mesh that is currently pointed at (can be null) */
  92172. meshUnderPointer: Nullable<AbstractMesh>,
  92173. /** the original (browser) event that triggered the ActionEvent */
  92174. sourceEvent?: any,
  92175. /** additional data for the event */
  92176. additionalData?: any);
  92177. /**
  92178. * Helper function to auto-create an ActionEvent from a source mesh.
  92179. * @param source The source mesh that triggered the event
  92180. * @param evt The original (browser) event
  92181. * @param additionalData additional data for the event
  92182. * @returns the new ActionEvent
  92183. */
  92184. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  92185. /**
  92186. * Helper function to auto-create an ActionEvent from a source sprite
  92187. * @param source The source sprite that triggered the event
  92188. * @param scene Scene associated with the sprite
  92189. * @param evt The original (browser) event
  92190. * @param additionalData additional data for the event
  92191. * @returns the new ActionEvent
  92192. */
  92193. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  92194. /**
  92195. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  92196. * @param scene the scene where the event occurred
  92197. * @param evt The original (browser) event
  92198. * @returns the new ActionEvent
  92199. */
  92200. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  92201. /**
  92202. * Helper function to auto-create an ActionEvent from a primitive
  92203. * @param prim defines the target primitive
  92204. * @param pointerPos defines the pointer position
  92205. * @param evt The original (browser) event
  92206. * @param additionalData additional data for the event
  92207. * @returns the new ActionEvent
  92208. */
  92209. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  92210. }
  92211. }
  92212. declare module BABYLON {
  92213. /**
  92214. * Abstract class used to decouple action Manager from scene and meshes.
  92215. * Do not instantiate.
  92216. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  92217. */
  92218. export abstract class AbstractActionManager implements IDisposable {
  92219. /** Gets the list of active triggers */
  92220. static Triggers: {
  92221. [key: string]: number;
  92222. };
  92223. /** Gets the cursor to use when hovering items */
  92224. hoverCursor: string;
  92225. /** Gets the list of actions */
  92226. actions: IAction[];
  92227. /**
  92228. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  92229. */
  92230. isRecursive: boolean;
  92231. /**
  92232. * Releases all associated resources
  92233. */
  92234. abstract dispose(): void;
  92235. /**
  92236. * Does this action manager has pointer triggers
  92237. */
  92238. abstract readonly hasPointerTriggers: boolean;
  92239. /**
  92240. * Does this action manager has pick triggers
  92241. */
  92242. abstract readonly hasPickTriggers: boolean;
  92243. /**
  92244. * Process a specific trigger
  92245. * @param trigger defines the trigger to process
  92246. * @param evt defines the event details to be processed
  92247. */
  92248. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  92249. /**
  92250. * Does this action manager handles actions of any of the given triggers
  92251. * @param triggers defines the triggers to be tested
  92252. * @return a boolean indicating whether one (or more) of the triggers is handled
  92253. */
  92254. abstract hasSpecificTriggers(triggers: number[]): boolean;
  92255. /**
  92256. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  92257. * speed.
  92258. * @param triggerA defines the trigger to be tested
  92259. * @param triggerB defines the trigger to be tested
  92260. * @return a boolean indicating whether one (or more) of the triggers is handled
  92261. */
  92262. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  92263. /**
  92264. * Does this action manager handles actions of a given trigger
  92265. * @param trigger defines the trigger to be tested
  92266. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  92267. * @return whether the trigger is handled
  92268. */
  92269. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  92270. /**
  92271. * Serialize this manager to a JSON object
  92272. * @param name defines the property name to store this manager
  92273. * @returns a JSON representation of this manager
  92274. */
  92275. abstract serialize(name: string): any;
  92276. /**
  92277. * Registers an action to this action manager
  92278. * @param action defines the action to be registered
  92279. * @return the action amended (prepared) after registration
  92280. */
  92281. abstract registerAction(action: IAction): Nullable<IAction>;
  92282. /**
  92283. * Unregisters an action to this action manager
  92284. * @param action defines the action to be unregistered
  92285. * @return a boolean indicating whether the action has been unregistered
  92286. */
  92287. abstract unregisterAction(action: IAction): Boolean;
  92288. /**
  92289. * Does exist one action manager with at least one trigger
  92290. **/
  92291. static readonly HasTriggers: boolean;
  92292. /**
  92293. * Does exist one action manager with at least one pick trigger
  92294. **/
  92295. static readonly HasPickTriggers: boolean;
  92296. /**
  92297. * Does exist one action manager that handles actions of a given trigger
  92298. * @param trigger defines the trigger to be tested
  92299. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  92300. **/
  92301. static HasSpecificTrigger(trigger: number): boolean;
  92302. }
  92303. }
  92304. declare module BABYLON {
  92305. /**
  92306. * Defines how a node can be built from a string name.
  92307. */
  92308. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  92309. /**
  92310. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  92311. */
  92312. export class Node implements IBehaviorAware<Node> {
  92313. /** @hidden */
  92314. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  92315. private static _NodeConstructors;
  92316. /**
  92317. * Add a new node constructor
  92318. * @param type defines the type name of the node to construct
  92319. * @param constructorFunc defines the constructor function
  92320. */
  92321. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  92322. /**
  92323. * Returns a node constructor based on type name
  92324. * @param type defines the type name
  92325. * @param name defines the new node name
  92326. * @param scene defines the hosting scene
  92327. * @param options defines optional options to transmit to constructors
  92328. * @returns the new constructor or null
  92329. */
  92330. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  92331. /**
  92332. * Gets or sets the name of the node
  92333. */
  92334. name: string;
  92335. /**
  92336. * Gets or sets the id of the node
  92337. */
  92338. id: string;
  92339. /**
  92340. * Gets or sets the unique id of the node
  92341. */
  92342. uniqueId: number;
  92343. /**
  92344. * Gets or sets a string used to store user defined state for the node
  92345. */
  92346. state: string;
  92347. /**
  92348. * Gets or sets an object used to store user defined information for the node
  92349. */
  92350. metadata: any;
  92351. /**
  92352. * For internal use only. Please do not use.
  92353. */
  92354. reservedDataStore: any;
  92355. /**
  92356. * List of inspectable custom properties (used by the Inspector)
  92357. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  92358. */
  92359. inspectableCustomProperties: IInspectable[];
  92360. /**
  92361. * Gets or sets a boolean used to define if the node must be serialized
  92362. */
  92363. doNotSerialize: boolean;
  92364. /** @hidden */
  92365. _isDisposed: boolean;
  92366. /**
  92367. * Gets a list of Animations associated with the node
  92368. */
  92369. animations: Animation[];
  92370. protected _ranges: {
  92371. [name: string]: Nullable<AnimationRange>;
  92372. };
  92373. /**
  92374. * Callback raised when the node is ready to be used
  92375. */
  92376. onReady: Nullable<(node: Node) => void>;
  92377. private _isEnabled;
  92378. private _isParentEnabled;
  92379. private _isReady;
  92380. /** @hidden */
  92381. _currentRenderId: number;
  92382. private _parentUpdateId;
  92383. /** @hidden */
  92384. _childUpdateId: number;
  92385. /** @hidden */
  92386. _waitingParentId: Nullable<string>;
  92387. /** @hidden */
  92388. _scene: Scene;
  92389. /** @hidden */
  92390. _cache: any;
  92391. private _parentNode;
  92392. private _children;
  92393. /** @hidden */
  92394. _worldMatrix: Matrix;
  92395. /** @hidden */
  92396. _worldMatrixDeterminant: number;
  92397. /** @hidden */
  92398. _worldMatrixDeterminantIsDirty: boolean;
  92399. /** @hidden */
  92400. private _sceneRootNodesIndex;
  92401. /**
  92402. * Gets a boolean indicating if the node has been disposed
  92403. * @returns true if the node was disposed
  92404. */
  92405. isDisposed(): boolean;
  92406. /**
  92407. * Gets or sets the parent of the node (without keeping the current position in the scene)
  92408. * @see https://doc.babylonjs.com/how_to/parenting
  92409. */
  92410. parent: Nullable<Node>;
  92411. private addToSceneRootNodes;
  92412. private removeFromSceneRootNodes;
  92413. private _animationPropertiesOverride;
  92414. /**
  92415. * Gets or sets the animation properties override
  92416. */
  92417. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  92418. /**
  92419. * Gets a string idenfifying the name of the class
  92420. * @returns "Node" string
  92421. */
  92422. getClassName(): string;
  92423. /** @hidden */
  92424. readonly _isNode: boolean;
  92425. /**
  92426. * An event triggered when the mesh is disposed
  92427. */
  92428. onDisposeObservable: Observable<Node>;
  92429. private _onDisposeObserver;
  92430. /**
  92431. * Sets a callback that will be raised when the node will be disposed
  92432. */
  92433. onDispose: () => void;
  92434. /**
  92435. * Creates a new Node
  92436. * @param name the name and id to be given to this node
  92437. * @param scene the scene this node will be added to
  92438. * @param addToRootNodes the node will be added to scene.rootNodes
  92439. */
  92440. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  92441. /**
  92442. * Gets the scene of the node
  92443. * @returns a scene
  92444. */
  92445. getScene(): Scene;
  92446. /**
  92447. * Gets the engine of the node
  92448. * @returns a Engine
  92449. */
  92450. getEngine(): Engine;
  92451. private _behaviors;
  92452. /**
  92453. * Attach a behavior to the node
  92454. * @see http://doc.babylonjs.com/features/behaviour
  92455. * @param behavior defines the behavior to attach
  92456. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  92457. * @returns the current Node
  92458. */
  92459. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  92460. /**
  92461. * Remove an attached behavior
  92462. * @see http://doc.babylonjs.com/features/behaviour
  92463. * @param behavior defines the behavior to attach
  92464. * @returns the current Node
  92465. */
  92466. removeBehavior(behavior: Behavior<Node>): Node;
  92467. /**
  92468. * Gets the list of attached behaviors
  92469. * @see http://doc.babylonjs.com/features/behaviour
  92470. */
  92471. readonly behaviors: Behavior<Node>[];
  92472. /**
  92473. * Gets an attached behavior by name
  92474. * @param name defines the name of the behavior to look for
  92475. * @see http://doc.babylonjs.com/features/behaviour
  92476. * @returns null if behavior was not found else the requested behavior
  92477. */
  92478. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  92479. /**
  92480. * Returns the latest update of the World matrix
  92481. * @returns a Matrix
  92482. */
  92483. getWorldMatrix(): Matrix;
  92484. /** @hidden */
  92485. _getWorldMatrixDeterminant(): number;
  92486. /**
  92487. * Returns directly the latest state of the mesh World matrix.
  92488. * A Matrix is returned.
  92489. */
  92490. readonly worldMatrixFromCache: Matrix;
  92491. /** @hidden */
  92492. _initCache(): void;
  92493. /** @hidden */
  92494. updateCache(force?: boolean): void;
  92495. /** @hidden */
  92496. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  92497. /** @hidden */
  92498. _updateCache(ignoreParentClass?: boolean): void;
  92499. /** @hidden */
  92500. _isSynchronized(): boolean;
  92501. /** @hidden */
  92502. _markSyncedWithParent(): void;
  92503. /** @hidden */
  92504. isSynchronizedWithParent(): boolean;
  92505. /** @hidden */
  92506. isSynchronized(): boolean;
  92507. /**
  92508. * Is this node ready to be used/rendered
  92509. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  92510. * @return true if the node is ready
  92511. */
  92512. isReady(completeCheck?: boolean): boolean;
  92513. /**
  92514. * Is this node enabled?
  92515. * 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
  92516. * @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
  92517. * @return whether this node (and its parent) is enabled
  92518. */
  92519. isEnabled(checkAncestors?: boolean): boolean;
  92520. /** @hidden */
  92521. protected _syncParentEnabledState(): void;
  92522. /**
  92523. * Set the enabled state of this node
  92524. * @param value defines the new enabled state
  92525. */
  92526. setEnabled(value: boolean): void;
  92527. /**
  92528. * Is this node a descendant of the given node?
  92529. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  92530. * @param ancestor defines the parent node to inspect
  92531. * @returns a boolean indicating if this node is a descendant of the given node
  92532. */
  92533. isDescendantOf(ancestor: Node): boolean;
  92534. /** @hidden */
  92535. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  92536. /**
  92537. * Will return all nodes that have this node as ascendant
  92538. * @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
  92539. * @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
  92540. * @return all children nodes of all types
  92541. */
  92542. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  92543. /**
  92544. * Get all child-meshes of this node
  92545. * @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)
  92546. * @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
  92547. * @returns an array of AbstractMesh
  92548. */
  92549. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  92550. /**
  92551. * Get all direct children of this node
  92552. * @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
  92553. * @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)
  92554. * @returns an array of Node
  92555. */
  92556. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  92557. /** @hidden */
  92558. _setReady(state: boolean): void;
  92559. /**
  92560. * Get an animation by name
  92561. * @param name defines the name of the animation to look for
  92562. * @returns null if not found else the requested animation
  92563. */
  92564. getAnimationByName(name: string): Nullable<Animation>;
  92565. /**
  92566. * Creates an animation range for this node
  92567. * @param name defines the name of the range
  92568. * @param from defines the starting key
  92569. * @param to defines the end key
  92570. */
  92571. createAnimationRange(name: string, from: number, to: number): void;
  92572. /**
  92573. * Delete a specific animation range
  92574. * @param name defines the name of the range to delete
  92575. * @param deleteFrames defines if animation frames from the range must be deleted as well
  92576. */
  92577. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  92578. /**
  92579. * Get an animation range by name
  92580. * @param name defines the name of the animation range to look for
  92581. * @returns null if not found else the requested animation range
  92582. */
  92583. getAnimationRange(name: string): Nullable<AnimationRange>;
  92584. /**
  92585. * Gets the list of all animation ranges defined on this node
  92586. * @returns an array
  92587. */
  92588. getAnimationRanges(): Nullable<AnimationRange>[];
  92589. /**
  92590. * Will start the animation sequence
  92591. * @param name defines the range frames for animation sequence
  92592. * @param loop defines if the animation should loop (false by default)
  92593. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  92594. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  92595. * @returns the object created for this animation. If range does not exist, it will return null
  92596. */
  92597. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  92598. /**
  92599. * Serialize animation ranges into a JSON compatible object
  92600. * @returns serialization object
  92601. */
  92602. serializeAnimationRanges(): any;
  92603. /**
  92604. * Computes the world matrix of the node
  92605. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  92606. * @returns the world matrix
  92607. */
  92608. computeWorldMatrix(force?: boolean): Matrix;
  92609. /**
  92610. * Releases resources associated with this node.
  92611. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  92612. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  92613. */
  92614. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  92615. /**
  92616. * Parse animation range data from a serialization object and store them into a given node
  92617. * @param node defines where to store the animation ranges
  92618. * @param parsedNode defines the serialization object to read data from
  92619. * @param scene defines the hosting scene
  92620. */
  92621. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  92622. /**
  92623. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  92624. * @param includeDescendants Include bounding info from descendants as well (true by default)
  92625. * @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
  92626. * @returns the new bounding vectors
  92627. */
  92628. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  92629. min: Vector3;
  92630. max: Vector3;
  92631. };
  92632. }
  92633. }
  92634. declare module BABYLON {
  92635. /**
  92636. * @hidden
  92637. */
  92638. export class _IAnimationState {
  92639. key: number;
  92640. repeatCount: number;
  92641. workValue?: any;
  92642. loopMode?: number;
  92643. offsetValue?: any;
  92644. highLimitValue?: any;
  92645. }
  92646. /**
  92647. * Class used to store any kind of animation
  92648. */
  92649. export class Animation {
  92650. /**Name of the animation */
  92651. name: string;
  92652. /**Property to animate */
  92653. targetProperty: string;
  92654. /**The frames per second of the animation */
  92655. framePerSecond: number;
  92656. /**The data type of the animation */
  92657. dataType: number;
  92658. /**The loop mode of the animation */
  92659. loopMode?: number | undefined;
  92660. /**Specifies if blending should be enabled */
  92661. enableBlending?: boolean | undefined;
  92662. /**
  92663. * Use matrix interpolation instead of using direct key value when animating matrices
  92664. */
  92665. static AllowMatricesInterpolation: boolean;
  92666. /**
  92667. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  92668. */
  92669. static AllowMatrixDecomposeForInterpolation: boolean;
  92670. /**
  92671. * Stores the key frames of the animation
  92672. */
  92673. private _keys;
  92674. /**
  92675. * Stores the easing function of the animation
  92676. */
  92677. private _easingFunction;
  92678. /**
  92679. * @hidden Internal use only
  92680. */
  92681. _runtimeAnimations: RuntimeAnimation[];
  92682. /**
  92683. * The set of event that will be linked to this animation
  92684. */
  92685. private _events;
  92686. /**
  92687. * Stores an array of target property paths
  92688. */
  92689. targetPropertyPath: string[];
  92690. /**
  92691. * Stores the blending speed of the animation
  92692. */
  92693. blendingSpeed: number;
  92694. /**
  92695. * Stores the animation ranges for the animation
  92696. */
  92697. private _ranges;
  92698. /**
  92699. * @hidden Internal use
  92700. */
  92701. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  92702. /**
  92703. * Sets up an animation
  92704. * @param property The property to animate
  92705. * @param animationType The animation type to apply
  92706. * @param framePerSecond The frames per second of the animation
  92707. * @param easingFunction The easing function used in the animation
  92708. * @returns The created animation
  92709. */
  92710. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  92711. /**
  92712. * Create and start an animation on a node
  92713. * @param name defines the name of the global animation that will be run on all nodes
  92714. * @param node defines the root node where the animation will take place
  92715. * @param targetProperty defines property to animate
  92716. * @param framePerSecond defines the number of frame per second yo use
  92717. * @param totalFrame defines the number of frames in total
  92718. * @param from defines the initial value
  92719. * @param to defines the final value
  92720. * @param loopMode defines which loop mode you want to use (off by default)
  92721. * @param easingFunction defines the easing function to use (linear by default)
  92722. * @param onAnimationEnd defines the callback to call when animation end
  92723. * @returns the animatable created for this animation
  92724. */
  92725. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  92726. /**
  92727. * Create and start an animation on a node and its descendants
  92728. * @param name defines the name of the global animation that will be run on all nodes
  92729. * @param node defines the root node where the animation will take place
  92730. * @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
  92731. * @param targetProperty defines property to animate
  92732. * @param framePerSecond defines the number of frame per second to use
  92733. * @param totalFrame defines the number of frames in total
  92734. * @param from defines the initial value
  92735. * @param to defines the final value
  92736. * @param loopMode defines which loop mode you want to use (off by default)
  92737. * @param easingFunction defines the easing function to use (linear by default)
  92738. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  92739. * @returns the list of animatables created for all nodes
  92740. * @example https://www.babylonjs-playground.com/#MH0VLI
  92741. */
  92742. 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[]>;
  92743. /**
  92744. * Creates a new animation, merges it with the existing animations and starts it
  92745. * @param name Name of the animation
  92746. * @param node Node which contains the scene that begins the animations
  92747. * @param targetProperty Specifies which property to animate
  92748. * @param framePerSecond The frames per second of the animation
  92749. * @param totalFrame The total number of frames
  92750. * @param from The frame at the beginning of the animation
  92751. * @param to The frame at the end of the animation
  92752. * @param loopMode Specifies the loop mode of the animation
  92753. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  92754. * @param onAnimationEnd Callback to run once the animation is complete
  92755. * @returns Nullable animation
  92756. */
  92757. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  92758. /**
  92759. * Transition property of an host to the target Value
  92760. * @param property The property to transition
  92761. * @param targetValue The target Value of the property
  92762. * @param host The object where the property to animate belongs
  92763. * @param scene Scene used to run the animation
  92764. * @param frameRate Framerate (in frame/s) to use
  92765. * @param transition The transition type we want to use
  92766. * @param duration The duration of the animation, in milliseconds
  92767. * @param onAnimationEnd Callback trigger at the end of the animation
  92768. * @returns Nullable animation
  92769. */
  92770. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  92771. /**
  92772. * Return the array of runtime animations currently using this animation
  92773. */
  92774. readonly runtimeAnimations: RuntimeAnimation[];
  92775. /**
  92776. * Specifies if any of the runtime animations are currently running
  92777. */
  92778. readonly hasRunningRuntimeAnimations: boolean;
  92779. /**
  92780. * Initializes the animation
  92781. * @param name Name of the animation
  92782. * @param targetProperty Property to animate
  92783. * @param framePerSecond The frames per second of the animation
  92784. * @param dataType The data type of the animation
  92785. * @param loopMode The loop mode of the animation
  92786. * @param enableBlending Specifies if blending should be enabled
  92787. */
  92788. constructor(
  92789. /**Name of the animation */
  92790. name: string,
  92791. /**Property to animate */
  92792. targetProperty: string,
  92793. /**The frames per second of the animation */
  92794. framePerSecond: number,
  92795. /**The data type of the animation */
  92796. dataType: number,
  92797. /**The loop mode of the animation */
  92798. loopMode?: number | undefined,
  92799. /**Specifies if blending should be enabled */
  92800. enableBlending?: boolean | undefined);
  92801. /**
  92802. * Converts the animation to a string
  92803. * @param fullDetails support for multiple levels of logging within scene loading
  92804. * @returns String form of the animation
  92805. */
  92806. toString(fullDetails?: boolean): string;
  92807. /**
  92808. * Add an event to this animation
  92809. * @param event Event to add
  92810. */
  92811. addEvent(event: AnimationEvent): void;
  92812. /**
  92813. * Remove all events found at the given frame
  92814. * @param frame The frame to remove events from
  92815. */
  92816. removeEvents(frame: number): void;
  92817. /**
  92818. * Retrieves all the events from the animation
  92819. * @returns Events from the animation
  92820. */
  92821. getEvents(): AnimationEvent[];
  92822. /**
  92823. * Creates an animation range
  92824. * @param name Name of the animation range
  92825. * @param from Starting frame of the animation range
  92826. * @param to Ending frame of the animation
  92827. */
  92828. createRange(name: string, from: number, to: number): void;
  92829. /**
  92830. * Deletes an animation range by name
  92831. * @param name Name of the animation range to delete
  92832. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  92833. */
  92834. deleteRange(name: string, deleteFrames?: boolean): void;
  92835. /**
  92836. * Gets the animation range by name, or null if not defined
  92837. * @param name Name of the animation range
  92838. * @returns Nullable animation range
  92839. */
  92840. getRange(name: string): Nullable<AnimationRange>;
  92841. /**
  92842. * Gets the key frames from the animation
  92843. * @returns The key frames of the animation
  92844. */
  92845. getKeys(): Array<IAnimationKey>;
  92846. /**
  92847. * Gets the highest frame rate of the animation
  92848. * @returns Highest frame rate of the animation
  92849. */
  92850. getHighestFrame(): number;
  92851. /**
  92852. * Gets the easing function of the animation
  92853. * @returns Easing function of the animation
  92854. */
  92855. getEasingFunction(): IEasingFunction;
  92856. /**
  92857. * Sets the easing function of the animation
  92858. * @param easingFunction A custom mathematical formula for animation
  92859. */
  92860. setEasingFunction(easingFunction: EasingFunction): void;
  92861. /**
  92862. * Interpolates a scalar linearly
  92863. * @param startValue Start value of the animation curve
  92864. * @param endValue End value of the animation curve
  92865. * @param gradient Scalar amount to interpolate
  92866. * @returns Interpolated scalar value
  92867. */
  92868. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  92869. /**
  92870. * Interpolates a scalar cubically
  92871. * @param startValue Start value of the animation curve
  92872. * @param outTangent End tangent of the animation
  92873. * @param endValue End value of the animation curve
  92874. * @param inTangent Start tangent of the animation curve
  92875. * @param gradient Scalar amount to interpolate
  92876. * @returns Interpolated scalar value
  92877. */
  92878. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  92879. /**
  92880. * Interpolates a quaternion using a spherical linear interpolation
  92881. * @param startValue Start value of the animation curve
  92882. * @param endValue End value of the animation curve
  92883. * @param gradient Scalar amount to interpolate
  92884. * @returns Interpolated quaternion value
  92885. */
  92886. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  92887. /**
  92888. * Interpolates a quaternion cubically
  92889. * @param startValue Start value of the animation curve
  92890. * @param outTangent End tangent of the animation curve
  92891. * @param endValue End value of the animation curve
  92892. * @param inTangent Start tangent of the animation curve
  92893. * @param gradient Scalar amount to interpolate
  92894. * @returns Interpolated quaternion value
  92895. */
  92896. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  92897. /**
  92898. * Interpolates a Vector3 linearl
  92899. * @param startValue Start value of the animation curve
  92900. * @param endValue End value of the animation curve
  92901. * @param gradient Scalar amount to interpolate
  92902. * @returns Interpolated scalar value
  92903. */
  92904. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  92905. /**
  92906. * Interpolates a Vector3 cubically
  92907. * @param startValue Start value of the animation curve
  92908. * @param outTangent End tangent of the animation
  92909. * @param endValue End value of the animation curve
  92910. * @param inTangent Start tangent of the animation curve
  92911. * @param gradient Scalar amount to interpolate
  92912. * @returns InterpolatedVector3 value
  92913. */
  92914. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  92915. /**
  92916. * Interpolates a Vector2 linearly
  92917. * @param startValue Start value of the animation curve
  92918. * @param endValue End value of the animation curve
  92919. * @param gradient Scalar amount to interpolate
  92920. * @returns Interpolated Vector2 value
  92921. */
  92922. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  92923. /**
  92924. * Interpolates a Vector2 cubically
  92925. * @param startValue Start value of the animation curve
  92926. * @param outTangent End tangent of the animation
  92927. * @param endValue End value of the animation curve
  92928. * @param inTangent Start tangent of the animation curve
  92929. * @param gradient Scalar amount to interpolate
  92930. * @returns Interpolated Vector2 value
  92931. */
  92932. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  92933. /**
  92934. * Interpolates a size linearly
  92935. * @param startValue Start value of the animation curve
  92936. * @param endValue End value of the animation curve
  92937. * @param gradient Scalar amount to interpolate
  92938. * @returns Interpolated Size value
  92939. */
  92940. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  92941. /**
  92942. * Interpolates a Color3 linearly
  92943. * @param startValue Start value of the animation curve
  92944. * @param endValue End value of the animation curve
  92945. * @param gradient Scalar amount to interpolate
  92946. * @returns Interpolated Color3 value
  92947. */
  92948. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  92949. /**
  92950. * @hidden Internal use only
  92951. */
  92952. _getKeyValue(value: any): any;
  92953. /**
  92954. * @hidden Internal use only
  92955. */
  92956. _interpolate(currentFrame: number, state: _IAnimationState): any;
  92957. /**
  92958. * Defines the function to use to interpolate matrices
  92959. * @param startValue defines the start matrix
  92960. * @param endValue defines the end matrix
  92961. * @param gradient defines the gradient between both matrices
  92962. * @param result defines an optional target matrix where to store the interpolation
  92963. * @returns the interpolated matrix
  92964. */
  92965. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  92966. /**
  92967. * Makes a copy of the animation
  92968. * @returns Cloned animation
  92969. */
  92970. clone(): Animation;
  92971. /**
  92972. * Sets the key frames of the animation
  92973. * @param values The animation key frames to set
  92974. */
  92975. setKeys(values: Array<IAnimationKey>): void;
  92976. /**
  92977. * Serializes the animation to an object
  92978. * @returns Serialized object
  92979. */
  92980. serialize(): any;
  92981. /**
  92982. * Float animation type
  92983. */
  92984. private static _ANIMATIONTYPE_FLOAT;
  92985. /**
  92986. * Vector3 animation type
  92987. */
  92988. private static _ANIMATIONTYPE_VECTOR3;
  92989. /**
  92990. * Quaternion animation type
  92991. */
  92992. private static _ANIMATIONTYPE_QUATERNION;
  92993. /**
  92994. * Matrix animation type
  92995. */
  92996. private static _ANIMATIONTYPE_MATRIX;
  92997. /**
  92998. * Color3 animation type
  92999. */
  93000. private static _ANIMATIONTYPE_COLOR3;
  93001. /**
  93002. * Vector2 animation type
  93003. */
  93004. private static _ANIMATIONTYPE_VECTOR2;
  93005. /**
  93006. * Size animation type
  93007. */
  93008. private static _ANIMATIONTYPE_SIZE;
  93009. /**
  93010. * Relative Loop Mode
  93011. */
  93012. private static _ANIMATIONLOOPMODE_RELATIVE;
  93013. /**
  93014. * Cycle Loop Mode
  93015. */
  93016. private static _ANIMATIONLOOPMODE_CYCLE;
  93017. /**
  93018. * Constant Loop Mode
  93019. */
  93020. private static _ANIMATIONLOOPMODE_CONSTANT;
  93021. /**
  93022. * Get the float animation type
  93023. */
  93024. static readonly ANIMATIONTYPE_FLOAT: number;
  93025. /**
  93026. * Get the Vector3 animation type
  93027. */
  93028. static readonly ANIMATIONTYPE_VECTOR3: number;
  93029. /**
  93030. * Get the Vector2 animation type
  93031. */
  93032. static readonly ANIMATIONTYPE_VECTOR2: number;
  93033. /**
  93034. * Get the Size animation type
  93035. */
  93036. static readonly ANIMATIONTYPE_SIZE: number;
  93037. /**
  93038. * Get the Quaternion animation type
  93039. */
  93040. static readonly ANIMATIONTYPE_QUATERNION: number;
  93041. /**
  93042. * Get the Matrix animation type
  93043. */
  93044. static readonly ANIMATIONTYPE_MATRIX: number;
  93045. /**
  93046. * Get the Color3 animation type
  93047. */
  93048. static readonly ANIMATIONTYPE_COLOR3: number;
  93049. /**
  93050. * Get the Relative Loop Mode
  93051. */
  93052. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  93053. /**
  93054. * Get the Cycle Loop Mode
  93055. */
  93056. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  93057. /**
  93058. * Get the Constant Loop Mode
  93059. */
  93060. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  93061. /** @hidden */
  93062. static _UniversalLerp(left: any, right: any, amount: number): any;
  93063. /**
  93064. * Parses an animation object and creates an animation
  93065. * @param parsedAnimation Parsed animation object
  93066. * @returns Animation object
  93067. */
  93068. static Parse(parsedAnimation: any): Animation;
  93069. /**
  93070. * Appends the serialized animations from the source animations
  93071. * @param source Source containing the animations
  93072. * @param destination Target to store the animations
  93073. */
  93074. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  93075. }
  93076. }
  93077. declare module BABYLON {
  93078. /**
  93079. * Interface containing an array of animations
  93080. */
  93081. export interface IAnimatable {
  93082. /**
  93083. * Array of animations
  93084. */
  93085. animations: Nullable<Array<Animation>>;
  93086. }
  93087. }
  93088. declare module BABYLON {
  93089. /**
  93090. * This represents all the required information to add a fresnel effect on a material:
  93091. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  93092. */
  93093. export class FresnelParameters {
  93094. private _isEnabled;
  93095. /**
  93096. * Define if the fresnel effect is enable or not.
  93097. */
  93098. isEnabled: boolean;
  93099. /**
  93100. * Define the color used on edges (grazing angle)
  93101. */
  93102. leftColor: Color3;
  93103. /**
  93104. * Define the color used on center
  93105. */
  93106. rightColor: Color3;
  93107. /**
  93108. * Define bias applied to computed fresnel term
  93109. */
  93110. bias: number;
  93111. /**
  93112. * Defined the power exponent applied to fresnel term
  93113. */
  93114. power: number;
  93115. /**
  93116. * Clones the current fresnel and its valuues
  93117. * @returns a clone fresnel configuration
  93118. */
  93119. clone(): FresnelParameters;
  93120. /**
  93121. * Serializes the current fresnel parameters to a JSON representation.
  93122. * @return the JSON serialization
  93123. */
  93124. serialize(): any;
  93125. /**
  93126. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  93127. * @param parsedFresnelParameters Define the JSON representation
  93128. * @returns the parsed parameters
  93129. */
  93130. static Parse(parsedFresnelParameters: any): FresnelParameters;
  93131. }
  93132. }
  93133. declare module BABYLON {
  93134. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  93135. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93136. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93137. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93138. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93139. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93140. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93141. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93142. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93143. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93144. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93145. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93146. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93147. /**
  93148. * Decorator used to define property that can be serialized as reference to a camera
  93149. * @param sourceName defines the name of the property to decorate
  93150. */
  93151. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  93152. /**
  93153. * Class used to help serialization objects
  93154. */
  93155. export class SerializationHelper {
  93156. /** @hidden */
  93157. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  93158. /** @hidden */
  93159. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  93160. /** @hidden */
  93161. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  93162. /** @hidden */
  93163. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  93164. /**
  93165. * Appends the serialized animations from the source animations
  93166. * @param source Source containing the animations
  93167. * @param destination Target to store the animations
  93168. */
  93169. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  93170. /**
  93171. * Static function used to serialized a specific entity
  93172. * @param entity defines the entity to serialize
  93173. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  93174. * @returns a JSON compatible object representing the serialization of the entity
  93175. */
  93176. static Serialize<T>(entity: T, serializationObject?: any): any;
  93177. /**
  93178. * Creates a new entity from a serialization data object
  93179. * @param creationFunction defines a function used to instanciated the new entity
  93180. * @param source defines the source serialization data
  93181. * @param scene defines the hosting scene
  93182. * @param rootUrl defines the root url for resources
  93183. * @returns a new entity
  93184. */
  93185. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  93186. /**
  93187. * Clones an object
  93188. * @param creationFunction defines the function used to instanciate the new object
  93189. * @param source defines the source object
  93190. * @returns the cloned object
  93191. */
  93192. static Clone<T>(creationFunction: () => T, source: T): T;
  93193. /**
  93194. * Instanciates a new object based on a source one (some data will be shared between both object)
  93195. * @param creationFunction defines the function used to instanciate the new object
  93196. * @param source defines the source object
  93197. * @returns the new object
  93198. */
  93199. static Instanciate<T>(creationFunction: () => T, source: T): T;
  93200. }
  93201. }
  93202. declare module BABYLON {
  93203. /**
  93204. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  93205. */
  93206. export interface CubeMapInfo {
  93207. /**
  93208. * The pixel array for the front face.
  93209. * This is stored in format, left to right, up to down format.
  93210. */
  93211. front: Nullable<ArrayBufferView>;
  93212. /**
  93213. * The pixel array for the back face.
  93214. * This is stored in format, left to right, up to down format.
  93215. */
  93216. back: Nullable<ArrayBufferView>;
  93217. /**
  93218. * The pixel array for the left face.
  93219. * This is stored in format, left to right, up to down format.
  93220. */
  93221. left: Nullable<ArrayBufferView>;
  93222. /**
  93223. * The pixel array for the right face.
  93224. * This is stored in format, left to right, up to down format.
  93225. */
  93226. right: Nullable<ArrayBufferView>;
  93227. /**
  93228. * The pixel array for the up face.
  93229. * This is stored in format, left to right, up to down format.
  93230. */
  93231. up: Nullable<ArrayBufferView>;
  93232. /**
  93233. * The pixel array for the down face.
  93234. * This is stored in format, left to right, up to down format.
  93235. */
  93236. down: Nullable<ArrayBufferView>;
  93237. /**
  93238. * The size of the cubemap stored.
  93239. *
  93240. * Each faces will be size * size pixels.
  93241. */
  93242. size: number;
  93243. /**
  93244. * The format of the texture.
  93245. *
  93246. * RGBA, RGB.
  93247. */
  93248. format: number;
  93249. /**
  93250. * The type of the texture data.
  93251. *
  93252. * UNSIGNED_INT, FLOAT.
  93253. */
  93254. type: number;
  93255. /**
  93256. * Specifies whether the texture is in gamma space.
  93257. */
  93258. gammaSpace: boolean;
  93259. }
  93260. /**
  93261. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  93262. */
  93263. export class PanoramaToCubeMapTools {
  93264. private static FACE_FRONT;
  93265. private static FACE_BACK;
  93266. private static FACE_RIGHT;
  93267. private static FACE_LEFT;
  93268. private static FACE_DOWN;
  93269. private static FACE_UP;
  93270. /**
  93271. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  93272. *
  93273. * @param float32Array The source data.
  93274. * @param inputWidth The width of the input panorama.
  93275. * @param inputHeight The height of the input panorama.
  93276. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  93277. * @return The cubemap data
  93278. */
  93279. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  93280. private static CreateCubemapTexture;
  93281. private static CalcProjectionSpherical;
  93282. }
  93283. }
  93284. declare module BABYLON {
  93285. /**
  93286. * Helper class dealing with the extraction of spherical polynomial dataArray
  93287. * from a cube map.
  93288. */
  93289. export class CubeMapToSphericalPolynomialTools {
  93290. private static FileFaces;
  93291. /**
  93292. * Converts a texture to the according Spherical Polynomial data.
  93293. * This extracts the first 3 orders only as they are the only one used in the lighting.
  93294. *
  93295. * @param texture The texture to extract the information from.
  93296. * @return The Spherical Polynomial data.
  93297. */
  93298. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  93299. /**
  93300. * Converts a cubemap to the according Spherical Polynomial data.
  93301. * This extracts the first 3 orders only as they are the only one used in the lighting.
  93302. *
  93303. * @param cubeInfo The Cube map to extract the information from.
  93304. * @return The Spherical Polynomial data.
  93305. */
  93306. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  93307. }
  93308. }
  93309. declare module BABYLON {
  93310. /**
  93311. * Class used to manipulate GUIDs
  93312. */
  93313. export class GUID {
  93314. /**
  93315. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  93316. * Be aware Math.random() could cause collisions, but:
  93317. * "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"
  93318. * @returns a pseudo random id
  93319. */
  93320. static RandomId(): string;
  93321. }
  93322. }
  93323. declare module BABYLON {
  93324. /**
  93325. * Base class of all the textures in babylon.
  93326. * It groups all the common properties the materials, post process, lights... might need
  93327. * in order to make a correct use of the texture.
  93328. */
  93329. export class BaseTexture implements IAnimatable {
  93330. /**
  93331. * Default anisotropic filtering level for the application.
  93332. * It is set to 4 as a good tradeoff between perf and quality.
  93333. */
  93334. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  93335. /**
  93336. * Gets or sets the unique id of the texture
  93337. */
  93338. uniqueId: number;
  93339. /**
  93340. * Define the name of the texture.
  93341. */
  93342. name: string;
  93343. /**
  93344. * Gets or sets an object used to store user defined information.
  93345. */
  93346. metadata: any;
  93347. /**
  93348. * For internal use only. Please do not use.
  93349. */
  93350. reservedDataStore: any;
  93351. private _hasAlpha;
  93352. /**
  93353. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  93354. */
  93355. hasAlpha: boolean;
  93356. /**
  93357. * Defines if the alpha value should be determined via the rgb values.
  93358. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  93359. */
  93360. getAlphaFromRGB: boolean;
  93361. /**
  93362. * Intensity or strength of the texture.
  93363. * It is commonly used by materials to fine tune the intensity of the texture
  93364. */
  93365. level: number;
  93366. /**
  93367. * Define the UV chanel to use starting from 0 and defaulting to 0.
  93368. * This is part of the texture as textures usually maps to one uv set.
  93369. */
  93370. coordinatesIndex: number;
  93371. private _coordinatesMode;
  93372. /**
  93373. * How a texture is mapped.
  93374. *
  93375. * | Value | Type | Description |
  93376. * | ----- | ----------------------------------- | ----------- |
  93377. * | 0 | EXPLICIT_MODE | |
  93378. * | 1 | SPHERICAL_MODE | |
  93379. * | 2 | PLANAR_MODE | |
  93380. * | 3 | CUBIC_MODE | |
  93381. * | 4 | PROJECTION_MODE | |
  93382. * | 5 | SKYBOX_MODE | |
  93383. * | 6 | INVCUBIC_MODE | |
  93384. * | 7 | EQUIRECTANGULAR_MODE | |
  93385. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  93386. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  93387. */
  93388. coordinatesMode: number;
  93389. /**
  93390. * | Value | Type | Description |
  93391. * | ----- | ------------------ | ----------- |
  93392. * | 0 | CLAMP_ADDRESSMODE | |
  93393. * | 1 | WRAP_ADDRESSMODE | |
  93394. * | 2 | MIRROR_ADDRESSMODE | |
  93395. */
  93396. wrapU: number;
  93397. /**
  93398. * | Value | Type | Description |
  93399. * | ----- | ------------------ | ----------- |
  93400. * | 0 | CLAMP_ADDRESSMODE | |
  93401. * | 1 | WRAP_ADDRESSMODE | |
  93402. * | 2 | MIRROR_ADDRESSMODE | |
  93403. */
  93404. wrapV: number;
  93405. /**
  93406. * | Value | Type | Description |
  93407. * | ----- | ------------------ | ----------- |
  93408. * | 0 | CLAMP_ADDRESSMODE | |
  93409. * | 1 | WRAP_ADDRESSMODE | |
  93410. * | 2 | MIRROR_ADDRESSMODE | |
  93411. */
  93412. wrapR: number;
  93413. /**
  93414. * With compliant hardware and browser (supporting anisotropic filtering)
  93415. * this defines the level of anisotropic filtering in the texture.
  93416. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  93417. */
  93418. anisotropicFilteringLevel: number;
  93419. /**
  93420. * Define if the texture is a cube texture or if false a 2d texture.
  93421. */
  93422. isCube: boolean;
  93423. /**
  93424. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  93425. */
  93426. is3D: boolean;
  93427. /**
  93428. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  93429. * HDR texture are usually stored in linear space.
  93430. * This only impacts the PBR and Background materials
  93431. */
  93432. gammaSpace: boolean;
  93433. /**
  93434. * Gets or sets whether or not the texture contains RGBD data.
  93435. */
  93436. isRGBD: boolean;
  93437. /**
  93438. * Is Z inverted in the texture (useful in a cube texture).
  93439. */
  93440. invertZ: boolean;
  93441. /**
  93442. * Are mip maps generated for this texture or not.
  93443. */
  93444. readonly noMipmap: boolean;
  93445. /**
  93446. * @hidden
  93447. */
  93448. lodLevelInAlpha: boolean;
  93449. /**
  93450. * With prefiltered texture, defined the offset used during the prefiltering steps.
  93451. */
  93452. lodGenerationOffset: number;
  93453. /**
  93454. * With prefiltered texture, defined the scale used during the prefiltering steps.
  93455. */
  93456. lodGenerationScale: number;
  93457. /**
  93458. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  93459. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  93460. * average roughness values.
  93461. */
  93462. linearSpecularLOD: boolean;
  93463. /**
  93464. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  93465. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  93466. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  93467. */
  93468. irradianceTexture: Nullable<BaseTexture>;
  93469. /**
  93470. * Define if the texture is a render target.
  93471. */
  93472. isRenderTarget: boolean;
  93473. /**
  93474. * Define the unique id of the texture in the scene.
  93475. */
  93476. readonly uid: string;
  93477. /**
  93478. * Return a string representation of the texture.
  93479. * @returns the texture as a string
  93480. */
  93481. toString(): string;
  93482. /**
  93483. * Get the class name of the texture.
  93484. * @returns "BaseTexture"
  93485. */
  93486. getClassName(): string;
  93487. /**
  93488. * Define the list of animation attached to the texture.
  93489. */
  93490. animations: Animation[];
  93491. /**
  93492. * An event triggered when the texture is disposed.
  93493. */
  93494. onDisposeObservable: Observable<BaseTexture>;
  93495. private _onDisposeObserver;
  93496. /**
  93497. * Callback triggered when the texture has been disposed.
  93498. * Kept for back compatibility, you can use the onDisposeObservable instead.
  93499. */
  93500. onDispose: () => void;
  93501. /**
  93502. * Define the current state of the loading sequence when in delayed load mode.
  93503. */
  93504. delayLoadState: number;
  93505. private _scene;
  93506. /** @hidden */
  93507. _texture: Nullable<InternalTexture>;
  93508. private _uid;
  93509. /**
  93510. * Define if the texture is preventinga material to render or not.
  93511. * If not and the texture is not ready, the engine will use a default black texture instead.
  93512. */
  93513. readonly isBlocking: boolean;
  93514. /**
  93515. * Instantiates a new BaseTexture.
  93516. * Base class of all the textures in babylon.
  93517. * It groups all the common properties the materials, post process, lights... might need
  93518. * in order to make a correct use of the texture.
  93519. * @param scene Define the scene the texture blongs to
  93520. */
  93521. constructor(scene: Nullable<Scene>);
  93522. /**
  93523. * Get the scene the texture belongs to.
  93524. * @returns the scene or null if undefined
  93525. */
  93526. getScene(): Nullable<Scene>;
  93527. /**
  93528. * Get the texture transform matrix used to offset tile the texture for istance.
  93529. * @returns the transformation matrix
  93530. */
  93531. getTextureMatrix(): Matrix;
  93532. /**
  93533. * Get the texture reflection matrix used to rotate/transform the reflection.
  93534. * @returns the reflection matrix
  93535. */
  93536. getReflectionTextureMatrix(): Matrix;
  93537. /**
  93538. * Get the underlying lower level texture from Babylon.
  93539. * @returns the insternal texture
  93540. */
  93541. getInternalTexture(): Nullable<InternalTexture>;
  93542. /**
  93543. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  93544. * @returns true if ready or not blocking
  93545. */
  93546. isReadyOrNotBlocking(): boolean;
  93547. /**
  93548. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  93549. * @returns true if fully ready
  93550. */
  93551. isReady(): boolean;
  93552. private _cachedSize;
  93553. /**
  93554. * Get the size of the texture.
  93555. * @returns the texture size.
  93556. */
  93557. getSize(): ISize;
  93558. /**
  93559. * Get the base size of the texture.
  93560. * It can be different from the size if the texture has been resized for POT for instance
  93561. * @returns the base size
  93562. */
  93563. getBaseSize(): ISize;
  93564. /**
  93565. * Update the sampling mode of the texture.
  93566. * Default is Trilinear mode.
  93567. *
  93568. * | Value | Type | Description |
  93569. * | ----- | ------------------ | ----------- |
  93570. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  93571. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  93572. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  93573. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  93574. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  93575. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  93576. * | 7 | NEAREST_LINEAR | |
  93577. * | 8 | NEAREST_NEAREST | |
  93578. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  93579. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  93580. * | 11 | LINEAR_LINEAR | |
  93581. * | 12 | LINEAR_NEAREST | |
  93582. *
  93583. * > _mag_: magnification filter (close to the viewer)
  93584. * > _min_: minification filter (far from the viewer)
  93585. * > _mip_: filter used between mip map levels
  93586. *@param samplingMode Define the new sampling mode of the texture
  93587. */
  93588. updateSamplingMode(samplingMode: number): void;
  93589. /**
  93590. * Scales the texture if is `canRescale()`
  93591. * @param ratio the resize factor we want to use to rescale
  93592. */
  93593. scale(ratio: number): void;
  93594. /**
  93595. * Get if the texture can rescale.
  93596. */
  93597. readonly canRescale: boolean;
  93598. /** @hidden */
  93599. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  93600. /** @hidden */
  93601. _rebuild(): void;
  93602. /**
  93603. * Triggers the load sequence in delayed load mode.
  93604. */
  93605. delayLoad(): void;
  93606. /**
  93607. * Clones the texture.
  93608. * @returns the cloned texture
  93609. */
  93610. clone(): Nullable<BaseTexture>;
  93611. /**
  93612. * Get the texture underlying type (INT, FLOAT...)
  93613. */
  93614. readonly textureType: number;
  93615. /**
  93616. * Get the texture underlying format (RGB, RGBA...)
  93617. */
  93618. readonly textureFormat: number;
  93619. /**
  93620. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  93621. * This will returns an RGBA array buffer containing either in values (0-255) or
  93622. * float values (0-1) depending of the underlying buffer type.
  93623. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  93624. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  93625. * @param buffer defines a user defined buffer to fill with data (can be null)
  93626. * @returns The Array buffer containing the pixels data.
  93627. */
  93628. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  93629. /**
  93630. * Release and destroy the underlying lower level texture aka internalTexture.
  93631. */
  93632. releaseInternalTexture(): void;
  93633. /**
  93634. * Get the polynomial representation of the texture data.
  93635. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  93636. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  93637. */
  93638. sphericalPolynomial: Nullable<SphericalPolynomial>;
  93639. /** @hidden */
  93640. readonly _lodTextureHigh: Nullable<BaseTexture>;
  93641. /** @hidden */
  93642. readonly _lodTextureMid: Nullable<BaseTexture>;
  93643. /** @hidden */
  93644. readonly _lodTextureLow: Nullable<BaseTexture>;
  93645. /**
  93646. * Dispose the texture and release its associated resources.
  93647. */
  93648. dispose(): void;
  93649. /**
  93650. * Serialize the texture into a JSON representation that can be parsed later on.
  93651. * @returns the JSON representation of the texture
  93652. */
  93653. serialize(): any;
  93654. /**
  93655. * Helper function to be called back once a list of texture contains only ready textures.
  93656. * @param textures Define the list of textures to wait for
  93657. * @param callback Define the callback triggered once the entire list will be ready
  93658. */
  93659. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  93660. }
  93661. }
  93662. declare module BABYLON {
  93663. /**
  93664. * Class used to store data associated with WebGL texture data for the engine
  93665. * This class should not be used directly
  93666. */
  93667. export class InternalTexture {
  93668. /** @hidden */
  93669. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  93670. /**
  93671. * The source of the texture data is unknown
  93672. */
  93673. static DATASOURCE_UNKNOWN: number;
  93674. /**
  93675. * Texture data comes from an URL
  93676. */
  93677. static DATASOURCE_URL: number;
  93678. /**
  93679. * Texture data is only used for temporary storage
  93680. */
  93681. static DATASOURCE_TEMP: number;
  93682. /**
  93683. * Texture data comes from raw data (ArrayBuffer)
  93684. */
  93685. static DATASOURCE_RAW: number;
  93686. /**
  93687. * Texture content is dynamic (video or dynamic texture)
  93688. */
  93689. static DATASOURCE_DYNAMIC: number;
  93690. /**
  93691. * Texture content is generated by rendering to it
  93692. */
  93693. static DATASOURCE_RENDERTARGET: number;
  93694. /**
  93695. * Texture content is part of a multi render target process
  93696. */
  93697. static DATASOURCE_MULTIRENDERTARGET: number;
  93698. /**
  93699. * Texture data comes from a cube data file
  93700. */
  93701. static DATASOURCE_CUBE: number;
  93702. /**
  93703. * Texture data comes from a raw cube data
  93704. */
  93705. static DATASOURCE_CUBERAW: number;
  93706. /**
  93707. * Texture data come from a prefiltered cube data file
  93708. */
  93709. static DATASOURCE_CUBEPREFILTERED: number;
  93710. /**
  93711. * Texture content is raw 3D data
  93712. */
  93713. static DATASOURCE_RAW3D: number;
  93714. /**
  93715. * Texture content is a depth texture
  93716. */
  93717. static DATASOURCE_DEPTHTEXTURE: number;
  93718. /**
  93719. * Texture data comes from a raw cube data encoded with RGBD
  93720. */
  93721. static DATASOURCE_CUBERAW_RGBD: number;
  93722. /**
  93723. * Defines if the texture is ready
  93724. */
  93725. isReady: boolean;
  93726. /**
  93727. * Defines if the texture is a cube texture
  93728. */
  93729. isCube: boolean;
  93730. /**
  93731. * Defines if the texture contains 3D data
  93732. */
  93733. is3D: boolean;
  93734. /**
  93735. * Defines if the texture contains multiview data
  93736. */
  93737. isMultiview: boolean;
  93738. /**
  93739. * Gets the URL used to load this texture
  93740. */
  93741. url: string;
  93742. /**
  93743. * Gets the sampling mode of the texture
  93744. */
  93745. samplingMode: number;
  93746. /**
  93747. * Gets a boolean indicating if the texture needs mipmaps generation
  93748. */
  93749. generateMipMaps: boolean;
  93750. /**
  93751. * Gets the number of samples used by the texture (WebGL2+ only)
  93752. */
  93753. samples: number;
  93754. /**
  93755. * Gets the type of the texture (int, float...)
  93756. */
  93757. type: number;
  93758. /**
  93759. * Gets the format of the texture (RGB, RGBA...)
  93760. */
  93761. format: number;
  93762. /**
  93763. * Observable called when the texture is loaded
  93764. */
  93765. onLoadedObservable: Observable<InternalTexture>;
  93766. /**
  93767. * Gets the width of the texture
  93768. */
  93769. width: number;
  93770. /**
  93771. * Gets the height of the texture
  93772. */
  93773. height: number;
  93774. /**
  93775. * Gets the depth of the texture
  93776. */
  93777. depth: number;
  93778. /**
  93779. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  93780. */
  93781. baseWidth: number;
  93782. /**
  93783. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  93784. */
  93785. baseHeight: number;
  93786. /**
  93787. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  93788. */
  93789. baseDepth: number;
  93790. /**
  93791. * Gets a boolean indicating if the texture is inverted on Y axis
  93792. */
  93793. invertY: boolean;
  93794. /** @hidden */
  93795. _invertVScale: boolean;
  93796. /** @hidden */
  93797. _associatedChannel: number;
  93798. /** @hidden */
  93799. _dataSource: number;
  93800. /** @hidden */
  93801. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  93802. /** @hidden */
  93803. _bufferView: Nullable<ArrayBufferView>;
  93804. /** @hidden */
  93805. _bufferViewArray: Nullable<ArrayBufferView[]>;
  93806. /** @hidden */
  93807. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  93808. /** @hidden */
  93809. _size: number;
  93810. /** @hidden */
  93811. _extension: string;
  93812. /** @hidden */
  93813. _files: Nullable<string[]>;
  93814. /** @hidden */
  93815. _workingCanvas: Nullable<HTMLCanvasElement>;
  93816. /** @hidden */
  93817. _workingContext: Nullable<CanvasRenderingContext2D>;
  93818. /** @hidden */
  93819. _framebuffer: Nullable<WebGLFramebuffer>;
  93820. /** @hidden */
  93821. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  93822. /** @hidden */
  93823. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  93824. /** @hidden */
  93825. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  93826. /** @hidden */
  93827. _attachments: Nullable<number[]>;
  93828. /** @hidden */
  93829. _cachedCoordinatesMode: Nullable<number>;
  93830. /** @hidden */
  93831. _cachedWrapU: Nullable<number>;
  93832. /** @hidden */
  93833. _cachedWrapV: Nullable<number>;
  93834. /** @hidden */
  93835. _cachedWrapR: Nullable<number>;
  93836. /** @hidden */
  93837. _cachedAnisotropicFilteringLevel: Nullable<number>;
  93838. /** @hidden */
  93839. _isDisabled: boolean;
  93840. /** @hidden */
  93841. _compression: Nullable<string>;
  93842. /** @hidden */
  93843. _generateStencilBuffer: boolean;
  93844. /** @hidden */
  93845. _generateDepthBuffer: boolean;
  93846. /** @hidden */
  93847. _comparisonFunction: number;
  93848. /** @hidden */
  93849. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  93850. /** @hidden */
  93851. _lodGenerationScale: number;
  93852. /** @hidden */
  93853. _lodGenerationOffset: number;
  93854. /** @hidden */
  93855. _colorTextureArray: Nullable<WebGLTexture>;
  93856. /** @hidden */
  93857. _depthStencilTextureArray: Nullable<WebGLTexture>;
  93858. /** @hidden */
  93859. _lodTextureHigh: Nullable<BaseTexture>;
  93860. /** @hidden */
  93861. _lodTextureMid: Nullable<BaseTexture>;
  93862. /** @hidden */
  93863. _lodTextureLow: Nullable<BaseTexture>;
  93864. /** @hidden */
  93865. _isRGBD: boolean;
  93866. /** @hidden */
  93867. _linearSpecularLOD: boolean;
  93868. /** @hidden */
  93869. _irradianceTexture: Nullable<BaseTexture>;
  93870. /** @hidden */
  93871. _webGLTexture: Nullable<WebGLTexture>;
  93872. /** @hidden */
  93873. _references: number;
  93874. private _engine;
  93875. /**
  93876. * Gets the Engine the texture belongs to.
  93877. * @returns The babylon engine
  93878. */
  93879. getEngine(): Engine;
  93880. /**
  93881. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  93882. */
  93883. readonly dataSource: number;
  93884. /**
  93885. * Creates a new InternalTexture
  93886. * @param engine defines the engine to use
  93887. * @param dataSource defines the type of data that will be used
  93888. * @param delayAllocation if the texture allocation should be delayed (default: false)
  93889. */
  93890. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  93891. /**
  93892. * Increments the number of references (ie. the number of Texture that point to it)
  93893. */
  93894. incrementReferences(): void;
  93895. /**
  93896. * Change the size of the texture (not the size of the content)
  93897. * @param width defines the new width
  93898. * @param height defines the new height
  93899. * @param depth defines the new depth (1 by default)
  93900. */
  93901. updateSize(width: int, height: int, depth?: int): void;
  93902. /** @hidden */
  93903. _rebuild(): void;
  93904. /** @hidden */
  93905. _swapAndDie(target: InternalTexture): void;
  93906. /**
  93907. * Dispose the current allocated resources
  93908. */
  93909. dispose(): void;
  93910. }
  93911. }
  93912. declare module BABYLON {
  93913. /**
  93914. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  93915. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  93916. */
  93917. export class EffectFallbacks {
  93918. private _defines;
  93919. private _currentRank;
  93920. private _maxRank;
  93921. private _mesh;
  93922. /**
  93923. * Removes the fallback from the bound mesh.
  93924. */
  93925. unBindMesh(): void;
  93926. /**
  93927. * Adds a fallback on the specified property.
  93928. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  93929. * @param define The name of the define in the shader
  93930. */
  93931. addFallback(rank: number, define: string): void;
  93932. /**
  93933. * Sets the mesh to use CPU skinning when needing to fallback.
  93934. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  93935. * @param mesh The mesh to use the fallbacks.
  93936. */
  93937. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  93938. /**
  93939. * Checks to see if more fallbacks are still availible.
  93940. */
  93941. readonly hasMoreFallbacks: boolean;
  93942. /**
  93943. * Removes the defines that should be removed when falling back.
  93944. * @param currentDefines defines the current define statements for the shader.
  93945. * @param effect defines the current effect we try to compile
  93946. * @returns The resulting defines with defines of the current rank removed.
  93947. */
  93948. reduce(currentDefines: string, effect: Effect): string;
  93949. }
  93950. /**
  93951. * Options to be used when creating an effect.
  93952. */
  93953. export class EffectCreationOptions {
  93954. /**
  93955. * Atrributes that will be used in the shader.
  93956. */
  93957. attributes: string[];
  93958. /**
  93959. * Uniform varible names that will be set in the shader.
  93960. */
  93961. uniformsNames: string[];
  93962. /**
  93963. * Uniform buffer varible names that will be set in the shader.
  93964. */
  93965. uniformBuffersNames: string[];
  93966. /**
  93967. * Sampler texture variable names that will be set in the shader.
  93968. */
  93969. samplers: string[];
  93970. /**
  93971. * Define statements that will be set in the shader.
  93972. */
  93973. defines: any;
  93974. /**
  93975. * Possible fallbacks for this effect to improve performance when needed.
  93976. */
  93977. fallbacks: Nullable<EffectFallbacks>;
  93978. /**
  93979. * Callback that will be called when the shader is compiled.
  93980. */
  93981. onCompiled: Nullable<(effect: Effect) => void>;
  93982. /**
  93983. * Callback that will be called if an error occurs during shader compilation.
  93984. */
  93985. onError: Nullable<(effect: Effect, errors: string) => void>;
  93986. /**
  93987. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  93988. */
  93989. indexParameters: any;
  93990. /**
  93991. * Max number of lights that can be used in the shader.
  93992. */
  93993. maxSimultaneousLights: number;
  93994. /**
  93995. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  93996. */
  93997. transformFeedbackVaryings: Nullable<string[]>;
  93998. }
  93999. /**
  94000. * Effect containing vertex and fragment shader that can be executed on an object.
  94001. */
  94002. export class Effect implements IDisposable {
  94003. /**
  94004. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  94005. */
  94006. static ShadersRepository: string;
  94007. /**
  94008. * Name of the effect.
  94009. */
  94010. name: any;
  94011. /**
  94012. * String container all the define statements that should be set on the shader.
  94013. */
  94014. defines: string;
  94015. /**
  94016. * Callback that will be called when the shader is compiled.
  94017. */
  94018. onCompiled: Nullable<(effect: Effect) => void>;
  94019. /**
  94020. * Callback that will be called if an error occurs during shader compilation.
  94021. */
  94022. onError: Nullable<(effect: Effect, errors: string) => void>;
  94023. /**
  94024. * Callback that will be called when effect is bound.
  94025. */
  94026. onBind: Nullable<(effect: Effect) => void>;
  94027. /**
  94028. * Unique ID of the effect.
  94029. */
  94030. uniqueId: number;
  94031. /**
  94032. * Observable that will be called when the shader is compiled.
  94033. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  94034. */
  94035. onCompileObservable: Observable<Effect>;
  94036. /**
  94037. * Observable that will be called if an error occurs during shader compilation.
  94038. */
  94039. onErrorObservable: Observable<Effect>;
  94040. /** @hidden */
  94041. _onBindObservable: Nullable<Observable<Effect>>;
  94042. /**
  94043. * Observable that will be called when effect is bound.
  94044. */
  94045. readonly onBindObservable: Observable<Effect>;
  94046. /** @hidden */
  94047. _bonesComputationForcedToCPU: boolean;
  94048. private static _uniqueIdSeed;
  94049. private _engine;
  94050. private _uniformBuffersNames;
  94051. private _uniformsNames;
  94052. private _samplerList;
  94053. private _samplers;
  94054. private _isReady;
  94055. private _compilationError;
  94056. private _attributesNames;
  94057. private _attributes;
  94058. private _uniforms;
  94059. /**
  94060. * Key for the effect.
  94061. * @hidden
  94062. */
  94063. _key: string;
  94064. private _indexParameters;
  94065. private _fallbacks;
  94066. private _vertexSourceCode;
  94067. private _fragmentSourceCode;
  94068. private _vertexSourceCodeOverride;
  94069. private _fragmentSourceCodeOverride;
  94070. private _transformFeedbackVaryings;
  94071. /**
  94072. * Compiled shader to webGL program.
  94073. * @hidden
  94074. */
  94075. _pipelineContext: Nullable<IPipelineContext>;
  94076. private _valueCache;
  94077. private static _baseCache;
  94078. /**
  94079. * Instantiates an effect.
  94080. * An effect can be used to create/manage/execute vertex and fragment shaders.
  94081. * @param baseName Name of the effect.
  94082. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  94083. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  94084. * @param samplers List of sampler variables that will be passed to the shader.
  94085. * @param engine Engine to be used to render the effect
  94086. * @param defines Define statements to be added to the shader.
  94087. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  94088. * @param onCompiled Callback that will be called when the shader is compiled.
  94089. * @param onError Callback that will be called if an error occurs during shader compilation.
  94090. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  94091. */
  94092. 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);
  94093. private _useFinalCode;
  94094. /**
  94095. * Unique key for this effect
  94096. */
  94097. readonly key: string;
  94098. /**
  94099. * If the effect has been compiled and prepared.
  94100. * @returns if the effect is compiled and prepared.
  94101. */
  94102. isReady(): boolean;
  94103. private _isReadyInternal;
  94104. /**
  94105. * The engine the effect was initialized with.
  94106. * @returns the engine.
  94107. */
  94108. getEngine(): Engine;
  94109. /**
  94110. * The pipeline context for this effect
  94111. * @returns the associated pipeline context
  94112. */
  94113. getPipelineContext(): Nullable<IPipelineContext>;
  94114. /**
  94115. * The set of names of attribute variables for the shader.
  94116. * @returns An array of attribute names.
  94117. */
  94118. getAttributesNames(): string[];
  94119. /**
  94120. * Returns the attribute at the given index.
  94121. * @param index The index of the attribute.
  94122. * @returns The location of the attribute.
  94123. */
  94124. getAttributeLocation(index: number): number;
  94125. /**
  94126. * Returns the attribute based on the name of the variable.
  94127. * @param name of the attribute to look up.
  94128. * @returns the attribute location.
  94129. */
  94130. getAttributeLocationByName(name: string): number;
  94131. /**
  94132. * The number of attributes.
  94133. * @returns the numnber of attributes.
  94134. */
  94135. getAttributesCount(): number;
  94136. /**
  94137. * Gets the index of a uniform variable.
  94138. * @param uniformName of the uniform to look up.
  94139. * @returns the index.
  94140. */
  94141. getUniformIndex(uniformName: string): number;
  94142. /**
  94143. * Returns the attribute based on the name of the variable.
  94144. * @param uniformName of the uniform to look up.
  94145. * @returns the location of the uniform.
  94146. */
  94147. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  94148. /**
  94149. * Returns an array of sampler variable names
  94150. * @returns The array of sampler variable neames.
  94151. */
  94152. getSamplers(): string[];
  94153. /**
  94154. * The error from the last compilation.
  94155. * @returns the error string.
  94156. */
  94157. getCompilationError(): string;
  94158. /**
  94159. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  94160. * @param func The callback to be used.
  94161. */
  94162. executeWhenCompiled(func: (effect: Effect) => void): void;
  94163. private _checkIsReady;
  94164. /** @hidden */
  94165. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  94166. /** @hidden */
  94167. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  94168. /** @hidden */
  94169. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  94170. /**
  94171. * Recompiles the webGL program
  94172. * @param vertexSourceCode The source code for the vertex shader.
  94173. * @param fragmentSourceCode The source code for the fragment shader.
  94174. * @param onCompiled Callback called when completed.
  94175. * @param onError Callback called on error.
  94176. * @hidden
  94177. */
  94178. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  94179. /**
  94180. * Prepares the effect
  94181. * @hidden
  94182. */
  94183. _prepareEffect(): void;
  94184. private _processCompilationErrors;
  94185. /**
  94186. * Checks if the effect is supported. (Must be called after compilation)
  94187. */
  94188. readonly isSupported: boolean;
  94189. /**
  94190. * Binds a texture to the engine to be used as output of the shader.
  94191. * @param channel Name of the output variable.
  94192. * @param texture Texture to bind.
  94193. * @hidden
  94194. */
  94195. _bindTexture(channel: string, texture: InternalTexture): void;
  94196. /**
  94197. * Sets a texture on the engine to be used in the shader.
  94198. * @param channel Name of the sampler variable.
  94199. * @param texture Texture to set.
  94200. */
  94201. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  94202. /**
  94203. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  94204. * @param channel Name of the sampler variable.
  94205. * @param texture Texture to set.
  94206. */
  94207. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  94208. /**
  94209. * Sets an array of textures on the engine to be used in the shader.
  94210. * @param channel Name of the variable.
  94211. * @param textures Textures to set.
  94212. */
  94213. setTextureArray(channel: string, textures: BaseTexture[]): void;
  94214. /**
  94215. * 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)
  94216. * @param channel Name of the sampler variable.
  94217. * @param postProcess Post process to get the input texture from.
  94218. */
  94219. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  94220. /**
  94221. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  94222. * 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)
  94223. * @param channel Name of the sampler variable.
  94224. * @param postProcess Post process to get the output texture from.
  94225. */
  94226. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  94227. /** @hidden */
  94228. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  94229. /** @hidden */
  94230. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  94231. /** @hidden */
  94232. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  94233. /** @hidden */
  94234. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  94235. /**
  94236. * Binds a buffer to a uniform.
  94237. * @param buffer Buffer to bind.
  94238. * @param name Name of the uniform variable to bind to.
  94239. */
  94240. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  94241. /**
  94242. * Binds block to a uniform.
  94243. * @param blockName Name of the block to bind.
  94244. * @param index Index to bind.
  94245. */
  94246. bindUniformBlock(blockName: string, index: number): void;
  94247. /**
  94248. * Sets an interger value on a uniform variable.
  94249. * @param uniformName Name of the variable.
  94250. * @param value Value to be set.
  94251. * @returns this effect.
  94252. */
  94253. setInt(uniformName: string, value: number): Effect;
  94254. /**
  94255. * Sets an int array on a uniform variable.
  94256. * @param uniformName Name of the variable.
  94257. * @param array array to be set.
  94258. * @returns this effect.
  94259. */
  94260. setIntArray(uniformName: string, array: Int32Array): Effect;
  94261. /**
  94262. * 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)
  94263. * @param uniformName Name of the variable.
  94264. * @param array array to be set.
  94265. * @returns this effect.
  94266. */
  94267. setIntArray2(uniformName: string, array: Int32Array): Effect;
  94268. /**
  94269. * 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)
  94270. * @param uniformName Name of the variable.
  94271. * @param array array to be set.
  94272. * @returns this effect.
  94273. */
  94274. setIntArray3(uniformName: string, array: Int32Array): Effect;
  94275. /**
  94276. * 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)
  94277. * @param uniformName Name of the variable.
  94278. * @param array array to be set.
  94279. * @returns this effect.
  94280. */
  94281. setIntArray4(uniformName: string, array: Int32Array): Effect;
  94282. /**
  94283. * Sets an float array on a uniform variable.
  94284. * @param uniformName Name of the variable.
  94285. * @param array array to be set.
  94286. * @returns this effect.
  94287. */
  94288. setFloatArray(uniformName: string, array: Float32Array): Effect;
  94289. /**
  94290. * 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)
  94291. * @param uniformName Name of the variable.
  94292. * @param array array to be set.
  94293. * @returns this effect.
  94294. */
  94295. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  94296. /**
  94297. * 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)
  94298. * @param uniformName Name of the variable.
  94299. * @param array array to be set.
  94300. * @returns this effect.
  94301. */
  94302. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  94303. /**
  94304. * 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)
  94305. * @param uniformName Name of the variable.
  94306. * @param array array to be set.
  94307. * @returns this effect.
  94308. */
  94309. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  94310. /**
  94311. * Sets an array on a uniform variable.
  94312. * @param uniformName Name of the variable.
  94313. * @param array array to be set.
  94314. * @returns this effect.
  94315. */
  94316. setArray(uniformName: string, array: number[]): Effect;
  94317. /**
  94318. * 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)
  94319. * @param uniformName Name of the variable.
  94320. * @param array array to be set.
  94321. * @returns this effect.
  94322. */
  94323. setArray2(uniformName: string, array: number[]): Effect;
  94324. /**
  94325. * 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)
  94326. * @param uniformName Name of the variable.
  94327. * @param array array to be set.
  94328. * @returns this effect.
  94329. */
  94330. setArray3(uniformName: string, array: number[]): Effect;
  94331. /**
  94332. * 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)
  94333. * @param uniformName Name of the variable.
  94334. * @param array array to be set.
  94335. * @returns this effect.
  94336. */
  94337. setArray4(uniformName: string, array: number[]): Effect;
  94338. /**
  94339. * Sets matrices on a uniform variable.
  94340. * @param uniformName Name of the variable.
  94341. * @param matrices matrices to be set.
  94342. * @returns this effect.
  94343. */
  94344. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  94345. /**
  94346. * Sets matrix on a uniform variable.
  94347. * @param uniformName Name of the variable.
  94348. * @param matrix matrix to be set.
  94349. * @returns this effect.
  94350. */
  94351. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  94352. /**
  94353. * 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)
  94354. * @param uniformName Name of the variable.
  94355. * @param matrix matrix to be set.
  94356. * @returns this effect.
  94357. */
  94358. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  94359. /**
  94360. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  94361. * @param uniformName Name of the variable.
  94362. * @param matrix matrix to be set.
  94363. * @returns this effect.
  94364. */
  94365. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  94366. /**
  94367. * Sets a float on a uniform variable.
  94368. * @param uniformName Name of the variable.
  94369. * @param value value to be set.
  94370. * @returns this effect.
  94371. */
  94372. setFloat(uniformName: string, value: number): Effect;
  94373. /**
  94374. * Sets a boolean on a uniform variable.
  94375. * @param uniformName Name of the variable.
  94376. * @param bool value to be set.
  94377. * @returns this effect.
  94378. */
  94379. setBool(uniformName: string, bool: boolean): Effect;
  94380. /**
  94381. * Sets a Vector2 on a uniform variable.
  94382. * @param uniformName Name of the variable.
  94383. * @param vector2 vector2 to be set.
  94384. * @returns this effect.
  94385. */
  94386. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  94387. /**
  94388. * Sets a float2 on a uniform variable.
  94389. * @param uniformName Name of the variable.
  94390. * @param x First float in float2.
  94391. * @param y Second float in float2.
  94392. * @returns this effect.
  94393. */
  94394. setFloat2(uniformName: string, x: number, y: number): Effect;
  94395. /**
  94396. * Sets a Vector3 on a uniform variable.
  94397. * @param uniformName Name of the variable.
  94398. * @param vector3 Value to be set.
  94399. * @returns this effect.
  94400. */
  94401. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  94402. /**
  94403. * Sets a float3 on a uniform variable.
  94404. * @param uniformName Name of the variable.
  94405. * @param x First float in float3.
  94406. * @param y Second float in float3.
  94407. * @param z Third float in float3.
  94408. * @returns this effect.
  94409. */
  94410. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  94411. /**
  94412. * Sets a Vector4 on a uniform variable.
  94413. * @param uniformName Name of the variable.
  94414. * @param vector4 Value to be set.
  94415. * @returns this effect.
  94416. */
  94417. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  94418. /**
  94419. * Sets a float4 on a uniform variable.
  94420. * @param uniformName Name of the variable.
  94421. * @param x First float in float4.
  94422. * @param y Second float in float4.
  94423. * @param z Third float in float4.
  94424. * @param w Fourth float in float4.
  94425. * @returns this effect.
  94426. */
  94427. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  94428. /**
  94429. * Sets a Color3 on a uniform variable.
  94430. * @param uniformName Name of the variable.
  94431. * @param color3 Value to be set.
  94432. * @returns this effect.
  94433. */
  94434. setColor3(uniformName: string, color3: IColor3Like): Effect;
  94435. /**
  94436. * Sets a Color4 on a uniform variable.
  94437. * @param uniformName Name of the variable.
  94438. * @param color3 Value to be set.
  94439. * @param alpha Alpha value to be set.
  94440. * @returns this effect.
  94441. */
  94442. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  94443. /**
  94444. * Sets a Color4 on a uniform variable
  94445. * @param uniformName defines the name of the variable
  94446. * @param color4 defines the value to be set
  94447. * @returns this effect.
  94448. */
  94449. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  94450. /** Release all associated resources */
  94451. dispose(): void;
  94452. /**
  94453. * This function will add a new shader to the shader store
  94454. * @param name the name of the shader
  94455. * @param pixelShader optional pixel shader content
  94456. * @param vertexShader optional vertex shader content
  94457. */
  94458. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  94459. /**
  94460. * Store of each shader (The can be looked up using effect.key)
  94461. */
  94462. static ShadersStore: {
  94463. [key: string]: string;
  94464. };
  94465. /**
  94466. * Store of each included file for a shader (The can be looked up using effect.key)
  94467. */
  94468. static IncludesShadersStore: {
  94469. [key: string]: string;
  94470. };
  94471. /**
  94472. * Resets the cache of effects.
  94473. */
  94474. static ResetCache(): void;
  94475. }
  94476. }
  94477. declare module BABYLON {
  94478. /**
  94479. * Uniform buffer objects.
  94480. *
  94481. * Handles blocks of uniform on the GPU.
  94482. *
  94483. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  94484. *
  94485. * For more information, please refer to :
  94486. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  94487. */
  94488. export class UniformBuffer {
  94489. private _engine;
  94490. private _buffer;
  94491. private _data;
  94492. private _bufferData;
  94493. private _dynamic?;
  94494. private _uniformLocations;
  94495. private _uniformSizes;
  94496. private _uniformLocationPointer;
  94497. private _needSync;
  94498. private _noUBO;
  94499. private _currentEffect;
  94500. private static _MAX_UNIFORM_SIZE;
  94501. private static _tempBuffer;
  94502. /**
  94503. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  94504. * This is dynamic to allow compat with webgl 1 and 2.
  94505. * You will need to pass the name of the uniform as well as the value.
  94506. */
  94507. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  94508. /**
  94509. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  94510. * This is dynamic to allow compat with webgl 1 and 2.
  94511. * You will need to pass the name of the uniform as well as the value.
  94512. */
  94513. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  94514. /**
  94515. * Lambda to Update a single float in a uniform buffer.
  94516. * This is dynamic to allow compat with webgl 1 and 2.
  94517. * You will need to pass the name of the uniform as well as the value.
  94518. */
  94519. updateFloat: (name: string, x: number) => void;
  94520. /**
  94521. * Lambda to Update a vec2 of float in a uniform buffer.
  94522. * This is dynamic to allow compat with webgl 1 and 2.
  94523. * You will need to pass the name of the uniform as well as the value.
  94524. */
  94525. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  94526. /**
  94527. * Lambda to Update a vec3 of float in a uniform buffer.
  94528. * This is dynamic to allow compat with webgl 1 and 2.
  94529. * You will need to pass the name of the uniform as well as the value.
  94530. */
  94531. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  94532. /**
  94533. * Lambda to Update a vec4 of float in a uniform buffer.
  94534. * This is dynamic to allow compat with webgl 1 and 2.
  94535. * You will need to pass the name of the uniform as well as the value.
  94536. */
  94537. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  94538. /**
  94539. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  94540. * This is dynamic to allow compat with webgl 1 and 2.
  94541. * You will need to pass the name of the uniform as well as the value.
  94542. */
  94543. updateMatrix: (name: string, mat: Matrix) => void;
  94544. /**
  94545. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  94546. * This is dynamic to allow compat with webgl 1 and 2.
  94547. * You will need to pass the name of the uniform as well as the value.
  94548. */
  94549. updateVector3: (name: string, vector: Vector3) => void;
  94550. /**
  94551. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  94552. * This is dynamic to allow compat with webgl 1 and 2.
  94553. * You will need to pass the name of the uniform as well as the value.
  94554. */
  94555. updateVector4: (name: string, vector: Vector4) => void;
  94556. /**
  94557. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  94558. * This is dynamic to allow compat with webgl 1 and 2.
  94559. * You will need to pass the name of the uniform as well as the value.
  94560. */
  94561. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  94562. /**
  94563. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  94564. * This is dynamic to allow compat with webgl 1 and 2.
  94565. * You will need to pass the name of the uniform as well as the value.
  94566. */
  94567. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  94568. /**
  94569. * Instantiates a new Uniform buffer objects.
  94570. *
  94571. * Handles blocks of uniform on the GPU.
  94572. *
  94573. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  94574. *
  94575. * For more information, please refer to :
  94576. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  94577. * @param engine Define the engine the buffer is associated with
  94578. * @param data Define the data contained in the buffer
  94579. * @param dynamic Define if the buffer is updatable
  94580. */
  94581. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  94582. /**
  94583. * Indicates if the buffer is using the WebGL2 UBO implementation,
  94584. * or just falling back on setUniformXXX calls.
  94585. */
  94586. readonly useUbo: boolean;
  94587. /**
  94588. * Indicates if the WebGL underlying uniform buffer is in sync
  94589. * with the javascript cache data.
  94590. */
  94591. readonly isSync: boolean;
  94592. /**
  94593. * Indicates if the WebGL underlying uniform buffer is dynamic.
  94594. * Also, a dynamic UniformBuffer will disable cache verification and always
  94595. * update the underlying WebGL uniform buffer to the GPU.
  94596. * @returns if Dynamic, otherwise false
  94597. */
  94598. isDynamic(): boolean;
  94599. /**
  94600. * The data cache on JS side.
  94601. * @returns the underlying data as a float array
  94602. */
  94603. getData(): Float32Array;
  94604. /**
  94605. * The underlying WebGL Uniform buffer.
  94606. * @returns the webgl buffer
  94607. */
  94608. getBuffer(): Nullable<DataBuffer>;
  94609. /**
  94610. * std140 layout specifies how to align data within an UBO structure.
  94611. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  94612. * for specs.
  94613. */
  94614. private _fillAlignment;
  94615. /**
  94616. * Adds an uniform in the buffer.
  94617. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  94618. * for the layout to be correct !
  94619. * @param name Name of the uniform, as used in the uniform block in the shader.
  94620. * @param size Data size, or data directly.
  94621. */
  94622. addUniform(name: string, size: number | number[]): void;
  94623. /**
  94624. * Adds a Matrix 4x4 to the uniform buffer.
  94625. * @param name Name of the uniform, as used in the uniform block in the shader.
  94626. * @param mat A 4x4 matrix.
  94627. */
  94628. addMatrix(name: string, mat: Matrix): void;
  94629. /**
  94630. * Adds a vec2 to the uniform buffer.
  94631. * @param name Name of the uniform, as used in the uniform block in the shader.
  94632. * @param x Define the x component value of the vec2
  94633. * @param y Define the y component value of the vec2
  94634. */
  94635. addFloat2(name: string, x: number, y: number): void;
  94636. /**
  94637. * Adds a vec3 to the uniform buffer.
  94638. * @param name Name of the uniform, as used in the uniform block in the shader.
  94639. * @param x Define the x component value of the vec3
  94640. * @param y Define the y component value of the vec3
  94641. * @param z Define the z component value of the vec3
  94642. */
  94643. addFloat3(name: string, x: number, y: number, z: number): void;
  94644. /**
  94645. * Adds a vec3 to the uniform buffer.
  94646. * @param name Name of the uniform, as used in the uniform block in the shader.
  94647. * @param color Define the vec3 from a Color
  94648. */
  94649. addColor3(name: string, color: Color3): void;
  94650. /**
  94651. * Adds a vec4 to the uniform buffer.
  94652. * @param name Name of the uniform, as used in the uniform block in the shader.
  94653. * @param color Define the rgb components from a Color
  94654. * @param alpha Define the a component of the vec4
  94655. */
  94656. addColor4(name: string, color: Color3, alpha: number): void;
  94657. /**
  94658. * Adds a vec3 to the uniform buffer.
  94659. * @param name Name of the uniform, as used in the uniform block in the shader.
  94660. * @param vector Define the vec3 components from a Vector
  94661. */
  94662. addVector3(name: string, vector: Vector3): void;
  94663. /**
  94664. * Adds a Matrix 3x3 to the uniform buffer.
  94665. * @param name Name of the uniform, as used in the uniform block in the shader.
  94666. */
  94667. addMatrix3x3(name: string): void;
  94668. /**
  94669. * Adds a Matrix 2x2 to the uniform buffer.
  94670. * @param name Name of the uniform, as used in the uniform block in the shader.
  94671. */
  94672. addMatrix2x2(name: string): void;
  94673. /**
  94674. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  94675. */
  94676. create(): void;
  94677. /** @hidden */
  94678. _rebuild(): void;
  94679. /**
  94680. * Updates the WebGL Uniform Buffer on the GPU.
  94681. * If the `dynamic` flag is set to true, no cache comparison is done.
  94682. * Otherwise, the buffer will be updated only if the cache differs.
  94683. */
  94684. update(): void;
  94685. /**
  94686. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  94687. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  94688. * @param data Define the flattened data
  94689. * @param size Define the size of the data.
  94690. */
  94691. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  94692. private _valueCache;
  94693. private _cacheMatrix;
  94694. private _updateMatrix3x3ForUniform;
  94695. private _updateMatrix3x3ForEffect;
  94696. private _updateMatrix2x2ForEffect;
  94697. private _updateMatrix2x2ForUniform;
  94698. private _updateFloatForEffect;
  94699. private _updateFloatForUniform;
  94700. private _updateFloat2ForEffect;
  94701. private _updateFloat2ForUniform;
  94702. private _updateFloat3ForEffect;
  94703. private _updateFloat3ForUniform;
  94704. private _updateFloat4ForEffect;
  94705. private _updateFloat4ForUniform;
  94706. private _updateMatrixForEffect;
  94707. private _updateMatrixForUniform;
  94708. private _updateVector3ForEffect;
  94709. private _updateVector3ForUniform;
  94710. private _updateVector4ForEffect;
  94711. private _updateVector4ForUniform;
  94712. private _updateColor3ForEffect;
  94713. private _updateColor3ForUniform;
  94714. private _updateColor4ForEffect;
  94715. private _updateColor4ForUniform;
  94716. /**
  94717. * Sets a sampler uniform on the effect.
  94718. * @param name Define the name of the sampler.
  94719. * @param texture Define the texture to set in the sampler
  94720. */
  94721. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  94722. /**
  94723. * Directly updates the value of the uniform in the cache AND on the GPU.
  94724. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  94725. * @param data Define the flattened data
  94726. */
  94727. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  94728. /**
  94729. * Binds this uniform buffer to an effect.
  94730. * @param effect Define the effect to bind the buffer to
  94731. * @param name Name of the uniform block in the shader.
  94732. */
  94733. bindToEffect(effect: Effect, name: string): void;
  94734. /**
  94735. * Disposes the uniform buffer.
  94736. */
  94737. dispose(): void;
  94738. }
  94739. }
  94740. declare module BABYLON {
  94741. /**
  94742. * Class used to work with sound analyzer using fast fourier transform (FFT)
  94743. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94744. */
  94745. export class Analyser {
  94746. /**
  94747. * Gets or sets the smoothing
  94748. * @ignorenaming
  94749. */
  94750. SMOOTHING: number;
  94751. /**
  94752. * Gets or sets the FFT table size
  94753. * @ignorenaming
  94754. */
  94755. FFT_SIZE: number;
  94756. /**
  94757. * Gets or sets the bar graph amplitude
  94758. * @ignorenaming
  94759. */
  94760. BARGRAPHAMPLITUDE: number;
  94761. /**
  94762. * Gets or sets the position of the debug canvas
  94763. * @ignorenaming
  94764. */
  94765. DEBUGCANVASPOS: {
  94766. x: number;
  94767. y: number;
  94768. };
  94769. /**
  94770. * Gets or sets the debug canvas size
  94771. * @ignorenaming
  94772. */
  94773. DEBUGCANVASSIZE: {
  94774. width: number;
  94775. height: number;
  94776. };
  94777. private _byteFreqs;
  94778. private _byteTime;
  94779. private _floatFreqs;
  94780. private _webAudioAnalyser;
  94781. private _debugCanvas;
  94782. private _debugCanvasContext;
  94783. private _scene;
  94784. private _registerFunc;
  94785. private _audioEngine;
  94786. /**
  94787. * Creates a new analyser
  94788. * @param scene defines hosting scene
  94789. */
  94790. constructor(scene: Scene);
  94791. /**
  94792. * Get the number of data values you will have to play with for the visualization
  94793. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  94794. * @returns a number
  94795. */
  94796. getFrequencyBinCount(): number;
  94797. /**
  94798. * Gets the current frequency data as a byte array
  94799. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  94800. * @returns a Uint8Array
  94801. */
  94802. getByteFrequencyData(): Uint8Array;
  94803. /**
  94804. * Gets the current waveform as a byte array
  94805. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  94806. * @returns a Uint8Array
  94807. */
  94808. getByteTimeDomainData(): Uint8Array;
  94809. /**
  94810. * Gets the current frequency data as a float array
  94811. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  94812. * @returns a Float32Array
  94813. */
  94814. getFloatFrequencyData(): Float32Array;
  94815. /**
  94816. * Renders the debug canvas
  94817. */
  94818. drawDebugCanvas(): void;
  94819. /**
  94820. * Stops rendering the debug canvas and removes it
  94821. */
  94822. stopDebugCanvas(): void;
  94823. /**
  94824. * Connects two audio nodes
  94825. * @param inputAudioNode defines first node to connect
  94826. * @param outputAudioNode defines second node to connect
  94827. */
  94828. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  94829. /**
  94830. * Releases all associated resources
  94831. */
  94832. dispose(): void;
  94833. }
  94834. }
  94835. declare module BABYLON {
  94836. /**
  94837. * This represents an audio engine and it is responsible
  94838. * to play, synchronize and analyse sounds throughout the application.
  94839. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94840. */
  94841. export interface IAudioEngine extends IDisposable {
  94842. /**
  94843. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  94844. */
  94845. readonly canUseWebAudio: boolean;
  94846. /**
  94847. * Gets the current AudioContext if available.
  94848. */
  94849. readonly audioContext: Nullable<AudioContext>;
  94850. /**
  94851. * The master gain node defines the global audio volume of your audio engine.
  94852. */
  94853. readonly masterGain: GainNode;
  94854. /**
  94855. * Gets whether or not mp3 are supported by your browser.
  94856. */
  94857. readonly isMP3supported: boolean;
  94858. /**
  94859. * Gets whether or not ogg are supported by your browser.
  94860. */
  94861. readonly isOGGsupported: boolean;
  94862. /**
  94863. * Defines if Babylon should emit a warning if WebAudio is not supported.
  94864. * @ignoreNaming
  94865. */
  94866. WarnedWebAudioUnsupported: boolean;
  94867. /**
  94868. * Defines if the audio engine relies on a custom unlocked button.
  94869. * In this case, the embedded button will not be displayed.
  94870. */
  94871. useCustomUnlockedButton: boolean;
  94872. /**
  94873. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  94874. */
  94875. readonly unlocked: boolean;
  94876. /**
  94877. * Event raised when audio has been unlocked on the browser.
  94878. */
  94879. onAudioUnlockedObservable: Observable<AudioEngine>;
  94880. /**
  94881. * Event raised when audio has been locked on the browser.
  94882. */
  94883. onAudioLockedObservable: Observable<AudioEngine>;
  94884. /**
  94885. * Flags the audio engine in Locked state.
  94886. * This happens due to new browser policies preventing audio to autoplay.
  94887. */
  94888. lock(): void;
  94889. /**
  94890. * Unlocks the audio engine once a user action has been done on the dom.
  94891. * This is helpful to resume play once browser policies have been satisfied.
  94892. */
  94893. unlock(): void;
  94894. }
  94895. /**
  94896. * This represents the default audio engine used in babylon.
  94897. * It is responsible to play, synchronize and analyse sounds throughout the application.
  94898. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94899. */
  94900. export class AudioEngine implements IAudioEngine {
  94901. private _audioContext;
  94902. private _audioContextInitialized;
  94903. private _muteButton;
  94904. private _hostElement;
  94905. /**
  94906. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  94907. */
  94908. canUseWebAudio: boolean;
  94909. /**
  94910. * The master gain node defines the global audio volume of your audio engine.
  94911. */
  94912. masterGain: GainNode;
  94913. /**
  94914. * Defines if Babylon should emit a warning if WebAudio is not supported.
  94915. * @ignoreNaming
  94916. */
  94917. WarnedWebAudioUnsupported: boolean;
  94918. /**
  94919. * Gets whether or not mp3 are supported by your browser.
  94920. */
  94921. isMP3supported: boolean;
  94922. /**
  94923. * Gets whether or not ogg are supported by your browser.
  94924. */
  94925. isOGGsupported: boolean;
  94926. /**
  94927. * Gets whether audio has been unlocked on the device.
  94928. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  94929. * a user interaction has happened.
  94930. */
  94931. unlocked: boolean;
  94932. /**
  94933. * Defines if the audio engine relies on a custom unlocked button.
  94934. * In this case, the embedded button will not be displayed.
  94935. */
  94936. useCustomUnlockedButton: boolean;
  94937. /**
  94938. * Event raised when audio has been unlocked on the browser.
  94939. */
  94940. onAudioUnlockedObservable: Observable<AudioEngine>;
  94941. /**
  94942. * Event raised when audio has been locked on the browser.
  94943. */
  94944. onAudioLockedObservable: Observable<AudioEngine>;
  94945. /**
  94946. * Gets the current AudioContext if available.
  94947. */
  94948. readonly audioContext: Nullable<AudioContext>;
  94949. private _connectedAnalyser;
  94950. /**
  94951. * Instantiates a new audio engine.
  94952. *
  94953. * There should be only one per page as some browsers restrict the number
  94954. * of audio contexts you can create.
  94955. * @param hostElement defines the host element where to display the mute icon if necessary
  94956. */
  94957. constructor(hostElement?: Nullable<HTMLElement>);
  94958. /**
  94959. * Flags the audio engine in Locked state.
  94960. * This happens due to new browser policies preventing audio to autoplay.
  94961. */
  94962. lock(): void;
  94963. /**
  94964. * Unlocks the audio engine once a user action has been done on the dom.
  94965. * This is helpful to resume play once browser policies have been satisfied.
  94966. */
  94967. unlock(): void;
  94968. private _resumeAudioContext;
  94969. private _initializeAudioContext;
  94970. private _tryToRun;
  94971. private _triggerRunningState;
  94972. private _triggerSuspendedState;
  94973. private _displayMuteButton;
  94974. private _moveButtonToTopLeft;
  94975. private _onResize;
  94976. private _hideMuteButton;
  94977. /**
  94978. * Destroy and release the resources associated with the audio ccontext.
  94979. */
  94980. dispose(): void;
  94981. /**
  94982. * Gets the global volume sets on the master gain.
  94983. * @returns the global volume if set or -1 otherwise
  94984. */
  94985. getGlobalVolume(): number;
  94986. /**
  94987. * Sets the global volume of your experience (sets on the master gain).
  94988. * @param newVolume Defines the new global volume of the application
  94989. */
  94990. setGlobalVolume(newVolume: number): void;
  94991. /**
  94992. * Connect the audio engine to an audio analyser allowing some amazing
  94993. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  94994. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  94995. * @param analyser The analyser to connect to the engine
  94996. */
  94997. connectToAnalyser(analyser: Analyser): void;
  94998. }
  94999. }
  95000. declare module BABYLON {
  95001. /**
  95002. * Interface used to present a loading screen while loading a scene
  95003. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95004. */
  95005. export interface ILoadingScreen {
  95006. /**
  95007. * Function called to display the loading screen
  95008. */
  95009. displayLoadingUI: () => void;
  95010. /**
  95011. * Function called to hide the loading screen
  95012. */
  95013. hideLoadingUI: () => void;
  95014. /**
  95015. * Gets or sets the color to use for the background
  95016. */
  95017. loadingUIBackgroundColor: string;
  95018. /**
  95019. * Gets or sets the text to display while loading
  95020. */
  95021. loadingUIText: string;
  95022. }
  95023. /**
  95024. * Class used for the default loading screen
  95025. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95026. */
  95027. export class DefaultLoadingScreen implements ILoadingScreen {
  95028. private _renderingCanvas;
  95029. private _loadingText;
  95030. private _loadingDivBackgroundColor;
  95031. private _loadingDiv;
  95032. private _loadingTextDiv;
  95033. /** Gets or sets the logo url to use for the default loading screen */
  95034. static DefaultLogoUrl: string;
  95035. /** Gets or sets the spinner url to use for the default loading screen */
  95036. static DefaultSpinnerUrl: string;
  95037. /**
  95038. * Creates a new default loading screen
  95039. * @param _renderingCanvas defines the canvas used to render the scene
  95040. * @param _loadingText defines the default text to display
  95041. * @param _loadingDivBackgroundColor defines the default background color
  95042. */
  95043. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  95044. /**
  95045. * Function called to display the loading screen
  95046. */
  95047. displayLoadingUI(): void;
  95048. /**
  95049. * Function called to hide the loading screen
  95050. */
  95051. hideLoadingUI(): void;
  95052. /**
  95053. * Gets or sets the text to display while loading
  95054. */
  95055. loadingUIText: string;
  95056. /**
  95057. * Gets or sets the color to use for the background
  95058. */
  95059. loadingUIBackgroundColor: string;
  95060. private _resizeLoadingUI;
  95061. }
  95062. }
  95063. declare module BABYLON {
  95064. /** @hidden */
  95065. export class WebGLPipelineContext implements IPipelineContext {
  95066. engine: Engine;
  95067. program: Nullable<WebGLProgram>;
  95068. context?: WebGLRenderingContext;
  95069. vertexShader?: WebGLShader;
  95070. fragmentShader?: WebGLShader;
  95071. isParallelCompiled: boolean;
  95072. onCompiled?: () => void;
  95073. transformFeedback?: WebGLTransformFeedback | null;
  95074. readonly isAsync: boolean;
  95075. readonly isReady: boolean;
  95076. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  95077. }
  95078. }
  95079. declare module BABYLON {
  95080. /** @hidden */
  95081. export class WebGLDataBuffer extends DataBuffer {
  95082. private _buffer;
  95083. constructor(resource: WebGLBuffer);
  95084. readonly underlyingResource: any;
  95085. }
  95086. }
  95087. declare module BABYLON {
  95088. /** @hidden */
  95089. export class WebGL2ShaderProcessor implements IShaderProcessor {
  95090. attributeProcessor(attribute: string): string;
  95091. varyingProcessor(varying: string, isFragment: boolean): string;
  95092. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  95093. }
  95094. }
  95095. declare module BABYLON {
  95096. /**
  95097. * This class is used to track a performance counter which is number based.
  95098. * The user has access to many properties which give statistics of different nature.
  95099. *
  95100. * The implementer can track two kinds of Performance Counter: time and count.
  95101. * 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.
  95102. * 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.
  95103. */
  95104. export class PerfCounter {
  95105. /**
  95106. * Gets or sets a global boolean to turn on and off all the counters
  95107. */
  95108. static Enabled: boolean;
  95109. /**
  95110. * Returns the smallest value ever
  95111. */
  95112. readonly min: number;
  95113. /**
  95114. * Returns the biggest value ever
  95115. */
  95116. readonly max: number;
  95117. /**
  95118. * Returns the average value since the performance counter is running
  95119. */
  95120. readonly average: number;
  95121. /**
  95122. * Returns the average value of the last second the counter was monitored
  95123. */
  95124. readonly lastSecAverage: number;
  95125. /**
  95126. * Returns the current value
  95127. */
  95128. readonly current: number;
  95129. /**
  95130. * Gets the accumulated total
  95131. */
  95132. readonly total: number;
  95133. /**
  95134. * Gets the total value count
  95135. */
  95136. readonly count: number;
  95137. /**
  95138. * Creates a new counter
  95139. */
  95140. constructor();
  95141. /**
  95142. * Call this method to start monitoring a new frame.
  95143. * 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.
  95144. */
  95145. fetchNewFrame(): void;
  95146. /**
  95147. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  95148. * @param newCount the count value to add to the monitored count
  95149. * @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.
  95150. */
  95151. addCount(newCount: number, fetchResult: boolean): void;
  95152. /**
  95153. * Start monitoring this performance counter
  95154. */
  95155. beginMonitoring(): void;
  95156. /**
  95157. * Compute the time lapsed since the previous beginMonitoring() call.
  95158. * @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
  95159. */
  95160. endMonitoring(newFrame?: boolean): void;
  95161. private _fetchResult;
  95162. private _startMonitoringTime;
  95163. private _min;
  95164. private _max;
  95165. private _average;
  95166. private _current;
  95167. private _totalValueCount;
  95168. private _totalAccumulated;
  95169. private _lastSecAverage;
  95170. private _lastSecAccumulated;
  95171. private _lastSecTime;
  95172. private _lastSecValueCount;
  95173. }
  95174. }
  95175. declare module BABYLON {
  95176. /**
  95177. * Interface for any object that can request an animation frame
  95178. */
  95179. export interface ICustomAnimationFrameRequester {
  95180. /**
  95181. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  95182. */
  95183. renderFunction?: Function;
  95184. /**
  95185. * Called to request the next frame to render to
  95186. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  95187. */
  95188. requestAnimationFrame: Function;
  95189. /**
  95190. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  95191. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  95192. */
  95193. requestID?: number;
  95194. }
  95195. }
  95196. declare module BABYLON {
  95197. /**
  95198. * Settings for finer control over video usage
  95199. */
  95200. export interface VideoTextureSettings {
  95201. /**
  95202. * Applies `autoplay` to video, if specified
  95203. */
  95204. autoPlay?: boolean;
  95205. /**
  95206. * Applies `loop` to video, if specified
  95207. */
  95208. loop?: boolean;
  95209. /**
  95210. * Automatically updates internal texture from video at every frame in the render loop
  95211. */
  95212. autoUpdateTexture: boolean;
  95213. /**
  95214. * Image src displayed during the video loading or until the user interacts with the video.
  95215. */
  95216. poster?: string;
  95217. }
  95218. /**
  95219. * If you want to display a video in your scene, this is the special texture for that.
  95220. * This special texture works similar to other textures, with the exception of a few parameters.
  95221. * @see https://doc.babylonjs.com/how_to/video_texture
  95222. */
  95223. export class VideoTexture extends Texture {
  95224. /**
  95225. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  95226. */
  95227. readonly autoUpdateTexture: boolean;
  95228. /**
  95229. * The video instance used by the texture internally
  95230. */
  95231. readonly video: HTMLVideoElement;
  95232. private _onUserActionRequestedObservable;
  95233. /**
  95234. * Event triggerd when a dom action is required by the user to play the video.
  95235. * This happens due to recent changes in browser policies preventing video to auto start.
  95236. */
  95237. readonly onUserActionRequestedObservable: Observable<Texture>;
  95238. private _generateMipMaps;
  95239. private _engine;
  95240. private _stillImageCaptured;
  95241. private _displayingPosterTexture;
  95242. private _settings;
  95243. private _createInternalTextureOnEvent;
  95244. private _frameId;
  95245. /**
  95246. * Creates a video texture.
  95247. * If you want to display a video in your scene, this is the special texture for that.
  95248. * This special texture works similar to other textures, with the exception of a few parameters.
  95249. * @see https://doc.babylonjs.com/how_to/video_texture
  95250. * @param name optional name, will detect from video source, if not defined
  95251. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  95252. * @param scene is obviously the current scene.
  95253. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  95254. * @param invertY is false by default but can be used to invert video on Y axis
  95255. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  95256. * @param settings allows finer control over video usage
  95257. */
  95258. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  95259. private _getName;
  95260. private _getVideo;
  95261. private _createInternalTexture;
  95262. private reset;
  95263. /**
  95264. * @hidden Internal method to initiate `update`.
  95265. */
  95266. _rebuild(): void;
  95267. /**
  95268. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  95269. */
  95270. update(): void;
  95271. /**
  95272. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  95273. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  95274. */
  95275. updateTexture(isVisible: boolean): void;
  95276. protected _updateInternalTexture: () => void;
  95277. /**
  95278. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  95279. * @param url New url.
  95280. */
  95281. updateURL(url: string): void;
  95282. /**
  95283. * Dispose the texture and release its associated resources.
  95284. */
  95285. dispose(): void;
  95286. /**
  95287. * Creates a video texture straight from a stream.
  95288. * @param scene Define the scene the texture should be created in
  95289. * @param stream Define the stream the texture should be created from
  95290. * @returns The created video texture as a promise
  95291. */
  95292. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  95293. /**
  95294. * Creates a video texture straight from your WebCam video feed.
  95295. * @param scene Define the scene the texture should be created in
  95296. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  95297. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  95298. * @returns The created video texture as a promise
  95299. */
  95300. static CreateFromWebCamAsync(scene: Scene, constraints: {
  95301. minWidth: number;
  95302. maxWidth: number;
  95303. minHeight: number;
  95304. maxHeight: number;
  95305. deviceId: string;
  95306. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  95307. /**
  95308. * Creates a video texture straight from your WebCam video feed.
  95309. * @param scene Define the scene the texture should be created in
  95310. * @param onReady Define a callback to triggered once the texture will be ready
  95311. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  95312. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  95313. */
  95314. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  95315. minWidth: number;
  95316. maxWidth: number;
  95317. minHeight: number;
  95318. maxHeight: number;
  95319. deviceId: string;
  95320. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  95321. }
  95322. }
  95323. declare module BABYLON {
  95324. /**
  95325. * Defines the interface used by objects containing a viewport (like a camera)
  95326. */
  95327. interface IViewportOwnerLike {
  95328. /**
  95329. * Gets or sets the viewport
  95330. */
  95331. viewport: IViewportLike;
  95332. }
  95333. /**
  95334. * Interface for attribute information associated with buffer instanciation
  95335. */
  95336. export class InstancingAttributeInfo {
  95337. /**
  95338. * Index/offset of the attribute in the vertex shader
  95339. */
  95340. index: number;
  95341. /**
  95342. * size of the attribute, 1, 2, 3 or 4
  95343. */
  95344. attributeSize: number;
  95345. /**
  95346. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  95347. * default is FLOAT
  95348. */
  95349. attribyteType: number;
  95350. /**
  95351. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  95352. */
  95353. normalized: boolean;
  95354. /**
  95355. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  95356. */
  95357. offset: number;
  95358. /**
  95359. * Name of the GLSL attribute, for debugging purpose only
  95360. */
  95361. attributeName: string;
  95362. }
  95363. /**
  95364. * Define options used to create a depth texture
  95365. */
  95366. export class DepthTextureCreationOptions {
  95367. /** Specifies whether or not a stencil should be allocated in the texture */
  95368. generateStencil?: boolean;
  95369. /** Specifies whether or not bilinear filtering is enable on the texture */
  95370. bilinearFiltering?: boolean;
  95371. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  95372. comparisonFunction?: number;
  95373. /** Specifies if the created texture is a cube texture */
  95374. isCube?: boolean;
  95375. }
  95376. /**
  95377. * Class used to describe the capabilities of the engine relatively to the current browser
  95378. */
  95379. export class EngineCapabilities {
  95380. /** Maximum textures units per fragment shader */
  95381. maxTexturesImageUnits: number;
  95382. /** Maximum texture units per vertex shader */
  95383. maxVertexTextureImageUnits: number;
  95384. /** Maximum textures units in the entire pipeline */
  95385. maxCombinedTexturesImageUnits: number;
  95386. /** Maximum texture size */
  95387. maxTextureSize: number;
  95388. /** Maximum cube texture size */
  95389. maxCubemapTextureSize: number;
  95390. /** Maximum render texture size */
  95391. maxRenderTextureSize: number;
  95392. /** Maximum number of vertex attributes */
  95393. maxVertexAttribs: number;
  95394. /** Maximum number of varyings */
  95395. maxVaryingVectors: number;
  95396. /** Maximum number of uniforms per vertex shader */
  95397. maxVertexUniformVectors: number;
  95398. /** Maximum number of uniforms per fragment shader */
  95399. maxFragmentUniformVectors: number;
  95400. /** Defines if standard derivates (dx/dy) are supported */
  95401. standardDerivatives: boolean;
  95402. /** Defines if s3tc texture compression is supported */
  95403. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  95404. /** Defines if pvrtc texture compression is supported */
  95405. pvrtc: any;
  95406. /** Defines if etc1 texture compression is supported */
  95407. etc1: any;
  95408. /** Defines if etc2 texture compression is supported */
  95409. etc2: any;
  95410. /** Defines if astc texture compression is supported */
  95411. astc: any;
  95412. /** Defines if float textures are supported */
  95413. textureFloat: boolean;
  95414. /** Defines if vertex array objects are supported */
  95415. vertexArrayObject: boolean;
  95416. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  95417. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  95418. /** Gets the maximum level of anisotropy supported */
  95419. maxAnisotropy: number;
  95420. /** Defines if instancing is supported */
  95421. instancedArrays: boolean;
  95422. /** Defines if 32 bits indices are supported */
  95423. uintIndices: boolean;
  95424. /** Defines if high precision shaders are supported */
  95425. highPrecisionShaderSupported: boolean;
  95426. /** Defines if depth reading in the fragment shader is supported */
  95427. fragmentDepthSupported: boolean;
  95428. /** Defines if float texture linear filtering is supported*/
  95429. textureFloatLinearFiltering: boolean;
  95430. /** Defines if rendering to float textures is supported */
  95431. textureFloatRender: boolean;
  95432. /** Defines if half float textures are supported*/
  95433. textureHalfFloat: boolean;
  95434. /** Defines if half float texture linear filtering is supported*/
  95435. textureHalfFloatLinearFiltering: boolean;
  95436. /** Defines if rendering to half float textures is supported */
  95437. textureHalfFloatRender: boolean;
  95438. /** Defines if textureLOD shader command is supported */
  95439. textureLOD: boolean;
  95440. /** Defines if draw buffers extension is supported */
  95441. drawBuffersExtension: boolean;
  95442. /** Defines if depth textures are supported */
  95443. depthTextureExtension: boolean;
  95444. /** Defines if float color buffer are supported */
  95445. colorBufferFloat: boolean;
  95446. /** Gets disjoint timer query extension (null if not supported) */
  95447. timerQuery: EXT_disjoint_timer_query;
  95448. /** Defines if timestamp can be used with timer query */
  95449. canUseTimestampForTimerQuery: boolean;
  95450. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  95451. multiview: any;
  95452. /** Function used to let the system compiles shaders in background */
  95453. parallelShaderCompile: {
  95454. COMPLETION_STATUS_KHR: number;
  95455. };
  95456. /** Max number of texture samples for MSAA */
  95457. maxMSAASamples: number;
  95458. }
  95459. /** Interface defining initialization parameters for Engine class */
  95460. export interface EngineOptions extends WebGLContextAttributes {
  95461. /**
  95462. * Defines if the engine should no exceed a specified device ratio
  95463. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  95464. */
  95465. limitDeviceRatio?: number;
  95466. /**
  95467. * Defines if webvr should be enabled automatically
  95468. * @see http://doc.babylonjs.com/how_to/webvr_camera
  95469. */
  95470. autoEnableWebVR?: boolean;
  95471. /**
  95472. * Defines if webgl2 should be turned off even if supported
  95473. * @see http://doc.babylonjs.com/features/webgl2
  95474. */
  95475. disableWebGL2Support?: boolean;
  95476. /**
  95477. * Defines if webaudio should be initialized as well
  95478. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  95479. */
  95480. audioEngine?: boolean;
  95481. /**
  95482. * Defines if animations should run using a deterministic lock step
  95483. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  95484. */
  95485. deterministicLockstep?: boolean;
  95486. /** Defines the maximum steps to use with deterministic lock step mode */
  95487. lockstepMaxSteps?: number;
  95488. /**
  95489. * Defines that engine should ignore context lost events
  95490. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  95491. */
  95492. doNotHandleContextLost?: boolean;
  95493. /**
  95494. * Defines that engine should ignore modifying touch action attribute and style
  95495. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  95496. */
  95497. doNotHandleTouchAction?: boolean;
  95498. /**
  95499. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  95500. */
  95501. useHighPrecisionFloats?: boolean;
  95502. }
  95503. /**
  95504. * Defines the interface used by display changed events
  95505. */
  95506. export interface IDisplayChangedEventArgs {
  95507. /** Gets the vrDisplay object (if any) */
  95508. vrDisplay: Nullable<any>;
  95509. /** Gets a boolean indicating if webVR is supported */
  95510. vrSupported: boolean;
  95511. }
  95512. /**
  95513. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  95514. */
  95515. export class Engine {
  95516. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  95517. static ExceptionList: ({
  95518. key: string;
  95519. capture: string;
  95520. captureConstraint: number;
  95521. targets: string[];
  95522. } | {
  95523. key: string;
  95524. capture: null;
  95525. captureConstraint: null;
  95526. targets: string[];
  95527. })[];
  95528. /** Gets the list of created engines */
  95529. static readonly Instances: Engine[];
  95530. /**
  95531. * Gets the latest created engine
  95532. */
  95533. static readonly LastCreatedEngine: Nullable<Engine>;
  95534. /**
  95535. * Gets the latest created scene
  95536. */
  95537. static readonly LastCreatedScene: Nullable<Scene>;
  95538. /**
  95539. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  95540. * @param flag defines which part of the materials must be marked as dirty
  95541. * @param predicate defines a predicate used to filter which materials should be affected
  95542. */
  95543. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  95544. /** @hidden */
  95545. static _TextureLoaders: IInternalTextureLoader[];
  95546. /** Defines that alpha blending is disabled */
  95547. static readonly ALPHA_DISABLE: number;
  95548. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  95549. static readonly ALPHA_ADD: number;
  95550. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  95551. static readonly ALPHA_COMBINE: number;
  95552. /** Defines that alpha blending to DEST - SRC * DEST */
  95553. static readonly ALPHA_SUBTRACT: number;
  95554. /** Defines that alpha blending to SRC * DEST */
  95555. static readonly ALPHA_MULTIPLY: number;
  95556. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  95557. static readonly ALPHA_MAXIMIZED: number;
  95558. /** Defines that alpha blending to SRC + DEST */
  95559. static readonly ALPHA_ONEONE: number;
  95560. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  95561. static readonly ALPHA_PREMULTIPLIED: number;
  95562. /**
  95563. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  95564. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  95565. */
  95566. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  95567. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  95568. static readonly ALPHA_INTERPOLATE: number;
  95569. /**
  95570. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  95571. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  95572. */
  95573. static readonly ALPHA_SCREENMODE: number;
  95574. /** Defines that the ressource is not delayed*/
  95575. static readonly DELAYLOADSTATE_NONE: number;
  95576. /** Defines that the ressource was successfully delay loaded */
  95577. static readonly DELAYLOADSTATE_LOADED: number;
  95578. /** Defines that the ressource is currently delay loading */
  95579. static readonly DELAYLOADSTATE_LOADING: number;
  95580. /** Defines that the ressource is delayed and has not started loading */
  95581. static readonly DELAYLOADSTATE_NOTLOADED: number;
  95582. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  95583. static readonly NEVER: number;
  95584. /** 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 */
  95585. static readonly ALWAYS: number;
  95586. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  95587. static readonly LESS: number;
  95588. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  95589. static readonly EQUAL: number;
  95590. /** 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 */
  95591. static readonly LEQUAL: number;
  95592. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  95593. static readonly GREATER: number;
  95594. /** 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 */
  95595. static readonly GEQUAL: number;
  95596. /** 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 */
  95597. static readonly NOTEQUAL: number;
  95598. /** Passed to stencilOperation to specify that stencil value must be kept */
  95599. static readonly KEEP: number;
  95600. /** Passed to stencilOperation to specify that stencil value must be replaced */
  95601. static readonly REPLACE: number;
  95602. /** Passed to stencilOperation to specify that stencil value must be incremented */
  95603. static readonly INCR: number;
  95604. /** Passed to stencilOperation to specify that stencil value must be decremented */
  95605. static readonly DECR: number;
  95606. /** Passed to stencilOperation to specify that stencil value must be inverted */
  95607. static readonly INVERT: number;
  95608. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  95609. static readonly INCR_WRAP: number;
  95610. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  95611. static readonly DECR_WRAP: number;
  95612. /** Texture is not repeating outside of 0..1 UVs */
  95613. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  95614. /** Texture is repeating outside of 0..1 UVs */
  95615. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  95616. /** Texture is repeating and mirrored */
  95617. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  95618. /** ALPHA */
  95619. static readonly TEXTUREFORMAT_ALPHA: number;
  95620. /** LUMINANCE */
  95621. static readonly TEXTUREFORMAT_LUMINANCE: number;
  95622. /** LUMINANCE_ALPHA */
  95623. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  95624. /** RGB */
  95625. static readonly TEXTUREFORMAT_RGB: number;
  95626. /** RGBA */
  95627. static readonly TEXTUREFORMAT_RGBA: number;
  95628. /** RED */
  95629. static readonly TEXTUREFORMAT_RED: number;
  95630. /** RED (2nd reference) */
  95631. static readonly TEXTUREFORMAT_R: number;
  95632. /** RG */
  95633. static readonly TEXTUREFORMAT_RG: number;
  95634. /** RED_INTEGER */
  95635. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  95636. /** RED_INTEGER (2nd reference) */
  95637. static readonly TEXTUREFORMAT_R_INTEGER: number;
  95638. /** RG_INTEGER */
  95639. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  95640. /** RGB_INTEGER */
  95641. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  95642. /** RGBA_INTEGER */
  95643. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  95644. /** UNSIGNED_BYTE */
  95645. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  95646. /** UNSIGNED_BYTE (2nd reference) */
  95647. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  95648. /** FLOAT */
  95649. static readonly TEXTURETYPE_FLOAT: number;
  95650. /** HALF_FLOAT */
  95651. static readonly TEXTURETYPE_HALF_FLOAT: number;
  95652. /** BYTE */
  95653. static readonly TEXTURETYPE_BYTE: number;
  95654. /** SHORT */
  95655. static readonly TEXTURETYPE_SHORT: number;
  95656. /** UNSIGNED_SHORT */
  95657. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  95658. /** INT */
  95659. static readonly TEXTURETYPE_INT: number;
  95660. /** UNSIGNED_INT */
  95661. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  95662. /** UNSIGNED_SHORT_4_4_4_4 */
  95663. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  95664. /** UNSIGNED_SHORT_5_5_5_1 */
  95665. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  95666. /** UNSIGNED_SHORT_5_6_5 */
  95667. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  95668. /** UNSIGNED_INT_2_10_10_10_REV */
  95669. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  95670. /** UNSIGNED_INT_24_8 */
  95671. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  95672. /** UNSIGNED_INT_10F_11F_11F_REV */
  95673. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  95674. /** UNSIGNED_INT_5_9_9_9_REV */
  95675. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  95676. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  95677. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  95678. /** nearest is mag = nearest and min = nearest and mip = linear */
  95679. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  95680. /** Bilinear is mag = linear and min = linear and mip = nearest */
  95681. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  95682. /** Trilinear is mag = linear and min = linear and mip = linear */
  95683. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  95684. /** nearest is mag = nearest and min = nearest and mip = linear */
  95685. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  95686. /** Bilinear is mag = linear and min = linear and mip = nearest */
  95687. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  95688. /** Trilinear is mag = linear and min = linear and mip = linear */
  95689. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  95690. /** mag = nearest and min = nearest and mip = nearest */
  95691. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  95692. /** mag = nearest and min = linear and mip = nearest */
  95693. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  95694. /** mag = nearest and min = linear and mip = linear */
  95695. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  95696. /** mag = nearest and min = linear and mip = none */
  95697. static readonly TEXTURE_NEAREST_LINEAR: number;
  95698. /** mag = nearest and min = nearest and mip = none */
  95699. static readonly TEXTURE_NEAREST_NEAREST: number;
  95700. /** mag = linear and min = nearest and mip = nearest */
  95701. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  95702. /** mag = linear and min = nearest and mip = linear */
  95703. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  95704. /** mag = linear and min = linear and mip = none */
  95705. static readonly TEXTURE_LINEAR_LINEAR: number;
  95706. /** mag = linear and min = nearest and mip = none */
  95707. static readonly TEXTURE_LINEAR_NEAREST: number;
  95708. /** Explicit coordinates mode */
  95709. static readonly TEXTURE_EXPLICIT_MODE: number;
  95710. /** Spherical coordinates mode */
  95711. static readonly TEXTURE_SPHERICAL_MODE: number;
  95712. /** Planar coordinates mode */
  95713. static readonly TEXTURE_PLANAR_MODE: number;
  95714. /** Cubic coordinates mode */
  95715. static readonly TEXTURE_CUBIC_MODE: number;
  95716. /** Projection coordinates mode */
  95717. static readonly TEXTURE_PROJECTION_MODE: number;
  95718. /** Skybox coordinates mode */
  95719. static readonly TEXTURE_SKYBOX_MODE: number;
  95720. /** Inverse Cubic coordinates mode */
  95721. static readonly TEXTURE_INVCUBIC_MODE: number;
  95722. /** Equirectangular coordinates mode */
  95723. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  95724. /** Equirectangular Fixed coordinates mode */
  95725. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  95726. /** Equirectangular Fixed Mirrored coordinates mode */
  95727. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  95728. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  95729. static readonly SCALEMODE_FLOOR: number;
  95730. /** Defines that texture rescaling will look for the nearest power of 2 size */
  95731. static readonly SCALEMODE_NEAREST: number;
  95732. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  95733. static readonly SCALEMODE_CEILING: number;
  95734. /**
  95735. * Returns the current npm package of the sdk
  95736. */
  95737. static readonly NpmPackage: string;
  95738. /**
  95739. * Returns the current version of the framework
  95740. */
  95741. static readonly Version: string;
  95742. /**
  95743. * Returns a string describing the current engine
  95744. */
  95745. readonly description: string;
  95746. /**
  95747. * Gets or sets the epsilon value used by collision engine
  95748. */
  95749. static CollisionsEpsilon: number;
  95750. /**
  95751. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  95752. */
  95753. static ShadersRepository: string;
  95754. /**
  95755. * Method called to create the default loading screen.
  95756. * This can be overriden in your own app.
  95757. * @param canvas The rendering canvas element
  95758. * @returns The loading screen
  95759. */
  95760. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  95761. /**
  95762. * Method called to create the default rescale post process on each engine.
  95763. */
  95764. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  95765. /** @hidden */
  95766. _shaderProcessor: IShaderProcessor;
  95767. /**
  95768. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  95769. */
  95770. forcePOTTextures: boolean;
  95771. /**
  95772. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  95773. */
  95774. isFullscreen: boolean;
  95775. /**
  95776. * Gets a boolean indicating if the pointer is currently locked
  95777. */
  95778. isPointerLock: boolean;
  95779. /**
  95780. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  95781. */
  95782. cullBackFaces: boolean;
  95783. /**
  95784. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  95785. */
  95786. renderEvenInBackground: boolean;
  95787. /**
  95788. * Gets or sets a boolean indicating that cache can be kept between frames
  95789. */
  95790. preventCacheWipeBetweenFrames: boolean;
  95791. /**
  95792. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  95793. **/
  95794. enableOfflineSupport: boolean;
  95795. /**
  95796. * 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)
  95797. **/
  95798. disableManifestCheck: boolean;
  95799. /**
  95800. * Gets the list of created scenes
  95801. */
  95802. scenes: Scene[];
  95803. /**
  95804. * Event raised when a new scene is created
  95805. */
  95806. onNewSceneAddedObservable: Observable<Scene>;
  95807. /**
  95808. * Gets the list of created postprocesses
  95809. */
  95810. postProcesses: PostProcess[];
  95811. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  95812. validateShaderPrograms: boolean;
  95813. /**
  95814. * Observable event triggered each time the rendering canvas is resized
  95815. */
  95816. onResizeObservable: Observable<Engine>;
  95817. /**
  95818. * Observable event triggered each time the canvas loses focus
  95819. */
  95820. onCanvasBlurObservable: Observable<Engine>;
  95821. /**
  95822. * Observable event triggered each time the canvas gains focus
  95823. */
  95824. onCanvasFocusObservable: Observable<Engine>;
  95825. /**
  95826. * Observable event triggered each time the canvas receives pointerout event
  95827. */
  95828. onCanvasPointerOutObservable: Observable<PointerEvent>;
  95829. /**
  95830. * Observable event triggered before each texture is initialized
  95831. */
  95832. onBeforeTextureInitObservable: Observable<Texture>;
  95833. /**
  95834. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  95835. */
  95836. disableUniformBuffers: boolean;
  95837. /** @hidden */
  95838. _uniformBuffers: UniformBuffer[];
  95839. /**
  95840. * Gets a boolean indicating that the engine supports uniform buffers
  95841. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  95842. */
  95843. readonly supportsUniformBuffers: boolean;
  95844. /**
  95845. * Observable raised when the engine begins a new frame
  95846. */
  95847. onBeginFrameObservable: Observable<Engine>;
  95848. /**
  95849. * If set, will be used to request the next animation frame for the render loop
  95850. */
  95851. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  95852. /**
  95853. * Observable raised when the engine ends the current frame
  95854. */
  95855. onEndFrameObservable: Observable<Engine>;
  95856. /**
  95857. * Observable raised when the engine is about to compile a shader
  95858. */
  95859. onBeforeShaderCompilationObservable: Observable<Engine>;
  95860. /**
  95861. * Observable raised when the engine has jsut compiled a shader
  95862. */
  95863. onAfterShaderCompilationObservable: Observable<Engine>;
  95864. /** @hidden */
  95865. _gl: WebGLRenderingContext;
  95866. private _renderingCanvas;
  95867. private _windowIsBackground;
  95868. protected _webGLVersion: number;
  95869. protected _highPrecisionShadersAllowed: boolean;
  95870. /** @hidden */
  95871. readonly _shouldUseHighPrecisionShader: boolean;
  95872. /**
  95873. * Gets a boolean indicating that only power of 2 textures are supported
  95874. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  95875. */
  95876. readonly needPOTTextures: boolean;
  95877. /** @hidden */
  95878. _badOS: boolean;
  95879. /** @hidden */
  95880. _badDesktopOS: boolean;
  95881. /**
  95882. * Gets the audio engine
  95883. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  95884. * @ignorenaming
  95885. */
  95886. static audioEngine: IAudioEngine;
  95887. /**
  95888. * Default AudioEngine factory responsible of creating the Audio Engine.
  95889. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  95890. */
  95891. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  95892. /**
  95893. * Default offline support factory responsible of creating a tool used to store data locally.
  95894. * By default, this will create a Database object if the workload has been embedded.
  95895. */
  95896. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  95897. private _onFocus;
  95898. private _onBlur;
  95899. private _onCanvasPointerOut;
  95900. private _onCanvasBlur;
  95901. private _onCanvasFocus;
  95902. private _onFullscreenChange;
  95903. private _onPointerLockChange;
  95904. private _hardwareScalingLevel;
  95905. /** @hidden */
  95906. _caps: EngineCapabilities;
  95907. private _pointerLockRequested;
  95908. private _isStencilEnable;
  95909. protected _colorWrite: boolean;
  95910. private _loadingScreen;
  95911. /** @hidden */
  95912. _drawCalls: PerfCounter;
  95913. private _glVersion;
  95914. private _glRenderer;
  95915. private _glVendor;
  95916. private _videoTextureSupported;
  95917. private _renderingQueueLaunched;
  95918. private _activeRenderLoops;
  95919. private _deterministicLockstep;
  95920. private _lockstepMaxSteps;
  95921. /**
  95922. * Observable signaled when a context lost event is raised
  95923. */
  95924. onContextLostObservable: Observable<Engine>;
  95925. /**
  95926. * Observable signaled when a context restored event is raised
  95927. */
  95928. onContextRestoredObservable: Observable<Engine>;
  95929. private _onContextLost;
  95930. private _onContextRestored;
  95931. private _contextWasLost;
  95932. /** @hidden */
  95933. _doNotHandleContextLost: boolean;
  95934. /**
  95935. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  95936. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  95937. */
  95938. doNotHandleContextLost: boolean;
  95939. private _performanceMonitor;
  95940. private _fps;
  95941. private _deltaTime;
  95942. /**
  95943. * Turn this value on if you want to pause FPS computation when in background
  95944. */
  95945. disablePerformanceMonitorInBackground: boolean;
  95946. /**
  95947. * Gets the performance monitor attached to this engine
  95948. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  95949. */
  95950. readonly performanceMonitor: PerformanceMonitor;
  95951. /**
  95952. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  95953. */
  95954. disableVertexArrayObjects: boolean;
  95955. /** @hidden */
  95956. protected _depthCullingState: _DepthCullingState;
  95957. /** @hidden */
  95958. protected _stencilState: _StencilState;
  95959. /** @hidden */
  95960. protected _alphaState: _AlphaState;
  95961. /** @hidden */
  95962. protected _alphaMode: number;
  95963. /** @hidden */
  95964. _internalTexturesCache: InternalTexture[];
  95965. /** @hidden */
  95966. protected _activeChannel: number;
  95967. private _currentTextureChannel;
  95968. /** @hidden */
  95969. protected _boundTexturesCache: {
  95970. [key: string]: Nullable<InternalTexture>;
  95971. };
  95972. /** @hidden */
  95973. protected _currentEffect: Nullable<Effect>;
  95974. /** @hidden */
  95975. protected _currentProgram: Nullable<WebGLProgram>;
  95976. private _compiledEffects;
  95977. private _vertexAttribArraysEnabled;
  95978. /** @hidden */
  95979. protected _cachedViewport: Nullable<IViewportLike>;
  95980. private _cachedVertexArrayObject;
  95981. /** @hidden */
  95982. protected _cachedVertexBuffers: any;
  95983. /** @hidden */
  95984. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  95985. /** @hidden */
  95986. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  95987. /** @hidden */
  95988. _currentRenderTarget: Nullable<InternalTexture>;
  95989. private _uintIndicesCurrentlySet;
  95990. private _currentBoundBuffer;
  95991. /** @hidden */
  95992. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  95993. private _currentBufferPointers;
  95994. private _currentInstanceLocations;
  95995. private _currentInstanceBuffers;
  95996. private _textureUnits;
  95997. /** @hidden */
  95998. _workingCanvas: Nullable<HTMLCanvasElement>;
  95999. /** @hidden */
  96000. _workingContext: Nullable<CanvasRenderingContext2D>;
  96001. private _rescalePostProcess;
  96002. private _dummyFramebuffer;
  96003. private _externalData;
  96004. /** @hidden */
  96005. _bindedRenderFunction: any;
  96006. private _vaoRecordInProgress;
  96007. private _mustWipeVertexAttributes;
  96008. private _emptyTexture;
  96009. private _emptyCubeTexture;
  96010. private _emptyTexture3D;
  96011. /** @hidden */
  96012. _frameHandler: number;
  96013. private _nextFreeTextureSlots;
  96014. private _maxSimultaneousTextures;
  96015. private _activeRequests;
  96016. private _texturesSupported;
  96017. /** @hidden */
  96018. _textureFormatInUse: Nullable<string>;
  96019. /**
  96020. * Gets the list of texture formats supported
  96021. */
  96022. readonly texturesSupported: Array<string>;
  96023. /**
  96024. * Gets the list of texture formats in use
  96025. */
  96026. readonly textureFormatInUse: Nullable<string>;
  96027. /**
  96028. * Gets the current viewport
  96029. */
  96030. readonly currentViewport: Nullable<IViewportLike>;
  96031. /**
  96032. * Gets the default empty texture
  96033. */
  96034. readonly emptyTexture: InternalTexture;
  96035. /**
  96036. * Gets the default empty 3D texture
  96037. */
  96038. readonly emptyTexture3D: InternalTexture;
  96039. /**
  96040. * Gets the default empty cube texture
  96041. */
  96042. readonly emptyCubeTexture: InternalTexture;
  96043. /**
  96044. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  96045. */
  96046. readonly premultipliedAlpha: boolean;
  96047. /**
  96048. * Creates a new engine
  96049. * @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
  96050. * @param antialias defines enable antialiasing (default: false)
  96051. * @param options defines further options to be sent to the getContext() function
  96052. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  96053. */
  96054. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  96055. /**
  96056. * Initializes a webVR display and starts listening to display change events
  96057. * The onVRDisplayChangedObservable will be notified upon these changes
  96058. * @returns The onVRDisplayChangedObservable
  96059. */
  96060. initWebVR(): Observable<IDisplayChangedEventArgs>;
  96061. /** @hidden */
  96062. _prepareVRComponent(): void;
  96063. /** @hidden */
  96064. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  96065. /** @hidden */
  96066. _submitVRFrame(): void;
  96067. /**
  96068. * Call this function to leave webVR mode
  96069. * Will do nothing if webVR is not supported or if there is no webVR device
  96070. * @see http://doc.babylonjs.com/how_to/webvr_camera
  96071. */
  96072. disableVR(): void;
  96073. /**
  96074. * Gets a boolean indicating that the system is in VR mode and is presenting
  96075. * @returns true if VR mode is engaged
  96076. */
  96077. isVRPresenting(): boolean;
  96078. /** @hidden */
  96079. _requestVRFrame(): void;
  96080. private _disableTouchAction;
  96081. private _rebuildInternalTextures;
  96082. private _rebuildEffects;
  96083. /**
  96084. * Gets a boolean indicating if all created effects are ready
  96085. * @returns true if all effects are ready
  96086. */
  96087. areAllEffectsReady(): boolean;
  96088. private _rebuildBuffers;
  96089. private _initGLContext;
  96090. /**
  96091. * Gets version of the current webGL context
  96092. */
  96093. readonly webGLVersion: number;
  96094. /**
  96095. * Gets a string idenfifying the name of the class
  96096. * @returns "Engine" string
  96097. */
  96098. getClassName(): string;
  96099. /**
  96100. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  96101. */
  96102. readonly isStencilEnable: boolean;
  96103. /** @hidden */
  96104. _prepareWorkingCanvas(): void;
  96105. /**
  96106. * Reset the texture cache to empty state
  96107. */
  96108. resetTextureCache(): void;
  96109. /**
  96110. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  96111. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96112. * @returns true if engine is in deterministic lock step mode
  96113. */
  96114. isDeterministicLockStep(): boolean;
  96115. /**
  96116. * Gets the max steps when engine is running in deterministic lock step
  96117. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96118. * @returns the max steps
  96119. */
  96120. getLockstepMaxSteps(): number;
  96121. /**
  96122. * Gets an object containing information about the current webGL context
  96123. * @returns an object containing the vender, the renderer and the version of the current webGL context
  96124. */
  96125. getGlInfo(): {
  96126. vendor: string;
  96127. renderer: string;
  96128. version: string;
  96129. };
  96130. /**
  96131. * Gets current aspect ratio
  96132. * @param viewportOwner defines the camera to use to get the aspect ratio
  96133. * @param useScreen defines if screen size must be used (or the current render target if any)
  96134. * @returns a number defining the aspect ratio
  96135. */
  96136. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  96137. /**
  96138. * Gets current screen aspect ratio
  96139. * @returns a number defining the aspect ratio
  96140. */
  96141. getScreenAspectRatio(): number;
  96142. /**
  96143. * Gets the current render width
  96144. * @param useScreen defines if screen size must be used (or the current render target if any)
  96145. * @returns a number defining the current render width
  96146. */
  96147. getRenderWidth(useScreen?: boolean): number;
  96148. /**
  96149. * Gets the current render height
  96150. * @param useScreen defines if screen size must be used (or the current render target if any)
  96151. * @returns a number defining the current render height
  96152. */
  96153. getRenderHeight(useScreen?: boolean): number;
  96154. /**
  96155. * Gets the HTML canvas attached with the current webGL context
  96156. * @returns a HTML canvas
  96157. */
  96158. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  96159. /**
  96160. * Gets host window
  96161. * @returns the host window object
  96162. */
  96163. getHostWindow(): Window;
  96164. /**
  96165. * Gets host document
  96166. * @returns the host document object
  96167. */
  96168. getHostDocument(): Document;
  96169. /**
  96170. * Gets the client rect of the HTML canvas attached with the current webGL context
  96171. * @returns a client rectanglee
  96172. */
  96173. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  96174. /**
  96175. * Defines the hardware scaling level.
  96176. * By default the hardware scaling level is computed from the window device ratio.
  96177. * 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.
  96178. * @param level defines the level to use
  96179. */
  96180. setHardwareScalingLevel(level: number): void;
  96181. /**
  96182. * Gets the current hardware scaling level.
  96183. * By default the hardware scaling level is computed from the window device ratio.
  96184. * 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.
  96185. * @returns a number indicating the current hardware scaling level
  96186. */
  96187. getHardwareScalingLevel(): number;
  96188. /**
  96189. * Gets the list of loaded textures
  96190. * @returns an array containing all loaded textures
  96191. */
  96192. getLoadedTexturesCache(): InternalTexture[];
  96193. /**
  96194. * Gets the object containing all engine capabilities
  96195. * @returns the EngineCapabilities object
  96196. */
  96197. getCaps(): EngineCapabilities;
  96198. /**
  96199. * Gets the current depth function
  96200. * @returns a number defining the depth function
  96201. */
  96202. getDepthFunction(): Nullable<number>;
  96203. /**
  96204. * Sets the current depth function
  96205. * @param depthFunc defines the function to use
  96206. */
  96207. setDepthFunction(depthFunc: number): void;
  96208. /**
  96209. * Sets the current depth function to GREATER
  96210. */
  96211. setDepthFunctionToGreater(): void;
  96212. /**
  96213. * Sets the current depth function to GEQUAL
  96214. */
  96215. setDepthFunctionToGreaterOrEqual(): void;
  96216. /**
  96217. * Sets the current depth function to LESS
  96218. */
  96219. setDepthFunctionToLess(): void;
  96220. private _cachedStencilBuffer;
  96221. private _cachedStencilFunction;
  96222. private _cachedStencilMask;
  96223. private _cachedStencilOperationPass;
  96224. private _cachedStencilOperationFail;
  96225. private _cachedStencilOperationDepthFail;
  96226. private _cachedStencilReference;
  96227. /**
  96228. * Caches the the state of the stencil buffer
  96229. */
  96230. cacheStencilState(): void;
  96231. /**
  96232. * Restores the state of the stencil buffer
  96233. */
  96234. restoreStencilState(): void;
  96235. /**
  96236. * Sets the current depth function to LEQUAL
  96237. */
  96238. setDepthFunctionToLessOrEqual(): void;
  96239. /**
  96240. * Gets a boolean indicating if stencil buffer is enabled
  96241. * @returns the current stencil buffer state
  96242. */
  96243. getStencilBuffer(): boolean;
  96244. /**
  96245. * Enable or disable the stencil buffer
  96246. * @param enable defines if the stencil buffer must be enabled or disabled
  96247. */
  96248. setStencilBuffer(enable: boolean): void;
  96249. /**
  96250. * Gets the current stencil mask
  96251. * @returns a number defining the new stencil mask to use
  96252. */
  96253. getStencilMask(): number;
  96254. /**
  96255. * Sets the current stencil mask
  96256. * @param mask defines the new stencil mask to use
  96257. */
  96258. setStencilMask(mask: number): void;
  96259. /**
  96260. * Gets the current stencil function
  96261. * @returns a number defining the stencil function to use
  96262. */
  96263. getStencilFunction(): number;
  96264. /**
  96265. * Gets the current stencil reference value
  96266. * @returns a number defining the stencil reference value to use
  96267. */
  96268. getStencilFunctionReference(): number;
  96269. /**
  96270. * Gets the current stencil mask
  96271. * @returns a number defining the stencil mask to use
  96272. */
  96273. getStencilFunctionMask(): number;
  96274. /**
  96275. * Sets the current stencil function
  96276. * @param stencilFunc defines the new stencil function to use
  96277. */
  96278. setStencilFunction(stencilFunc: number): void;
  96279. /**
  96280. * Sets the current stencil reference
  96281. * @param reference defines the new stencil reference to use
  96282. */
  96283. setStencilFunctionReference(reference: number): void;
  96284. /**
  96285. * Sets the current stencil mask
  96286. * @param mask defines the new stencil mask to use
  96287. */
  96288. setStencilFunctionMask(mask: number): void;
  96289. /**
  96290. * Gets the current stencil operation when stencil fails
  96291. * @returns a number defining stencil operation to use when stencil fails
  96292. */
  96293. getStencilOperationFail(): number;
  96294. /**
  96295. * Gets the current stencil operation when depth fails
  96296. * @returns a number defining stencil operation to use when depth fails
  96297. */
  96298. getStencilOperationDepthFail(): number;
  96299. /**
  96300. * Gets the current stencil operation when stencil passes
  96301. * @returns a number defining stencil operation to use when stencil passes
  96302. */
  96303. getStencilOperationPass(): number;
  96304. /**
  96305. * Sets the stencil operation to use when stencil fails
  96306. * @param operation defines the stencil operation to use when stencil fails
  96307. */
  96308. setStencilOperationFail(operation: number): void;
  96309. /**
  96310. * Sets the stencil operation to use when depth fails
  96311. * @param operation defines the stencil operation to use when depth fails
  96312. */
  96313. setStencilOperationDepthFail(operation: number): void;
  96314. /**
  96315. * Sets the stencil operation to use when stencil passes
  96316. * @param operation defines the stencil operation to use when stencil passes
  96317. */
  96318. setStencilOperationPass(operation: number): void;
  96319. /**
  96320. * Sets a boolean indicating if the dithering state is enabled or disabled
  96321. * @param value defines the dithering state
  96322. */
  96323. setDitheringState(value: boolean): void;
  96324. /**
  96325. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  96326. * @param value defines the rasterizer state
  96327. */
  96328. setRasterizerState(value: boolean): void;
  96329. /**
  96330. * stop executing a render loop function and remove it from the execution array
  96331. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  96332. */
  96333. stopRenderLoop(renderFunction?: () => void): void;
  96334. /** @hidden */
  96335. _renderLoop(): void;
  96336. /**
  96337. * Can be used to override the current requestAnimationFrame requester.
  96338. * @hidden
  96339. */
  96340. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  96341. /**
  96342. * Register and execute a render loop. The engine can have more than one render function
  96343. * @param renderFunction defines the function to continuously execute
  96344. */
  96345. runRenderLoop(renderFunction: () => void): void;
  96346. /**
  96347. * Toggle full screen mode
  96348. * @param requestPointerLock defines if a pointer lock should be requested from the user
  96349. */
  96350. switchFullscreen(requestPointerLock: boolean): void;
  96351. /**
  96352. * Enters full screen mode
  96353. * @param requestPointerLock defines if a pointer lock should be requested from the user
  96354. */
  96355. enterFullscreen(requestPointerLock: boolean): void;
  96356. /**
  96357. * Exits full screen mode
  96358. */
  96359. exitFullscreen(): void;
  96360. /**
  96361. * Enters Pointerlock mode
  96362. */
  96363. enterPointerlock(): void;
  96364. /**
  96365. * Exits Pointerlock mode
  96366. */
  96367. exitPointerlock(): void;
  96368. /**
  96369. * Clear the current render buffer or the current render target (if any is set up)
  96370. * @param color defines the color to use
  96371. * @param backBuffer defines if the back buffer must be cleared
  96372. * @param depth defines if the depth buffer must be cleared
  96373. * @param stencil defines if the stencil buffer must be cleared
  96374. */
  96375. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  96376. /**
  96377. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  96378. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  96379. * @param y defines the y-coordinate of the corner of the clear rectangle
  96380. * @param width defines the width of the clear rectangle
  96381. * @param height defines the height of the clear rectangle
  96382. * @param clearColor defines the clear color
  96383. */
  96384. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  96385. /**
  96386. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  96387. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  96388. * @param y defines the y-coordinate of the corner of the clear rectangle
  96389. * @param width defines the width of the clear rectangle
  96390. * @param height defines the height of the clear rectangle
  96391. */
  96392. enableScissor(x: number, y: number, width: number, height: number): void;
  96393. /**
  96394. * Disable previously set scissor test rectangle
  96395. */
  96396. disableScissor(): void;
  96397. private _viewportCached;
  96398. /** @hidden */
  96399. _viewport(x: number, y: number, width: number, height: number): void;
  96400. /**
  96401. * Set the WebGL's viewport
  96402. * @param viewport defines the viewport element to be used
  96403. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  96404. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  96405. */
  96406. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  96407. /**
  96408. * Directly set the WebGL Viewport
  96409. * @param x defines the x coordinate of the viewport (in screen space)
  96410. * @param y defines the y coordinate of the viewport (in screen space)
  96411. * @param width defines the width of the viewport (in screen space)
  96412. * @param height defines the height of the viewport (in screen space)
  96413. * @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
  96414. */
  96415. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  96416. /**
  96417. * Begin a new frame
  96418. */
  96419. beginFrame(): void;
  96420. /**
  96421. * Enf the current frame
  96422. */
  96423. endFrame(): void;
  96424. /**
  96425. * Resize the view according to the canvas' size
  96426. */
  96427. resize(): void;
  96428. /**
  96429. * Force a specific size of the canvas
  96430. * @param width defines the new canvas' width
  96431. * @param height defines the new canvas' height
  96432. */
  96433. setSize(width: number, height: number): void;
  96434. /**
  96435. * Binds the frame buffer to the specified texture.
  96436. * @param texture The texture to render to or null for the default canvas
  96437. * @param faceIndex The face of the texture to render to in case of cube texture
  96438. * @param requiredWidth The width of the target to render to
  96439. * @param requiredHeight The height of the target to render to
  96440. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  96441. * @param depthStencilTexture The depth stencil texture to use to render
  96442. * @param lodLevel defines le lod level to bind to the frame buffer
  96443. */
  96444. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  96445. /** @hidden */
  96446. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  96447. /**
  96448. * Unbind the current render target texture from the webGL context
  96449. * @param texture defines the render target texture to unbind
  96450. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  96451. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  96452. */
  96453. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  96454. /**
  96455. * Force the mipmap generation for the given render target texture
  96456. * @param texture defines the render target texture to use
  96457. */
  96458. generateMipMapsForCubemap(texture: InternalTexture): void;
  96459. /**
  96460. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  96461. */
  96462. flushFramebuffer(): void;
  96463. /**
  96464. * Unbind the current render target and bind the default framebuffer
  96465. */
  96466. restoreDefaultFramebuffer(): void;
  96467. /**
  96468. * Create an uniform buffer
  96469. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  96470. * @param elements defines the content of the uniform buffer
  96471. * @returns the webGL uniform buffer
  96472. */
  96473. createUniformBuffer(elements: FloatArray): DataBuffer;
  96474. /**
  96475. * Create a dynamic uniform buffer
  96476. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  96477. * @param elements defines the content of the uniform buffer
  96478. * @returns the webGL uniform buffer
  96479. */
  96480. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  96481. /**
  96482. * Update an existing uniform buffer
  96483. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  96484. * @param uniformBuffer defines the target uniform buffer
  96485. * @param elements defines the content to update
  96486. * @param offset defines the offset in the uniform buffer where update should start
  96487. * @param count defines the size of the data to update
  96488. */
  96489. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  96490. private _resetVertexBufferBinding;
  96491. /**
  96492. * Creates a vertex buffer
  96493. * @param data the data for the vertex buffer
  96494. * @returns the new WebGL static buffer
  96495. */
  96496. createVertexBuffer(data: DataArray): DataBuffer;
  96497. /**
  96498. * Creates a dynamic vertex buffer
  96499. * @param data the data for the dynamic vertex buffer
  96500. * @returns the new WebGL dynamic buffer
  96501. */
  96502. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  96503. /**
  96504. * Update a dynamic index buffer
  96505. * @param indexBuffer defines the target index buffer
  96506. * @param indices defines the data to update
  96507. * @param offset defines the offset in the target index buffer where update should start
  96508. */
  96509. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  96510. /**
  96511. * Updates a dynamic vertex buffer.
  96512. * @param vertexBuffer the vertex buffer to update
  96513. * @param data the data used to update the vertex buffer
  96514. * @param byteOffset the byte offset of the data
  96515. * @param byteLength the byte length of the data
  96516. */
  96517. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  96518. private _resetIndexBufferBinding;
  96519. /**
  96520. * Creates a new index buffer
  96521. * @param indices defines the content of the index buffer
  96522. * @param updatable defines if the index buffer must be updatable
  96523. * @returns a new webGL buffer
  96524. */
  96525. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  96526. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  96527. /**
  96528. * Bind a webGL buffer to the webGL context
  96529. * @param buffer defines the buffer to bind
  96530. */
  96531. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  96532. /**
  96533. * Bind an uniform buffer to the current webGL context
  96534. * @param buffer defines the buffer to bind
  96535. */
  96536. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  96537. /**
  96538. * Bind a buffer to the current webGL context at a given location
  96539. * @param buffer defines the buffer to bind
  96540. * @param location defines the index where to bind the buffer
  96541. */
  96542. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  96543. /**
  96544. * Bind a specific block at a given index in a specific shader program
  96545. * @param pipelineContext defines the pipeline context to use
  96546. * @param blockName defines the block name
  96547. * @param index defines the index where to bind the block
  96548. */
  96549. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  96550. private bindIndexBuffer;
  96551. private bindBuffer;
  96552. /**
  96553. * update the bound buffer with the given data
  96554. * @param data defines the data to update
  96555. */
  96556. updateArrayBuffer(data: Float32Array): void;
  96557. private _vertexAttribPointer;
  96558. private _bindIndexBufferWithCache;
  96559. private _bindVertexBuffersAttributes;
  96560. /**
  96561. * Records a vertex array object
  96562. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  96563. * @param vertexBuffers defines the list of vertex buffers to store
  96564. * @param indexBuffer defines the index buffer to store
  96565. * @param effect defines the effect to store
  96566. * @returns the new vertex array object
  96567. */
  96568. recordVertexArrayObject(vertexBuffers: {
  96569. [key: string]: VertexBuffer;
  96570. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  96571. /**
  96572. * Bind a specific vertex array object
  96573. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  96574. * @param vertexArrayObject defines the vertex array object to bind
  96575. * @param indexBuffer defines the index buffer to bind
  96576. */
  96577. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  96578. /**
  96579. * Bind webGl buffers directly to the webGL context
  96580. * @param vertexBuffer defines the vertex buffer to bind
  96581. * @param indexBuffer defines the index buffer to bind
  96582. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  96583. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  96584. * @param effect defines the effect associated with the vertex buffer
  96585. */
  96586. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  96587. private _unbindVertexArrayObject;
  96588. /**
  96589. * Bind a list of vertex buffers to the webGL context
  96590. * @param vertexBuffers defines the list of vertex buffers to bind
  96591. * @param indexBuffer defines the index buffer to bind
  96592. * @param effect defines the effect associated with the vertex buffers
  96593. */
  96594. bindBuffers(vertexBuffers: {
  96595. [key: string]: Nullable<VertexBuffer>;
  96596. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  96597. /**
  96598. * Unbind all instance attributes
  96599. */
  96600. unbindInstanceAttributes(): void;
  96601. /**
  96602. * Release and free the memory of a vertex array object
  96603. * @param vao defines the vertex array object to delete
  96604. */
  96605. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  96606. /** @hidden */
  96607. _releaseBuffer(buffer: DataBuffer): boolean;
  96608. protected _deleteBuffer(buffer: DataBuffer): void;
  96609. /**
  96610. * Creates a webGL buffer to use with instanciation
  96611. * @param capacity defines the size of the buffer
  96612. * @returns the webGL buffer
  96613. */
  96614. createInstancesBuffer(capacity: number): DataBuffer;
  96615. /**
  96616. * Delete a webGL buffer used with instanciation
  96617. * @param buffer defines the webGL buffer to delete
  96618. */
  96619. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  96620. /**
  96621. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  96622. * @param instancesBuffer defines the webGL buffer to update and bind
  96623. * @param data defines the data to store in the buffer
  96624. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  96625. */
  96626. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  96627. /**
  96628. * Apply all cached states (depth, culling, stencil and alpha)
  96629. */
  96630. applyStates(): void;
  96631. /**
  96632. * Send a draw order
  96633. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  96634. * @param indexStart defines the starting index
  96635. * @param indexCount defines the number of index to draw
  96636. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96637. */
  96638. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  96639. /**
  96640. * Draw a list of points
  96641. * @param verticesStart defines the index of first vertex to draw
  96642. * @param verticesCount defines the count of vertices to draw
  96643. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96644. */
  96645. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  96646. /**
  96647. * Draw a list of unindexed primitives
  96648. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  96649. * @param verticesStart defines the index of first vertex to draw
  96650. * @param verticesCount defines the count of vertices to draw
  96651. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96652. */
  96653. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  96654. /**
  96655. * Draw a list of indexed primitives
  96656. * @param fillMode defines the primitive to use
  96657. * @param indexStart defines the starting index
  96658. * @param indexCount defines the number of index to draw
  96659. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96660. */
  96661. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  96662. /**
  96663. * Draw a list of unindexed primitives
  96664. * @param fillMode defines the primitive to use
  96665. * @param verticesStart defines the index of first vertex to draw
  96666. * @param verticesCount defines the count of vertices to draw
  96667. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96668. */
  96669. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  96670. private _drawMode;
  96671. /** @hidden */
  96672. _releaseEffect(effect: Effect): void;
  96673. /** @hidden */
  96674. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  96675. /**
  96676. * Create a new effect (used to store vertex/fragment shaders)
  96677. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  96678. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  96679. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  96680. * @param samplers defines an array of string used to represent textures
  96681. * @param defines defines the string containing the defines to use to compile the shaders
  96682. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  96683. * @param onCompiled defines a function to call when the effect creation is successful
  96684. * @param onError defines a function to call when the effect creation has failed
  96685. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  96686. * @returns the new Effect
  96687. */
  96688. 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;
  96689. protected static _concatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  96690. private _compileShader;
  96691. private _compileRawShader;
  96692. /**
  96693. * Directly creates a webGL program
  96694. * @param pipelineContext defines the pipeline context to attach to
  96695. * @param vertexCode defines the vertex shader code to use
  96696. * @param fragmentCode defines the fragment shader code to use
  96697. * @param context defines the webGL context to use (if not set, the current one will be used)
  96698. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  96699. * @returns the new webGL program
  96700. */
  96701. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  96702. /**
  96703. * Creates a webGL program
  96704. * @param pipelineContext defines the pipeline context to attach to
  96705. * @param vertexCode defines the vertex shader code to use
  96706. * @param fragmentCode defines the fragment shader code to use
  96707. * @param defines defines the string containing the defines to use to compile the shaders
  96708. * @param context defines the webGL context to use (if not set, the current one will be used)
  96709. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  96710. * @returns the new webGL program
  96711. */
  96712. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  96713. /**
  96714. * Creates a new pipeline context
  96715. * @returns the new pipeline
  96716. */
  96717. createPipelineContext(): IPipelineContext;
  96718. private _createShaderProgram;
  96719. private _finalizePipelineContext;
  96720. /** @hidden */
  96721. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  96722. /** @hidden */
  96723. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  96724. /** @hidden */
  96725. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  96726. /**
  96727. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  96728. * @param pipelineContext defines the pipeline context to use
  96729. * @param uniformsNames defines the list of uniform names
  96730. * @returns an array of webGL uniform locations
  96731. */
  96732. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  96733. /**
  96734. * Gets the lsit of active attributes for a given webGL program
  96735. * @param pipelineContext defines the pipeline context to use
  96736. * @param attributesNames defines the list of attribute names to get
  96737. * @returns an array of indices indicating the offset of each attribute
  96738. */
  96739. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  96740. /**
  96741. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  96742. * @param effect defines the effect to activate
  96743. */
  96744. enableEffect(effect: Nullable<Effect>): void;
  96745. /**
  96746. * Set the value of an uniform to an array of int32
  96747. * @param uniform defines the webGL uniform location where to store the value
  96748. * @param array defines the array of int32 to store
  96749. */
  96750. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96751. /**
  96752. * Set the value of an uniform to an array of int32 (stored as vec2)
  96753. * @param uniform defines the webGL uniform location where to store the value
  96754. * @param array defines the array of int32 to store
  96755. */
  96756. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96757. /**
  96758. * Set the value of an uniform to an array of int32 (stored as vec3)
  96759. * @param uniform defines the webGL uniform location where to store the value
  96760. * @param array defines the array of int32 to store
  96761. */
  96762. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96763. /**
  96764. * Set the value of an uniform to an array of int32 (stored as vec4)
  96765. * @param uniform defines the webGL uniform location where to store the value
  96766. * @param array defines the array of int32 to store
  96767. */
  96768. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96769. /**
  96770. * Set the value of an uniform to an array of float32
  96771. * @param uniform defines the webGL uniform location where to store the value
  96772. * @param array defines the array of float32 to store
  96773. */
  96774. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96775. /**
  96776. * Set the value of an uniform to an array of float32 (stored as vec2)
  96777. * @param uniform defines the webGL uniform location where to store the value
  96778. * @param array defines the array of float32 to store
  96779. */
  96780. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96781. /**
  96782. * Set the value of an uniform to an array of float32 (stored as vec3)
  96783. * @param uniform defines the webGL uniform location where to store the value
  96784. * @param array defines the array of float32 to store
  96785. */
  96786. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96787. /**
  96788. * Set the value of an uniform to an array of float32 (stored as vec4)
  96789. * @param uniform defines the webGL uniform location where to store the value
  96790. * @param array defines the array of float32 to store
  96791. */
  96792. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96793. /**
  96794. * Set the value of an uniform to an array of number
  96795. * @param uniform defines the webGL uniform location where to store the value
  96796. * @param array defines the array of number to store
  96797. */
  96798. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96799. /**
  96800. * Set the value of an uniform to an array of number (stored as vec2)
  96801. * @param uniform defines the webGL uniform location where to store the value
  96802. * @param array defines the array of number to store
  96803. */
  96804. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96805. /**
  96806. * Set the value of an uniform to an array of number (stored as vec3)
  96807. * @param uniform defines the webGL uniform location where to store the value
  96808. * @param array defines the array of number to store
  96809. */
  96810. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96811. /**
  96812. * Set the value of an uniform to an array of number (stored as vec4)
  96813. * @param uniform defines the webGL uniform location where to store the value
  96814. * @param array defines the array of number to store
  96815. */
  96816. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96817. /**
  96818. * Set the value of an uniform to an array of float32 (stored as matrices)
  96819. * @param uniform defines the webGL uniform location where to store the value
  96820. * @param matrices defines the array of float32 to store
  96821. */
  96822. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  96823. /**
  96824. * Set the value of an uniform to a matrix (3x3)
  96825. * @param uniform defines the webGL uniform location where to store the value
  96826. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  96827. */
  96828. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  96829. /**
  96830. * Set the value of an uniform to a matrix (2x2)
  96831. * @param uniform defines the webGL uniform location where to store the value
  96832. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  96833. */
  96834. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  96835. /**
  96836. * Set the value of an uniform to a number (int)
  96837. * @param uniform defines the webGL uniform location where to store the value
  96838. * @param value defines the int number to store
  96839. */
  96840. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  96841. /**
  96842. * Set the value of an uniform to a number (float)
  96843. * @param uniform defines the webGL uniform location where to store the value
  96844. * @param value defines the float number to store
  96845. */
  96846. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  96847. /**
  96848. * Set the value of an uniform to a vec2
  96849. * @param uniform defines the webGL uniform location where to store the value
  96850. * @param x defines the 1st component of the value
  96851. * @param y defines the 2nd component of the value
  96852. */
  96853. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  96854. /**
  96855. * Set the value of an uniform to a vec3
  96856. * @param uniform defines the webGL uniform location where to store the value
  96857. * @param x defines the 1st component of the value
  96858. * @param y defines the 2nd component of the value
  96859. * @param z defines the 3rd component of the value
  96860. */
  96861. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  96862. /**
  96863. * Set the value of an uniform to a boolean
  96864. * @param uniform defines the webGL uniform location where to store the value
  96865. * @param bool defines the boolean to store
  96866. */
  96867. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  96868. /**
  96869. * Set the value of an uniform to a vec4
  96870. * @param uniform defines the webGL uniform location where to store the value
  96871. * @param x defines the 1st component of the value
  96872. * @param y defines the 2nd component of the value
  96873. * @param z defines the 3rd component of the value
  96874. * @param w defines the 4th component of the value
  96875. */
  96876. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  96877. /**
  96878. * Sets a Color4 on a uniform variable
  96879. * @param uniform defines the uniform location
  96880. * @param color4 defines the value to be set
  96881. */
  96882. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  96883. /**
  96884. * Set various states to the webGL context
  96885. * @param culling defines backface culling state
  96886. * @param zOffset defines the value to apply to zOffset (0 by default)
  96887. * @param force defines if states must be applied even if cache is up to date
  96888. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  96889. */
  96890. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  96891. /**
  96892. * Set the z offset to apply to current rendering
  96893. * @param value defines the offset to apply
  96894. */
  96895. setZOffset(value: number): void;
  96896. /**
  96897. * Gets the current value of the zOffset
  96898. * @returns the current zOffset state
  96899. */
  96900. getZOffset(): number;
  96901. /**
  96902. * Enable or disable depth buffering
  96903. * @param enable defines the state to set
  96904. */
  96905. setDepthBuffer(enable: boolean): void;
  96906. /**
  96907. * Gets a boolean indicating if depth writing is enabled
  96908. * @returns the current depth writing state
  96909. */
  96910. getDepthWrite(): boolean;
  96911. /**
  96912. * Enable or disable depth writing
  96913. * @param enable defines the state to set
  96914. */
  96915. setDepthWrite(enable: boolean): void;
  96916. /**
  96917. * Enable or disable color writing
  96918. * @param enable defines the state to set
  96919. */
  96920. setColorWrite(enable: boolean): void;
  96921. /**
  96922. * Gets a boolean indicating if color writing is enabled
  96923. * @returns the current color writing state
  96924. */
  96925. getColorWrite(): boolean;
  96926. /**
  96927. * Sets alpha constants used by some alpha blending modes
  96928. * @param r defines the red component
  96929. * @param g defines the green component
  96930. * @param b defines the blue component
  96931. * @param a defines the alpha component
  96932. */
  96933. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  96934. /**
  96935. * Sets the current alpha mode
  96936. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  96937. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  96938. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  96939. */
  96940. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  96941. /**
  96942. * Gets the current alpha mode
  96943. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  96944. * @returns the current alpha mode
  96945. */
  96946. getAlphaMode(): number;
  96947. /**
  96948. * Clears the list of texture accessible through engine.
  96949. * This can help preventing texture load conflict due to name collision.
  96950. */
  96951. clearInternalTexturesCache(): void;
  96952. /**
  96953. * Force the entire cache to be cleared
  96954. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  96955. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  96956. */
  96957. wipeCaches(bruteForce?: boolean): void;
  96958. /**
  96959. * Set the compressed texture format to use, based on the formats you have, and the formats
  96960. * supported by the hardware / browser.
  96961. *
  96962. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  96963. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  96964. * to API arguments needed to compressed textures. This puts the burden on the container
  96965. * generator to house the arcane code for determining these for current & future formats.
  96966. *
  96967. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  96968. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  96969. *
  96970. * Note: The result of this call is not taken into account when a texture is base64.
  96971. *
  96972. * @param formatsAvailable defines the list of those format families you have created
  96973. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  96974. *
  96975. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  96976. * @returns The extension selected.
  96977. */
  96978. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  96979. /** @hidden */
  96980. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  96981. min: number;
  96982. mag: number;
  96983. };
  96984. /** @hidden */
  96985. _createTexture(): WebGLTexture;
  96986. /**
  96987. * Usually called from Texture.ts.
  96988. * Passed information to create a WebGLTexture
  96989. * @param urlArg defines a value which contains one of the following:
  96990. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  96991. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  96992. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  96993. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  96994. * @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)
  96995. * @param scene needed for loading to the correct scene
  96996. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  96997. * @param onLoad optional callback to be called upon successful completion
  96998. * @param onError optional callback to be called upon failure
  96999. * @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
  97000. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  97001. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  97002. * @param forcedExtension defines the extension to use to pick the right loader
  97003. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  97004. * @returns a InternalTexture for assignment back into BABYLON.Texture
  97005. */
  97006. 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 | ArrayBufferView | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  97007. /**
  97008. * @hidden
  97009. * Rescales a texture
  97010. * @param source input texutre
  97011. * @param destination destination texture
  97012. * @param scene scene to use to render the resize
  97013. * @param internalFormat format to use when resizing
  97014. * @param onComplete callback to be called when resize has completed
  97015. */
  97016. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  97017. private _unpackFlipYCached;
  97018. /**
  97019. * In case you are sharing the context with other applications, it might
  97020. * be interested to not cache the unpack flip y state to ensure a consistent
  97021. * value would be set.
  97022. */
  97023. enableUnpackFlipYCached: boolean;
  97024. /** @hidden */
  97025. _unpackFlipY(value: boolean): void;
  97026. /** @hidden */
  97027. _getUnpackAlignement(): number;
  97028. /**
  97029. * Creates a dynamic texture
  97030. * @param width defines the width of the texture
  97031. * @param height defines the height of the texture
  97032. * @param generateMipMaps defines if the engine should generate the mip levels
  97033. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  97034. * @returns the dynamic texture inside an InternalTexture
  97035. */
  97036. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  97037. /**
  97038. * Update the sampling mode of a given texture
  97039. * @param samplingMode defines the required sampling mode
  97040. * @param texture defines the texture to update
  97041. */
  97042. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  97043. /**
  97044. * Update the content of a dynamic texture
  97045. * @param texture defines the texture to update
  97046. * @param canvas defines the canvas containing the source
  97047. * @param invertY defines if data must be stored with Y axis inverted
  97048. * @param premulAlpha defines if alpha is stored as premultiplied
  97049. * @param format defines the format of the data
  97050. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  97051. */
  97052. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  97053. /**
  97054. * Update a video texture
  97055. * @param texture defines the texture to update
  97056. * @param video defines the video element to use
  97057. * @param invertY defines if data must be stored with Y axis inverted
  97058. */
  97059. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  97060. /**
  97061. * Updates a depth texture Comparison Mode and Function.
  97062. * If the comparison Function is equal to 0, the mode will be set to none.
  97063. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  97064. * @param texture The texture to set the comparison function for
  97065. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  97066. */
  97067. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  97068. /** @hidden */
  97069. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  97070. width: number;
  97071. height: number;
  97072. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  97073. /**
  97074. * Creates a depth stencil texture.
  97075. * This is only available in WebGL 2 or with the depth texture extension available.
  97076. * @param size The size of face edge in the texture.
  97077. * @param options The options defining the texture.
  97078. * @returns The texture
  97079. */
  97080. createDepthStencilTexture(size: number | {
  97081. width: number;
  97082. height: number;
  97083. }, options: DepthTextureCreationOptions): InternalTexture;
  97084. /**
  97085. * Creates a depth stencil texture.
  97086. * This is only available in WebGL 2 or with the depth texture extension available.
  97087. * @param size The size of face edge in the texture.
  97088. * @param options The options defining the texture.
  97089. * @returns The texture
  97090. */
  97091. private _createDepthStencilTexture;
  97092. /**
  97093. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  97094. * @param renderTarget The render target to set the frame buffer for
  97095. */
  97096. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  97097. /**
  97098. * Creates a new render target texture
  97099. * @param size defines the size of the texture
  97100. * @param options defines the options used to create the texture
  97101. * @returns a new render target texture stored in an InternalTexture
  97102. */
  97103. createRenderTargetTexture(size: number | {
  97104. width: number;
  97105. height: number;
  97106. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  97107. /** @hidden */
  97108. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  97109. /**
  97110. * Updates the sample count of a render target texture
  97111. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  97112. * @param texture defines the texture to update
  97113. * @param samples defines the sample count to set
  97114. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  97115. */
  97116. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  97117. /** @hidden */
  97118. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  97119. /** @hidden */
  97120. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  97121. /** @hidden */
  97122. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  97123. /** @hidden */
  97124. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  97125. /**
  97126. * @hidden
  97127. */
  97128. _setCubeMapTextureParams(loadMipmap: boolean): void;
  97129. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<Scene>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  97130. private _prepareWebGLTexture;
  97131. /** @hidden */
  97132. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  97133. /** @hidden */
  97134. _releaseFramebufferObjects(texture: InternalTexture): void;
  97135. /** @hidden */
  97136. _releaseTexture(texture: InternalTexture): void;
  97137. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  97138. protected _setProgram(program: WebGLProgram): void;
  97139. protected _boundUniforms: {
  97140. [key: number]: WebGLUniformLocation;
  97141. };
  97142. /**
  97143. * Binds an effect to the webGL context
  97144. * @param effect defines the effect to bind
  97145. */
  97146. bindSamplers(effect: Effect): void;
  97147. private _activateCurrentTexture;
  97148. /** @hidden */
  97149. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  97150. /** @hidden */
  97151. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  97152. /**
  97153. * Sets a texture to the webGL context from a postprocess
  97154. * @param channel defines the channel to use
  97155. * @param postProcess defines the source postprocess
  97156. */
  97157. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  97158. /**
  97159. * Binds the output of the passed in post process to the texture channel specified
  97160. * @param channel The channel the texture should be bound to
  97161. * @param postProcess The post process which's output should be bound
  97162. */
  97163. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  97164. /**
  97165. * Unbind all textures from the webGL context
  97166. */
  97167. unbindAllTextures(): void;
  97168. /**
  97169. * Sets a texture to the according uniform.
  97170. * @param channel The texture channel
  97171. * @param uniform The uniform to set
  97172. * @param texture The texture to apply
  97173. */
  97174. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  97175. /**
  97176. * Sets a depth stencil texture from a render target to the according uniform.
  97177. * @param channel The texture channel
  97178. * @param uniform The uniform to set
  97179. * @param texture The render target texture containing the depth stencil texture to apply
  97180. */
  97181. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  97182. private _bindSamplerUniformToChannel;
  97183. private _getTextureWrapMode;
  97184. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  97185. /**
  97186. * Sets an array of texture to the webGL context
  97187. * @param channel defines the channel where the texture array must be set
  97188. * @param uniform defines the associated uniform location
  97189. * @param textures defines the array of textures to bind
  97190. */
  97191. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  97192. /** @hidden */
  97193. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  97194. private _setTextureParameterFloat;
  97195. private _setTextureParameterInteger;
  97196. /**
  97197. * Reads pixels from the current frame buffer. Please note that this function can be slow
  97198. * @param x defines the x coordinate of the rectangle where pixels must be read
  97199. * @param y defines the y coordinate of the rectangle where pixels must be read
  97200. * @param width defines the width of the rectangle where pixels must be read
  97201. * @param height defines the height of the rectangle where pixels must be read
  97202. * @returns a Uint8Array containing RGBA colors
  97203. */
  97204. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  97205. /**
  97206. * Add an externaly attached data from its key.
  97207. * This method call will fail and return false, if such key already exists.
  97208. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  97209. * @param key the unique key that identifies the data
  97210. * @param data the data object to associate to the key for this Engine instance
  97211. * @return true if no such key were already present and the data was added successfully, false otherwise
  97212. */
  97213. addExternalData<T>(key: string, data: T): boolean;
  97214. /**
  97215. * Get an externaly attached data from its key
  97216. * @param key the unique key that identifies the data
  97217. * @return the associated data, if present (can be null), or undefined if not present
  97218. */
  97219. getExternalData<T>(key: string): T;
  97220. /**
  97221. * Get an externaly attached data from its key, create it using a factory if it's not already present
  97222. * @param key the unique key that identifies the data
  97223. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  97224. * @return the associated data, can be null if the factory returned null.
  97225. */
  97226. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  97227. /**
  97228. * Remove an externaly attached data from the Engine instance
  97229. * @param key the unique key that identifies the data
  97230. * @return true if the data was successfully removed, false if it doesn't exist
  97231. */
  97232. removeExternalData(key: string): boolean;
  97233. /**
  97234. * Unbind all vertex attributes from the webGL context
  97235. */
  97236. unbindAllAttributes(): void;
  97237. /**
  97238. * 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
  97239. */
  97240. releaseEffects(): void;
  97241. /**
  97242. * Dispose and release all associated resources
  97243. */
  97244. dispose(): void;
  97245. /**
  97246. * Display the loading screen
  97247. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97248. */
  97249. displayLoadingUI(): void;
  97250. /**
  97251. * Hide the loading screen
  97252. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97253. */
  97254. hideLoadingUI(): void;
  97255. /**
  97256. * Gets the current loading screen object
  97257. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97258. */
  97259. /**
  97260. * Sets the current loading screen object
  97261. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97262. */
  97263. loadingScreen: ILoadingScreen;
  97264. /**
  97265. * Sets the current loading screen text
  97266. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97267. */
  97268. loadingUIText: string;
  97269. /**
  97270. * Sets the current loading screen background color
  97271. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97272. */
  97273. loadingUIBackgroundColor: string;
  97274. /**
  97275. * Attach a new callback raised when context lost event is fired
  97276. * @param callback defines the callback to call
  97277. */
  97278. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  97279. /**
  97280. * Attach a new callback raised when context restored event is fired
  97281. * @param callback defines the callback to call
  97282. */
  97283. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  97284. /**
  97285. * Gets the source code of the vertex shader associated with a specific webGL program
  97286. * @param program defines the program to use
  97287. * @returns a string containing the source code of the vertex shader associated with the program
  97288. */
  97289. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  97290. /**
  97291. * Gets the source code of the fragment shader associated with a specific webGL program
  97292. * @param program defines the program to use
  97293. * @returns a string containing the source code of the fragment shader associated with the program
  97294. */
  97295. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  97296. /**
  97297. * Get the current error code of the webGL context
  97298. * @returns the error code
  97299. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  97300. */
  97301. getError(): number;
  97302. /**
  97303. * Gets the current framerate
  97304. * @returns a number representing the framerate
  97305. */
  97306. getFps(): number;
  97307. /**
  97308. * Gets the time spent between current and previous frame
  97309. * @returns a number representing the delta time in ms
  97310. */
  97311. getDeltaTime(): number;
  97312. private _measureFps;
  97313. /** @hidden */
  97314. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  97315. private _canRenderToFloatFramebuffer;
  97316. private _canRenderToHalfFloatFramebuffer;
  97317. private _canRenderToFramebuffer;
  97318. /** @hidden */
  97319. _getWebGLTextureType(type: number): number;
  97320. /** @hidden */
  97321. _getInternalFormat(format: number): number;
  97322. /** @hidden */
  97323. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  97324. /** @hidden */
  97325. _getRGBAMultiSampleBufferFormat(type: number): number;
  97326. /** @hidden */
  97327. _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;
  97328. /** @hidden */
  97329. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  97330. /**
  97331. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  97332. * @returns true if the engine can be created
  97333. * @ignorenaming
  97334. */
  97335. static isSupported(): boolean;
  97336. /**
  97337. * Find the next highest power of two.
  97338. * @param x Number to start search from.
  97339. * @return Next highest power of two.
  97340. */
  97341. static CeilingPOT(x: number): number;
  97342. /**
  97343. * Find the next lowest power of two.
  97344. * @param x Number to start search from.
  97345. * @return Next lowest power of two.
  97346. */
  97347. static FloorPOT(x: number): number;
  97348. /**
  97349. * Find the nearest power of two.
  97350. * @param x Number to start search from.
  97351. * @return Next nearest power of two.
  97352. */
  97353. static NearestPOT(x: number): number;
  97354. /**
  97355. * Get the closest exponent of two
  97356. * @param value defines the value to approximate
  97357. * @param max defines the maximum value to return
  97358. * @param mode defines how to define the closest value
  97359. * @returns closest exponent of two of the given value
  97360. */
  97361. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  97362. /**
  97363. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  97364. * @param func - the function to be called
  97365. * @param requester - the object that will request the next frame. Falls back to window.
  97366. * @returns frame number
  97367. */
  97368. static QueueNewFrame(func: () => void, requester?: any): number;
  97369. /**
  97370. * Ask the browser to promote the current element to pointerlock mode
  97371. * @param element defines the DOM element to promote
  97372. */
  97373. static _RequestPointerlock(element: HTMLElement): void;
  97374. /**
  97375. * Asks the browser to exit pointerlock mode
  97376. */
  97377. static _ExitPointerlock(): void;
  97378. /**
  97379. * Ask the browser to promote the current element to fullscreen rendering mode
  97380. * @param element defines the DOM element to promote
  97381. */
  97382. static _RequestFullscreen(element: HTMLElement): void;
  97383. /**
  97384. * Asks the browser to exit fullscreen mode
  97385. */
  97386. static _ExitFullscreen(): void;
  97387. }
  97388. }
  97389. declare module BABYLON {
  97390. /**
  97391. * The engine store class is responsible to hold all the instances of Engine and Scene created
  97392. * during the life time of the application.
  97393. */
  97394. export class EngineStore {
  97395. /** Gets the list of created engines */
  97396. static Instances: Engine[];
  97397. /** @hidden */
  97398. static _LastCreatedScene: Nullable<Scene>;
  97399. /**
  97400. * Gets the latest created engine
  97401. */
  97402. static readonly LastCreatedEngine: Nullable<Engine>;
  97403. /**
  97404. * Gets the latest created scene
  97405. */
  97406. static readonly LastCreatedScene: Nullable<Scene>;
  97407. /**
  97408. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  97409. * @ignorenaming
  97410. */
  97411. static UseFallbackTexture: boolean;
  97412. /**
  97413. * Texture content used if a texture cannot loaded
  97414. * @ignorenaming
  97415. */
  97416. static FallbackTexture: string;
  97417. }
  97418. }
  97419. declare module BABYLON {
  97420. /**
  97421. * Helper class that provides a small promise polyfill
  97422. */
  97423. export class PromisePolyfill {
  97424. /**
  97425. * Static function used to check if the polyfill is required
  97426. * If this is the case then the function will inject the polyfill to window.Promise
  97427. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  97428. */
  97429. static Apply(force?: boolean): void;
  97430. }
  97431. }
  97432. declare module BABYLON {
  97433. /**
  97434. * Interface for screenshot methods with describe argument called `size` as object with options
  97435. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  97436. */
  97437. export interface IScreenshotSize {
  97438. /**
  97439. * number in pixels for canvas height
  97440. */
  97441. height?: number;
  97442. /**
  97443. * multiplier allowing render at a higher or lower resolution
  97444. * If value is defined then height and width will be ignored and taken from camera
  97445. */
  97446. precision?: number;
  97447. /**
  97448. * number in pixels for canvas width
  97449. */
  97450. width?: number;
  97451. }
  97452. }
  97453. declare module BABYLON {
  97454. interface IColor4Like {
  97455. r: float;
  97456. g: float;
  97457. b: float;
  97458. a: float;
  97459. }
  97460. /**
  97461. * Class containing a set of static utilities functions
  97462. */
  97463. export class Tools {
  97464. /**
  97465. * Gets or sets the base URL to use to load assets
  97466. */
  97467. static BaseUrl: string;
  97468. /**
  97469. * Enable/Disable Custom HTTP Request Headers globally.
  97470. * default = false
  97471. * @see CustomRequestHeaders
  97472. */
  97473. static UseCustomRequestHeaders: boolean;
  97474. /**
  97475. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  97476. * i.e. when loading files, where the server/service expects an Authorization header
  97477. */
  97478. static CustomRequestHeaders: {
  97479. [key: string]: string;
  97480. };
  97481. /**
  97482. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  97483. */
  97484. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  97485. /**
  97486. * Default behaviour for cors in the application.
  97487. * It can be a string if the expected behavior is identical in the entire app.
  97488. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  97489. */
  97490. static CorsBehavior: string | ((url: string | string[]) => string);
  97491. /**
  97492. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  97493. * @ignorenaming
  97494. */
  97495. static UseFallbackTexture: boolean;
  97496. /**
  97497. * Use this object to register external classes like custom textures or material
  97498. * to allow the laoders to instantiate them
  97499. */
  97500. static RegisteredExternalClasses: {
  97501. [key: string]: Object;
  97502. };
  97503. /**
  97504. * Texture content used if a texture cannot loaded
  97505. * @ignorenaming
  97506. */
  97507. static fallbackTexture: string;
  97508. /**
  97509. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  97510. * @param u defines the coordinate on X axis
  97511. * @param v defines the coordinate on Y axis
  97512. * @param width defines the width of the source data
  97513. * @param height defines the height of the source data
  97514. * @param pixels defines the source byte array
  97515. * @param color defines the output color
  97516. */
  97517. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  97518. /**
  97519. * Interpolates between a and b via alpha
  97520. * @param a The lower value (returned when alpha = 0)
  97521. * @param b The upper value (returned when alpha = 1)
  97522. * @param alpha The interpolation-factor
  97523. * @return The mixed value
  97524. */
  97525. static Mix(a: number, b: number, alpha: number): number;
  97526. /**
  97527. * Tries to instantiate a new object from a given class name
  97528. * @param className defines the class name to instantiate
  97529. * @returns the new object or null if the system was not able to do the instantiation
  97530. */
  97531. static Instantiate(className: string): any;
  97532. /**
  97533. * Provides a slice function that will work even on IE
  97534. * @param data defines the array to slice
  97535. * @param start defines the start of the data (optional)
  97536. * @param end defines the end of the data (optional)
  97537. * @returns the new sliced array
  97538. */
  97539. static Slice<T>(data: T, start?: number, end?: number): T;
  97540. /**
  97541. * Polyfill for setImmediate
  97542. * @param action defines the action to execute after the current execution block
  97543. */
  97544. static SetImmediate(action: () => void): void;
  97545. /**
  97546. * Function indicating if a number is an exponent of 2
  97547. * @param value defines the value to test
  97548. * @returns true if the value is an exponent of 2
  97549. */
  97550. static IsExponentOfTwo(value: number): boolean;
  97551. private static _tmpFloatArray;
  97552. /**
  97553. * Returns the nearest 32-bit single precision float representation of a Number
  97554. * @param value A Number. If the parameter is of a different type, it will get converted
  97555. * to a number or to NaN if it cannot be converted
  97556. * @returns number
  97557. */
  97558. static FloatRound(value: number): number;
  97559. /**
  97560. * Extracts the filename from a path
  97561. * @param path defines the path to use
  97562. * @returns the filename
  97563. */
  97564. static GetFilename(path: string): string;
  97565. /**
  97566. * Extracts the "folder" part of a path (everything before the filename).
  97567. * @param uri The URI to extract the info from
  97568. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  97569. * @returns The "folder" part of the path
  97570. */
  97571. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  97572. /**
  97573. * Extracts text content from a DOM element hierarchy
  97574. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  97575. */
  97576. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  97577. /**
  97578. * Convert an angle in radians to degrees
  97579. * @param angle defines the angle to convert
  97580. * @returns the angle in degrees
  97581. */
  97582. static ToDegrees(angle: number): number;
  97583. /**
  97584. * Convert an angle in degrees to radians
  97585. * @param angle defines the angle to convert
  97586. * @returns the angle in radians
  97587. */
  97588. static ToRadians(angle: number): number;
  97589. /**
  97590. * Encode a buffer to a base64 string
  97591. * @param buffer defines the buffer to encode
  97592. * @returns the encoded string
  97593. */
  97594. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  97595. /**
  97596. * Returns an array if obj is not an array
  97597. * @param obj defines the object to evaluate as an array
  97598. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  97599. * @returns either obj directly if obj is an array or a new array containing obj
  97600. */
  97601. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  97602. /**
  97603. * Gets the pointer prefix to use
  97604. * @returns "pointer" if touch is enabled. Else returns "mouse"
  97605. */
  97606. static GetPointerPrefix(): string;
  97607. /**
  97608. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  97609. * @param url define the url we are trying
  97610. * @param element define the dom element where to configure the cors policy
  97611. */
  97612. static SetCorsBehavior(url: string | string[], element: {
  97613. crossOrigin: string | null;
  97614. }): void;
  97615. /**
  97616. * Removes unwanted characters from an url
  97617. * @param url defines the url to clean
  97618. * @returns the cleaned url
  97619. */
  97620. static CleanUrl(url: string): string;
  97621. /**
  97622. * Gets or sets a function used to pre-process url before using them to load assets
  97623. */
  97624. static PreprocessUrl: (url: string) => string;
  97625. /**
  97626. * Loads an image as an HTMLImageElement.
  97627. * @param input url string, ArrayBuffer, or Blob to load
  97628. * @param onLoad callback called when the image successfully loads
  97629. * @param onError callback called when the image fails to load
  97630. * @param offlineProvider offline provider for caching
  97631. * @returns the HTMLImageElement of the loaded image
  97632. */
  97633. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  97634. /**
  97635. * Loads a file
  97636. * @param url url string, ArrayBuffer, or Blob to load
  97637. * @param onSuccess callback called when the file successfully loads
  97638. * @param onProgress callback called while file is loading (if the server supports this mode)
  97639. * @param offlineProvider defines the offline provider for caching
  97640. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  97641. * @param onError callback called when the file fails to load
  97642. * @returns a file request object
  97643. */
  97644. 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;
  97645. /**
  97646. * Loads a file from a url
  97647. * @param url the file url to load
  97648. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  97649. */
  97650. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  97651. /**
  97652. * Load a script (identified by an url). When the url returns, the
  97653. * content of this file is added into a new script element, attached to the DOM (body element)
  97654. * @param scriptUrl defines the url of the script to laod
  97655. * @param onSuccess defines the callback called when the script is loaded
  97656. * @param onError defines the callback to call if an error occurs
  97657. * @param scriptId defines the id of the script element
  97658. */
  97659. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  97660. /**
  97661. * Load an asynchronous script (identified by an url). When the url returns, the
  97662. * content of this file is added into a new script element, attached to the DOM (body element)
  97663. * @param scriptUrl defines the url of the script to laod
  97664. * @param scriptId defines the id of the script element
  97665. * @returns a promise request object
  97666. */
  97667. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  97668. /**
  97669. * Loads a file from a blob
  97670. * @param fileToLoad defines the blob to use
  97671. * @param callback defines the callback to call when data is loaded
  97672. * @param progressCallback defines the callback to call during loading process
  97673. * @returns a file request object
  97674. */
  97675. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  97676. /**
  97677. * Loads a file
  97678. * @param fileToLoad defines the file to load
  97679. * @param callback defines the callback to call when data is loaded
  97680. * @param progressCallBack defines the callback to call during loading process
  97681. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  97682. * @returns a file request object
  97683. */
  97684. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  97685. /**
  97686. * Creates a data url from a given string content
  97687. * @param content defines the content to convert
  97688. * @returns the new data url link
  97689. */
  97690. static FileAsURL(content: string): string;
  97691. /**
  97692. * Format the given number to a specific decimal format
  97693. * @param value defines the number to format
  97694. * @param decimals defines the number of decimals to use
  97695. * @returns the formatted string
  97696. */
  97697. static Format(value: number, decimals?: number): string;
  97698. /**
  97699. * Tries to copy an object by duplicating every property
  97700. * @param source defines the source object
  97701. * @param destination defines the target object
  97702. * @param doNotCopyList defines a list of properties to avoid
  97703. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  97704. */
  97705. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  97706. /**
  97707. * Gets a boolean indicating if the given object has no own property
  97708. * @param obj defines the object to test
  97709. * @returns true if object has no own property
  97710. */
  97711. static IsEmpty(obj: any): boolean;
  97712. /**
  97713. * Function used to register events at window level
  97714. * @param windowElement defines the Window object to use
  97715. * @param events defines the events to register
  97716. */
  97717. static RegisterTopRootEvents(windowElement: Window, events: {
  97718. name: string;
  97719. handler: Nullable<(e: FocusEvent) => any>;
  97720. }[]): void;
  97721. /**
  97722. * Function used to unregister events from window level
  97723. * @param windowElement defines the Window object to use
  97724. * @param events defines the events to unregister
  97725. */
  97726. static UnregisterTopRootEvents(windowElement: Window, events: {
  97727. name: string;
  97728. handler: Nullable<(e: FocusEvent) => any>;
  97729. }[]): void;
  97730. /**
  97731. * @ignore
  97732. */
  97733. static _ScreenshotCanvas: HTMLCanvasElement;
  97734. /**
  97735. * Dumps the current bound framebuffer
  97736. * @param width defines the rendering width
  97737. * @param height defines the rendering height
  97738. * @param engine defines the hosting engine
  97739. * @param successCallback defines the callback triggered once the data are available
  97740. * @param mimeType defines the mime type of the result
  97741. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  97742. */
  97743. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  97744. /**
  97745. * Converts the canvas data to blob.
  97746. * This acts as a polyfill for browsers not supporting the to blob function.
  97747. * @param canvas Defines the canvas to extract the data from
  97748. * @param successCallback Defines the callback triggered once the data are available
  97749. * @param mimeType Defines the mime type of the result
  97750. */
  97751. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  97752. /**
  97753. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  97754. * @param successCallback defines the callback triggered once the data are available
  97755. * @param mimeType defines the mime type of the result
  97756. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  97757. */
  97758. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  97759. /**
  97760. * Downloads a blob in the browser
  97761. * @param blob defines the blob to download
  97762. * @param fileName defines the name of the downloaded file
  97763. */
  97764. static Download(blob: Blob, fileName: string): void;
  97765. /**
  97766. * Captures a screenshot of the current rendering
  97767. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97768. * @param engine defines the rendering engine
  97769. * @param camera defines the source camera
  97770. * @param size This parameter can be set to a single number or to an object with the
  97771. * following (optional) properties: precision, width, height. If a single number is passed,
  97772. * it will be used for both width and height. If an object is passed, the screenshot size
  97773. * will be derived from the parameters. The precision property is a multiplier allowing
  97774. * rendering at a higher or lower resolution
  97775. * @param successCallback defines the callback receives a single parameter which contains the
  97776. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  97777. * src parameter of an <img> to display it
  97778. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  97779. * Check your browser for supported MIME types
  97780. */
  97781. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  97782. /**
  97783. * Captures a screenshot of the current rendering
  97784. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97785. * @param engine defines the rendering engine
  97786. * @param camera defines the source camera
  97787. * @param size This parameter can be set to a single number or to an object with the
  97788. * following (optional) properties: precision, width, height. If a single number is passed,
  97789. * it will be used for both width and height. If an object is passed, the screenshot size
  97790. * will be derived from the parameters. The precision property is a multiplier allowing
  97791. * rendering at a higher or lower resolution
  97792. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  97793. * Check your browser for supported MIME types
  97794. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  97795. * to the src parameter of an <img> to display it
  97796. */
  97797. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  97798. /**
  97799. * Generates an image screenshot from the specified camera.
  97800. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97801. * @param engine The engine to use for rendering
  97802. * @param camera The camera to use for rendering
  97803. * @param size This parameter can be set to a single number or to an object with the
  97804. * following (optional) properties: precision, width, height. If a single number is passed,
  97805. * it will be used for both width and height. If an object is passed, the screenshot size
  97806. * will be derived from the parameters. The precision property is a multiplier allowing
  97807. * rendering at a higher or lower resolution
  97808. * @param successCallback The callback receives a single parameter which contains the
  97809. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  97810. * src parameter of an <img> to display it
  97811. * @param mimeType The MIME type of the screenshot image (default: image/png).
  97812. * Check your browser for supported MIME types
  97813. * @param samples Texture samples (default: 1)
  97814. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  97815. * @param fileName A name for for the downloaded file.
  97816. */
  97817. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  97818. /**
  97819. * Generates an image screenshot from the specified camera.
  97820. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97821. * @param engine The engine to use for rendering
  97822. * @param camera The camera to use for rendering
  97823. * @param size This parameter can be set to a single number or to an object with the
  97824. * following (optional) properties: precision, width, height. If a single number is passed,
  97825. * it will be used for both width and height. If an object is passed, the screenshot size
  97826. * will be derived from the parameters. The precision property is a multiplier allowing
  97827. * rendering at a higher or lower resolution
  97828. * @param mimeType The MIME type of the screenshot image (default: image/png).
  97829. * Check your browser for supported MIME types
  97830. * @param samples Texture samples (default: 1)
  97831. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  97832. * @param fileName A name for for the downloaded file.
  97833. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  97834. * to the src parameter of an <img> to display it
  97835. */
  97836. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  97837. /**
  97838. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  97839. * Be aware Math.random() could cause collisions, but:
  97840. * "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"
  97841. * @returns a pseudo random id
  97842. */
  97843. static RandomId(): string;
  97844. /**
  97845. * Test if the given uri is a base64 string
  97846. * @param uri The uri to test
  97847. * @return True if the uri is a base64 string or false otherwise
  97848. */
  97849. static IsBase64(uri: string): boolean;
  97850. /**
  97851. * Decode the given base64 uri.
  97852. * @param uri The uri to decode
  97853. * @return The decoded base64 data.
  97854. */
  97855. static DecodeBase64(uri: string): ArrayBuffer;
  97856. /**
  97857. * Gets the absolute url.
  97858. * @param url the input url
  97859. * @return the absolute url
  97860. */
  97861. static GetAbsoluteUrl(url: string): string;
  97862. /**
  97863. * No log
  97864. */
  97865. static readonly NoneLogLevel: number;
  97866. /**
  97867. * Only message logs
  97868. */
  97869. static readonly MessageLogLevel: number;
  97870. /**
  97871. * Only warning logs
  97872. */
  97873. static readonly WarningLogLevel: number;
  97874. /**
  97875. * Only error logs
  97876. */
  97877. static readonly ErrorLogLevel: number;
  97878. /**
  97879. * All logs
  97880. */
  97881. static readonly AllLogLevel: number;
  97882. /**
  97883. * Gets a value indicating the number of loading errors
  97884. * @ignorenaming
  97885. */
  97886. static readonly errorsCount: number;
  97887. /**
  97888. * Callback called when a new log is added
  97889. */
  97890. static OnNewCacheEntry: (entry: string) => void;
  97891. /**
  97892. * Log a message to the console
  97893. * @param message defines the message to log
  97894. */
  97895. static Log(message: string): void;
  97896. /**
  97897. * Write a warning message to the console
  97898. * @param message defines the message to log
  97899. */
  97900. static Warn(message: string): void;
  97901. /**
  97902. * Write an error message to the console
  97903. * @param message defines the message to log
  97904. */
  97905. static Error(message: string): void;
  97906. /**
  97907. * Gets current log cache (list of logs)
  97908. */
  97909. static readonly LogCache: string;
  97910. /**
  97911. * Clears the log cache
  97912. */
  97913. static ClearLogCache(): void;
  97914. /**
  97915. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  97916. */
  97917. static LogLevels: number;
  97918. /**
  97919. * Checks if the window object exists
  97920. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  97921. */
  97922. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  97923. /**
  97924. * No performance log
  97925. */
  97926. static readonly PerformanceNoneLogLevel: number;
  97927. /**
  97928. * Use user marks to log performance
  97929. */
  97930. static readonly PerformanceUserMarkLogLevel: number;
  97931. /**
  97932. * Log performance to the console
  97933. */
  97934. static readonly PerformanceConsoleLogLevel: number;
  97935. private static _performance;
  97936. /**
  97937. * Sets the current performance log level
  97938. */
  97939. static PerformanceLogLevel: number;
  97940. private static _StartPerformanceCounterDisabled;
  97941. private static _EndPerformanceCounterDisabled;
  97942. private static _StartUserMark;
  97943. private static _EndUserMark;
  97944. private static _StartPerformanceConsole;
  97945. private static _EndPerformanceConsole;
  97946. /**
  97947. * Starts a performance counter
  97948. */
  97949. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  97950. /**
  97951. * Ends a specific performance coutner
  97952. */
  97953. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  97954. /**
  97955. * Gets either window.performance.now() if supported or Date.now() else
  97956. */
  97957. static readonly Now: number;
  97958. /**
  97959. * This method will return the name of the class used to create the instance of the given object.
  97960. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  97961. * @param object the object to get the class name from
  97962. * @param isType defines if the object is actually a type
  97963. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  97964. */
  97965. static GetClassName(object: any, isType?: boolean): string;
  97966. /**
  97967. * Gets the first element of an array satisfying a given predicate
  97968. * @param array defines the array to browse
  97969. * @param predicate defines the predicate to use
  97970. * @returns null if not found or the element
  97971. */
  97972. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  97973. /**
  97974. * This method will return the name of the full name of the class, including its owning module (if any).
  97975. * 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).
  97976. * @param object the object to get the class name from
  97977. * @param isType defines if the object is actually a type
  97978. * @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.
  97979. * @ignorenaming
  97980. */
  97981. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  97982. /**
  97983. * Returns a promise that resolves after the given amount of time.
  97984. * @param delay Number of milliseconds to delay
  97985. * @returns Promise that resolves after the given amount of time
  97986. */
  97987. static DelayAsync(delay: number): Promise<void>;
  97988. }
  97989. /**
  97990. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  97991. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  97992. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  97993. * @param name The name of the class, case should be preserved
  97994. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  97995. */
  97996. export function className(name: string, module?: string): (target: Object) => void;
  97997. /**
  97998. * An implementation of a loop for asynchronous functions.
  97999. */
  98000. export class AsyncLoop {
  98001. /**
  98002. * Defines the number of iterations for the loop
  98003. */
  98004. iterations: number;
  98005. /**
  98006. * Defines the current index of the loop.
  98007. */
  98008. index: number;
  98009. private _done;
  98010. private _fn;
  98011. private _successCallback;
  98012. /**
  98013. * Constructor.
  98014. * @param iterations the number of iterations.
  98015. * @param func the function to run each iteration
  98016. * @param successCallback the callback that will be called upon succesful execution
  98017. * @param offset starting offset.
  98018. */
  98019. constructor(
  98020. /**
  98021. * Defines the number of iterations for the loop
  98022. */
  98023. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  98024. /**
  98025. * Execute the next iteration. Must be called after the last iteration was finished.
  98026. */
  98027. executeNext(): void;
  98028. /**
  98029. * Break the loop and run the success callback.
  98030. */
  98031. breakLoop(): void;
  98032. /**
  98033. * Create and run an async loop.
  98034. * @param iterations the number of iterations.
  98035. * @param fn the function to run each iteration
  98036. * @param successCallback the callback that will be called upon succesful execution
  98037. * @param offset starting offset.
  98038. * @returns the created async loop object
  98039. */
  98040. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  98041. /**
  98042. * A for-loop that will run a given number of iterations synchronous and the rest async.
  98043. * @param iterations total number of iterations
  98044. * @param syncedIterations number of synchronous iterations in each async iteration.
  98045. * @param fn the function to call each iteration.
  98046. * @param callback a success call back that will be called when iterating stops.
  98047. * @param breakFunction a break condition (optional)
  98048. * @param timeout timeout settings for the setTimeout function. default - 0.
  98049. * @returns the created async loop object
  98050. */
  98051. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  98052. }
  98053. }
  98054. declare module BABYLON {
  98055. /** @hidden */
  98056. export interface ICollisionCoordinator {
  98057. createCollider(): Collider;
  98058. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  98059. init(scene: Scene): void;
  98060. }
  98061. /** @hidden */
  98062. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  98063. private _scene;
  98064. private _scaledPosition;
  98065. private _scaledVelocity;
  98066. private _finalPosition;
  98067. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  98068. createCollider(): Collider;
  98069. init(scene: Scene): void;
  98070. private _collideWithWorld;
  98071. }
  98072. }
  98073. declare module BABYLON {
  98074. /**
  98075. * Class used to manage all inputs for the scene.
  98076. */
  98077. export class InputManager {
  98078. /** The distance in pixel that you have to move to prevent some events */
  98079. static DragMovementThreshold: number;
  98080. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  98081. static LongPressDelay: number;
  98082. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  98083. static DoubleClickDelay: number;
  98084. /** If you need to check double click without raising a single click at first click, enable this flag */
  98085. static ExclusiveDoubleClickMode: boolean;
  98086. private _wheelEventName;
  98087. private _onPointerMove;
  98088. private _onPointerDown;
  98089. private _onPointerUp;
  98090. private _initClickEvent;
  98091. private _initActionManager;
  98092. private _delayedSimpleClick;
  98093. private _delayedSimpleClickTimeout;
  98094. private _previousDelayedSimpleClickTimeout;
  98095. private _meshPickProceed;
  98096. private _previousButtonPressed;
  98097. private _currentPickResult;
  98098. private _previousPickResult;
  98099. private _totalPointersPressed;
  98100. private _doubleClickOccured;
  98101. private _pointerOverMesh;
  98102. private _pickedDownMesh;
  98103. private _pickedUpMesh;
  98104. private _pointerX;
  98105. private _pointerY;
  98106. private _unTranslatedPointerX;
  98107. private _unTranslatedPointerY;
  98108. private _startingPointerPosition;
  98109. private _previousStartingPointerPosition;
  98110. private _startingPointerTime;
  98111. private _previousStartingPointerTime;
  98112. private _pointerCaptures;
  98113. private _onKeyDown;
  98114. private _onKeyUp;
  98115. private _onCanvasFocusObserver;
  98116. private _onCanvasBlurObserver;
  98117. private _scene;
  98118. /**
  98119. * Creates a new InputManager
  98120. * @param scene defines the hosting scene
  98121. */
  98122. constructor(scene: Scene);
  98123. /**
  98124. * Gets the mesh that is currently under the pointer
  98125. */
  98126. readonly meshUnderPointer: Nullable<AbstractMesh>;
  98127. /**
  98128. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  98129. */
  98130. readonly unTranslatedPointer: Vector2;
  98131. /**
  98132. * Gets or sets the current on-screen X position of the pointer
  98133. */
  98134. pointerX: number;
  98135. /**
  98136. * Gets or sets the current on-screen Y position of the pointer
  98137. */
  98138. pointerY: number;
  98139. private _updatePointerPosition;
  98140. private _processPointerMove;
  98141. private _setRayOnPointerInfo;
  98142. private _checkPrePointerObservable;
  98143. /**
  98144. * Use this method to simulate a pointer move on a mesh
  98145. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  98146. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  98147. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  98148. */
  98149. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  98150. /**
  98151. * Use this method to simulate a pointer down on a mesh
  98152. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  98153. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  98154. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  98155. */
  98156. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  98157. private _processPointerDown;
  98158. /** @hidden */
  98159. _isPointerSwiping(): boolean;
  98160. /**
  98161. * Use this method to simulate a pointer up on a mesh
  98162. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  98163. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  98164. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  98165. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  98166. */
  98167. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  98168. private _processPointerUp;
  98169. /**
  98170. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  98171. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  98172. * @returns true if the pointer was captured
  98173. */
  98174. isPointerCaptured(pointerId?: number): boolean;
  98175. /**
  98176. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  98177. * @param attachUp defines if you want to attach events to pointerup
  98178. * @param attachDown defines if you want to attach events to pointerdown
  98179. * @param attachMove defines if you want to attach events to pointermove
  98180. */
  98181. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  98182. /**
  98183. * Detaches all event handlers
  98184. */
  98185. detachControl(): void;
  98186. /**
  98187. * Force the value of meshUnderPointer
  98188. * @param mesh defines the mesh to use
  98189. */
  98190. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  98191. /**
  98192. * Gets the mesh under the pointer
  98193. * @returns a Mesh or null if no mesh is under the pointer
  98194. */
  98195. getPointerOverMesh(): Nullable<AbstractMesh>;
  98196. }
  98197. }
  98198. declare module BABYLON {
  98199. /**
  98200. * Helper class used to generate session unique ID
  98201. */
  98202. export class UniqueIdGenerator {
  98203. private static _UniqueIdCounter;
  98204. /**
  98205. * Gets an unique (relatively to the current scene) Id
  98206. */
  98207. static readonly UniqueId: number;
  98208. }
  98209. }
  98210. declare module BABYLON {
  98211. /**
  98212. * This class defines the direct association between an animation and a target
  98213. */
  98214. export class TargetedAnimation {
  98215. /**
  98216. * Animation to perform
  98217. */
  98218. animation: Animation;
  98219. /**
  98220. * Target to animate
  98221. */
  98222. target: any;
  98223. /**
  98224. * Serialize the object
  98225. * @returns the JSON object representing the current entity
  98226. */
  98227. serialize(): any;
  98228. }
  98229. /**
  98230. * Use this class to create coordinated animations on multiple targets
  98231. */
  98232. export class AnimationGroup implements IDisposable {
  98233. /** The name of the animation group */
  98234. name: string;
  98235. private _scene;
  98236. private _targetedAnimations;
  98237. private _animatables;
  98238. private _from;
  98239. private _to;
  98240. private _isStarted;
  98241. private _isPaused;
  98242. private _speedRatio;
  98243. private _loopAnimation;
  98244. /**
  98245. * Gets or sets the unique id of the node
  98246. */
  98247. uniqueId: number;
  98248. /**
  98249. * This observable will notify when one animation have ended
  98250. */
  98251. onAnimationEndObservable: Observable<TargetedAnimation>;
  98252. /**
  98253. * Observer raised when one animation loops
  98254. */
  98255. onAnimationLoopObservable: Observable<TargetedAnimation>;
  98256. /**
  98257. * This observable will notify when all animations have ended.
  98258. */
  98259. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  98260. /**
  98261. * This observable will notify when all animations have paused.
  98262. */
  98263. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  98264. /**
  98265. * This observable will notify when all animations are playing.
  98266. */
  98267. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  98268. /**
  98269. * Gets the first frame
  98270. */
  98271. readonly from: number;
  98272. /**
  98273. * Gets the last frame
  98274. */
  98275. readonly to: number;
  98276. /**
  98277. * Define if the animations are started
  98278. */
  98279. readonly isStarted: boolean;
  98280. /**
  98281. * Gets a value indicating that the current group is playing
  98282. */
  98283. readonly isPlaying: boolean;
  98284. /**
  98285. * Gets or sets the speed ratio to use for all animations
  98286. */
  98287. /**
  98288. * Gets or sets the speed ratio to use for all animations
  98289. */
  98290. speedRatio: number;
  98291. /**
  98292. * Gets or sets if all animations should loop or not
  98293. */
  98294. loopAnimation: boolean;
  98295. /**
  98296. * Gets the targeted animations for this animation group
  98297. */
  98298. readonly targetedAnimations: Array<TargetedAnimation>;
  98299. /**
  98300. * returning the list of animatables controlled by this animation group.
  98301. */
  98302. readonly animatables: Array<Animatable>;
  98303. /**
  98304. * Instantiates a new Animation Group.
  98305. * This helps managing several animations at once.
  98306. * @see http://doc.babylonjs.com/how_to/group
  98307. * @param name Defines the name of the group
  98308. * @param scene Defines the scene the group belongs to
  98309. */
  98310. constructor(
  98311. /** The name of the animation group */
  98312. name: string, scene?: Nullable<Scene>);
  98313. /**
  98314. * Add an animation (with its target) in the group
  98315. * @param animation defines the animation we want to add
  98316. * @param target defines the target of the animation
  98317. * @returns the TargetedAnimation object
  98318. */
  98319. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  98320. /**
  98321. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  98322. * It can add constant keys at begin or end
  98323. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  98324. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  98325. * @returns the animation group
  98326. */
  98327. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  98328. /**
  98329. * Start all animations on given targets
  98330. * @param loop defines if animations must loop
  98331. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  98332. * @param from defines the from key (optional)
  98333. * @param to defines the to key (optional)
  98334. * @returns the current animation group
  98335. */
  98336. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  98337. /**
  98338. * Pause all animations
  98339. * @returns the animation group
  98340. */
  98341. pause(): AnimationGroup;
  98342. /**
  98343. * Play all animations to initial state
  98344. * This function will start() the animations if they were not started or will restart() them if they were paused
  98345. * @param loop defines if animations must loop
  98346. * @returns the animation group
  98347. */
  98348. play(loop?: boolean): AnimationGroup;
  98349. /**
  98350. * Reset all animations to initial state
  98351. * @returns the animation group
  98352. */
  98353. reset(): AnimationGroup;
  98354. /**
  98355. * Restart animations from key 0
  98356. * @returns the animation group
  98357. */
  98358. restart(): AnimationGroup;
  98359. /**
  98360. * Stop all animations
  98361. * @returns the animation group
  98362. */
  98363. stop(): AnimationGroup;
  98364. /**
  98365. * Set animation weight for all animatables
  98366. * @param weight defines the weight to use
  98367. * @return the animationGroup
  98368. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  98369. */
  98370. setWeightForAllAnimatables(weight: number): AnimationGroup;
  98371. /**
  98372. * Synchronize and normalize all animatables with a source animatable
  98373. * @param root defines the root animatable to synchronize with
  98374. * @return the animationGroup
  98375. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  98376. */
  98377. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  98378. /**
  98379. * Goes to a specific frame in this animation group
  98380. * @param frame the frame number to go to
  98381. * @return the animationGroup
  98382. */
  98383. goToFrame(frame: number): AnimationGroup;
  98384. /**
  98385. * Dispose all associated resources
  98386. */
  98387. dispose(): void;
  98388. private _checkAnimationGroupEnded;
  98389. /**
  98390. * Clone the current animation group and returns a copy
  98391. * @param newName defines the name of the new group
  98392. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  98393. * @returns the new aniamtion group
  98394. */
  98395. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  98396. /**
  98397. * Serializes the animationGroup to an object
  98398. * @returns Serialized object
  98399. */
  98400. serialize(): any;
  98401. /**
  98402. * Returns a new AnimationGroup object parsed from the source provided.
  98403. * @param parsedAnimationGroup defines the source
  98404. * @param scene defines the scene that will receive the animationGroup
  98405. * @returns a new AnimationGroup
  98406. */
  98407. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  98408. /**
  98409. * Returns the string "AnimationGroup"
  98410. * @returns "AnimationGroup"
  98411. */
  98412. getClassName(): string;
  98413. /**
  98414. * Creates a detailled string about the object
  98415. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  98416. * @returns a string representing the object
  98417. */
  98418. toString(fullDetails?: boolean): string;
  98419. }
  98420. }
  98421. declare module BABYLON {
  98422. /**
  98423. * Define an interface for all classes that will hold resources
  98424. */
  98425. export interface IDisposable {
  98426. /**
  98427. * Releases all held resources
  98428. */
  98429. dispose(): void;
  98430. }
  98431. /** Interface defining initialization parameters for Scene class */
  98432. export interface SceneOptions {
  98433. /**
  98434. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  98435. * It will improve performance when the number of geometries becomes important.
  98436. */
  98437. useGeometryUniqueIdsMap?: boolean;
  98438. /**
  98439. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  98440. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  98441. */
  98442. useMaterialMeshMap?: boolean;
  98443. /**
  98444. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  98445. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  98446. */
  98447. useClonedMeshhMap?: boolean;
  98448. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  98449. virtual?: boolean;
  98450. }
  98451. /**
  98452. * Represents a scene to be rendered by the engine.
  98453. * @see http://doc.babylonjs.com/features/scene
  98454. */
  98455. export class Scene extends AbstractScene implements IAnimatable {
  98456. /** The fog is deactivated */
  98457. static readonly FOGMODE_NONE: number;
  98458. /** The fog density is following an exponential function */
  98459. static readonly FOGMODE_EXP: number;
  98460. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  98461. static readonly FOGMODE_EXP2: number;
  98462. /** The fog density is following a linear function. */
  98463. static readonly FOGMODE_LINEAR: number;
  98464. /**
  98465. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  98466. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98467. */
  98468. static MinDeltaTime: number;
  98469. /**
  98470. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  98471. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98472. */
  98473. static MaxDeltaTime: number;
  98474. /**
  98475. * Factory used to create the default material.
  98476. * @param name The name of the material to create
  98477. * @param scene The scene to create the material for
  98478. * @returns The default material
  98479. */
  98480. static DefaultMaterialFactory(scene: Scene): Material;
  98481. /**
  98482. * Factory used to create the a collision coordinator.
  98483. * @returns The collision coordinator
  98484. */
  98485. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  98486. /** @hidden */
  98487. _inputManager: InputManager;
  98488. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  98489. cameraToUseForPointers: Nullable<Camera>;
  98490. /** @hidden */
  98491. readonly _isScene: boolean;
  98492. /**
  98493. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  98494. */
  98495. autoClear: boolean;
  98496. /**
  98497. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  98498. */
  98499. autoClearDepthAndStencil: boolean;
  98500. /**
  98501. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  98502. */
  98503. clearColor: Color4;
  98504. /**
  98505. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  98506. */
  98507. ambientColor: Color3;
  98508. /**
  98509. * This is use to store the default BRDF lookup for PBR materials in your scene.
  98510. * It should only be one of the following (if not the default embedded one):
  98511. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  98512. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  98513. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  98514. * The material properties need to be setup according to the type of texture in use.
  98515. */
  98516. environmentBRDFTexture: BaseTexture;
  98517. /** @hidden */
  98518. protected _environmentTexture: Nullable<BaseTexture>;
  98519. /**
  98520. * Texture used in all pbr material as the reflection texture.
  98521. * As in the majority of the scene they are the same (exception for multi room and so on),
  98522. * this is easier to reference from here than from all the materials.
  98523. */
  98524. /**
  98525. * Texture used in all pbr material as the reflection texture.
  98526. * As in the majority of the scene they are the same (exception for multi room and so on),
  98527. * this is easier to set here than in all the materials.
  98528. */
  98529. environmentTexture: Nullable<BaseTexture>;
  98530. /** @hidden */
  98531. protected _environmentIntensity: number;
  98532. /**
  98533. * Intensity of the environment in all pbr material.
  98534. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  98535. * As in the majority of the scene they are the same (exception for multi room and so on),
  98536. * this is easier to reference from here than from all the materials.
  98537. */
  98538. /**
  98539. * Intensity of the environment in all pbr material.
  98540. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  98541. * As in the majority of the scene they are the same (exception for multi room and so on),
  98542. * this is easier to set here than in all the materials.
  98543. */
  98544. environmentIntensity: number;
  98545. /** @hidden */
  98546. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  98547. /**
  98548. * Default image processing configuration used either in the rendering
  98549. * Forward main pass or through the imageProcessingPostProcess if present.
  98550. * As in the majority of the scene they are the same (exception for multi camera),
  98551. * this is easier to reference from here than from all the materials and post process.
  98552. *
  98553. * No setter as we it is a shared configuration, you can set the values instead.
  98554. */
  98555. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  98556. private _forceWireframe;
  98557. /**
  98558. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  98559. */
  98560. forceWireframe: boolean;
  98561. private _forcePointsCloud;
  98562. /**
  98563. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  98564. */
  98565. forcePointsCloud: boolean;
  98566. /**
  98567. * Gets or sets the active clipplane 1
  98568. */
  98569. clipPlane: Nullable<Plane>;
  98570. /**
  98571. * Gets or sets the active clipplane 2
  98572. */
  98573. clipPlane2: Nullable<Plane>;
  98574. /**
  98575. * Gets or sets the active clipplane 3
  98576. */
  98577. clipPlane3: Nullable<Plane>;
  98578. /**
  98579. * Gets or sets the active clipplane 4
  98580. */
  98581. clipPlane4: Nullable<Plane>;
  98582. /**
  98583. * Gets or sets a boolean indicating if animations are enabled
  98584. */
  98585. animationsEnabled: boolean;
  98586. private _animationPropertiesOverride;
  98587. /**
  98588. * Gets or sets the animation properties override
  98589. */
  98590. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  98591. /**
  98592. * Gets or sets a boolean indicating if a constant deltatime has to be used
  98593. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  98594. */
  98595. useConstantAnimationDeltaTime: boolean;
  98596. /**
  98597. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  98598. * Please note that it requires to run a ray cast through the scene on every frame
  98599. */
  98600. constantlyUpdateMeshUnderPointer: boolean;
  98601. /**
  98602. * Defines the HTML cursor to use when hovering over interactive elements
  98603. */
  98604. hoverCursor: string;
  98605. /**
  98606. * Defines the HTML default cursor to use (empty by default)
  98607. */
  98608. defaultCursor: string;
  98609. /**
  98610. * This is used to call preventDefault() on pointer down
  98611. * in order to block unwanted artifacts like system double clicks
  98612. */
  98613. preventDefaultOnPointerDown: boolean;
  98614. /**
  98615. * This is used to call preventDefault() on pointer up
  98616. * in order to block unwanted artifacts like system double clicks
  98617. */
  98618. preventDefaultOnPointerUp: boolean;
  98619. /**
  98620. * Gets or sets user defined metadata
  98621. */
  98622. metadata: any;
  98623. /**
  98624. * For internal use only. Please do not use.
  98625. */
  98626. reservedDataStore: any;
  98627. /**
  98628. * Gets the name of the plugin used to load this scene (null by default)
  98629. */
  98630. loadingPluginName: string;
  98631. /**
  98632. * Use this array to add regular expressions used to disable offline support for specific urls
  98633. */
  98634. disableOfflineSupportExceptionRules: RegExp[];
  98635. /**
  98636. * An event triggered when the scene is disposed.
  98637. */
  98638. onDisposeObservable: Observable<Scene>;
  98639. private _onDisposeObserver;
  98640. /** Sets a function to be executed when this scene is disposed. */
  98641. onDispose: () => void;
  98642. /**
  98643. * An event triggered before rendering the scene (right after animations and physics)
  98644. */
  98645. onBeforeRenderObservable: Observable<Scene>;
  98646. private _onBeforeRenderObserver;
  98647. /** Sets a function to be executed before rendering this scene */
  98648. beforeRender: Nullable<() => void>;
  98649. /**
  98650. * An event triggered after rendering the scene
  98651. */
  98652. onAfterRenderObservable: Observable<Scene>;
  98653. /**
  98654. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  98655. */
  98656. onAfterRenderCameraObservable: Observable<Camera>;
  98657. private _onAfterRenderObserver;
  98658. /** Sets a function to be executed after rendering this scene */
  98659. afterRender: Nullable<() => void>;
  98660. /**
  98661. * An event triggered before animating the scene
  98662. */
  98663. onBeforeAnimationsObservable: Observable<Scene>;
  98664. /**
  98665. * An event triggered after animations processing
  98666. */
  98667. onAfterAnimationsObservable: Observable<Scene>;
  98668. /**
  98669. * An event triggered before draw calls are ready to be sent
  98670. */
  98671. onBeforeDrawPhaseObservable: Observable<Scene>;
  98672. /**
  98673. * An event triggered after draw calls have been sent
  98674. */
  98675. onAfterDrawPhaseObservable: Observable<Scene>;
  98676. /**
  98677. * An event triggered when the scene is ready
  98678. */
  98679. onReadyObservable: Observable<Scene>;
  98680. /**
  98681. * An event triggered before rendering a camera
  98682. */
  98683. onBeforeCameraRenderObservable: Observable<Camera>;
  98684. private _onBeforeCameraRenderObserver;
  98685. /** Sets a function to be executed before rendering a camera*/
  98686. beforeCameraRender: () => void;
  98687. /**
  98688. * An event triggered after rendering a camera
  98689. */
  98690. onAfterCameraRenderObservable: Observable<Camera>;
  98691. private _onAfterCameraRenderObserver;
  98692. /** Sets a function to be executed after rendering a camera*/
  98693. afterCameraRender: () => void;
  98694. /**
  98695. * An event triggered when active meshes evaluation is about to start
  98696. */
  98697. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  98698. /**
  98699. * An event triggered when active meshes evaluation is done
  98700. */
  98701. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  98702. /**
  98703. * An event triggered when particles rendering is about to start
  98704. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  98705. */
  98706. onBeforeParticlesRenderingObservable: Observable<Scene>;
  98707. /**
  98708. * An event triggered when particles rendering is done
  98709. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  98710. */
  98711. onAfterParticlesRenderingObservable: Observable<Scene>;
  98712. /**
  98713. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  98714. */
  98715. onDataLoadedObservable: Observable<Scene>;
  98716. /**
  98717. * An event triggered when a camera is created
  98718. */
  98719. onNewCameraAddedObservable: Observable<Camera>;
  98720. /**
  98721. * An event triggered when a camera is removed
  98722. */
  98723. onCameraRemovedObservable: Observable<Camera>;
  98724. /**
  98725. * An event triggered when a light is created
  98726. */
  98727. onNewLightAddedObservable: Observable<Light>;
  98728. /**
  98729. * An event triggered when a light is removed
  98730. */
  98731. onLightRemovedObservable: Observable<Light>;
  98732. /**
  98733. * An event triggered when a geometry is created
  98734. */
  98735. onNewGeometryAddedObservable: Observable<Geometry>;
  98736. /**
  98737. * An event triggered when a geometry is removed
  98738. */
  98739. onGeometryRemovedObservable: Observable<Geometry>;
  98740. /**
  98741. * An event triggered when a transform node is created
  98742. */
  98743. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  98744. /**
  98745. * An event triggered when a transform node is removed
  98746. */
  98747. onTransformNodeRemovedObservable: Observable<TransformNode>;
  98748. /**
  98749. * An event triggered when a mesh is created
  98750. */
  98751. onNewMeshAddedObservable: Observable<AbstractMesh>;
  98752. /**
  98753. * An event triggered when a mesh is removed
  98754. */
  98755. onMeshRemovedObservable: Observable<AbstractMesh>;
  98756. /**
  98757. * An event triggered when a skeleton is created
  98758. */
  98759. onNewSkeletonAddedObservable: Observable<Skeleton>;
  98760. /**
  98761. * An event triggered when a skeleton is removed
  98762. */
  98763. onSkeletonRemovedObservable: Observable<Skeleton>;
  98764. /**
  98765. * An event triggered when a material is created
  98766. */
  98767. onNewMaterialAddedObservable: Observable<Material>;
  98768. /**
  98769. * An event triggered when a material is removed
  98770. */
  98771. onMaterialRemovedObservable: Observable<Material>;
  98772. /**
  98773. * An event triggered when a texture is created
  98774. */
  98775. onNewTextureAddedObservable: Observable<BaseTexture>;
  98776. /**
  98777. * An event triggered when a texture is removed
  98778. */
  98779. onTextureRemovedObservable: Observable<BaseTexture>;
  98780. /**
  98781. * An event triggered when render targets are about to be rendered
  98782. * Can happen multiple times per frame.
  98783. */
  98784. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  98785. /**
  98786. * An event triggered when render targets were rendered.
  98787. * Can happen multiple times per frame.
  98788. */
  98789. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  98790. /**
  98791. * An event triggered before calculating deterministic simulation step
  98792. */
  98793. onBeforeStepObservable: Observable<Scene>;
  98794. /**
  98795. * An event triggered after calculating deterministic simulation step
  98796. */
  98797. onAfterStepObservable: Observable<Scene>;
  98798. /**
  98799. * An event triggered when the activeCamera property is updated
  98800. */
  98801. onActiveCameraChanged: Observable<Scene>;
  98802. /**
  98803. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  98804. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  98805. * 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)
  98806. */
  98807. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  98808. /**
  98809. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  98810. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  98811. * 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)
  98812. */
  98813. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  98814. /**
  98815. * This Observable will when a mesh has been imported into the scene.
  98816. */
  98817. onMeshImportedObservable: Observable<AbstractMesh>;
  98818. /**
  98819. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  98820. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  98821. */
  98822. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  98823. /** @hidden */
  98824. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  98825. /**
  98826. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  98827. */
  98828. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  98829. /**
  98830. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  98831. */
  98832. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  98833. /**
  98834. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  98835. */
  98836. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  98837. /** Callback called when a pointer move is detected */
  98838. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  98839. /** Callback called when a pointer down is detected */
  98840. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  98841. /** Callback called when a pointer up is detected */
  98842. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  98843. /** Callback called when a pointer pick is detected */
  98844. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  98845. /**
  98846. * 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).
  98847. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  98848. */
  98849. onPrePointerObservable: Observable<PointerInfoPre>;
  98850. /**
  98851. * Observable event triggered each time an input event is received from the rendering canvas
  98852. */
  98853. onPointerObservable: Observable<PointerInfo>;
  98854. /**
  98855. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  98856. */
  98857. readonly unTranslatedPointer: Vector2;
  98858. /**
  98859. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  98860. */
  98861. static DragMovementThreshold: number;
  98862. /**
  98863. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  98864. */
  98865. static LongPressDelay: number;
  98866. /**
  98867. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  98868. */
  98869. static DoubleClickDelay: number;
  98870. /** If you need to check double click without raising a single click at first click, enable this flag */
  98871. static ExclusiveDoubleClickMode: boolean;
  98872. /** @hidden */
  98873. _mirroredCameraPosition: Nullable<Vector3>;
  98874. /**
  98875. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  98876. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  98877. */
  98878. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  98879. /**
  98880. * Observable event triggered each time an keyboard event is received from the hosting window
  98881. */
  98882. onKeyboardObservable: Observable<KeyboardInfo>;
  98883. private _useRightHandedSystem;
  98884. /**
  98885. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  98886. */
  98887. useRightHandedSystem: boolean;
  98888. private _timeAccumulator;
  98889. private _currentStepId;
  98890. private _currentInternalStep;
  98891. /**
  98892. * Sets the step Id used by deterministic lock step
  98893. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98894. * @param newStepId defines the step Id
  98895. */
  98896. setStepId(newStepId: number): void;
  98897. /**
  98898. * Gets the step Id used by deterministic lock step
  98899. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98900. * @returns the step Id
  98901. */
  98902. getStepId(): number;
  98903. /**
  98904. * Gets the internal step used by deterministic lock step
  98905. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98906. * @returns the internal step
  98907. */
  98908. getInternalStep(): number;
  98909. private _fogEnabled;
  98910. /**
  98911. * Gets or sets a boolean indicating if fog is enabled on this scene
  98912. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98913. * (Default is true)
  98914. */
  98915. fogEnabled: boolean;
  98916. private _fogMode;
  98917. /**
  98918. * Gets or sets the fog mode to use
  98919. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98920. * | mode | value |
  98921. * | --- | --- |
  98922. * | FOGMODE_NONE | 0 |
  98923. * | FOGMODE_EXP | 1 |
  98924. * | FOGMODE_EXP2 | 2 |
  98925. * | FOGMODE_LINEAR | 3 |
  98926. */
  98927. fogMode: number;
  98928. /**
  98929. * Gets or sets the fog color to use
  98930. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98931. * (Default is Color3(0.2, 0.2, 0.3))
  98932. */
  98933. fogColor: Color3;
  98934. /**
  98935. * Gets or sets the fog density to use
  98936. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98937. * (Default is 0.1)
  98938. */
  98939. fogDensity: number;
  98940. /**
  98941. * Gets or sets the fog start distance to use
  98942. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98943. * (Default is 0)
  98944. */
  98945. fogStart: number;
  98946. /**
  98947. * Gets or sets the fog end distance to use
  98948. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98949. * (Default is 1000)
  98950. */
  98951. fogEnd: number;
  98952. private _shadowsEnabled;
  98953. /**
  98954. * Gets or sets a boolean indicating if shadows are enabled on this scene
  98955. */
  98956. shadowsEnabled: boolean;
  98957. private _lightsEnabled;
  98958. /**
  98959. * Gets or sets a boolean indicating if lights are enabled on this scene
  98960. */
  98961. lightsEnabled: boolean;
  98962. /** All of the active cameras added to this scene. */
  98963. activeCameras: Camera[];
  98964. /** @hidden */
  98965. _activeCamera: Nullable<Camera>;
  98966. /** Gets or sets the current active camera */
  98967. activeCamera: Nullable<Camera>;
  98968. private _defaultMaterial;
  98969. /** The default material used on meshes when no material is affected */
  98970. /** The default material used on meshes when no material is affected */
  98971. defaultMaterial: Material;
  98972. private _texturesEnabled;
  98973. /**
  98974. * Gets or sets a boolean indicating if textures are enabled on this scene
  98975. */
  98976. texturesEnabled: boolean;
  98977. /**
  98978. * Gets or sets a boolean indicating if particles are enabled on this scene
  98979. */
  98980. particlesEnabled: boolean;
  98981. /**
  98982. * Gets or sets a boolean indicating if sprites are enabled on this scene
  98983. */
  98984. spritesEnabled: boolean;
  98985. private _skeletonsEnabled;
  98986. /**
  98987. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  98988. */
  98989. skeletonsEnabled: boolean;
  98990. /**
  98991. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  98992. */
  98993. lensFlaresEnabled: boolean;
  98994. /**
  98995. * Gets or sets a boolean indicating if collisions are enabled on this scene
  98996. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  98997. */
  98998. collisionsEnabled: boolean;
  98999. private _collisionCoordinator;
  99000. /** @hidden */
  99001. readonly collisionCoordinator: ICollisionCoordinator;
  99002. /**
  99003. * Defines the gravity applied to this scene (used only for collisions)
  99004. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  99005. */
  99006. gravity: Vector3;
  99007. /**
  99008. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  99009. */
  99010. postProcessesEnabled: boolean;
  99011. /**
  99012. * The list of postprocesses added to the scene
  99013. */
  99014. postProcesses: PostProcess[];
  99015. /**
  99016. * Gets the current postprocess manager
  99017. */
  99018. postProcessManager: PostProcessManager;
  99019. /**
  99020. * Gets or sets a boolean indicating if render targets are enabled on this scene
  99021. */
  99022. renderTargetsEnabled: boolean;
  99023. /**
  99024. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  99025. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  99026. */
  99027. dumpNextRenderTargets: boolean;
  99028. /**
  99029. * The list of user defined render targets added to the scene
  99030. */
  99031. customRenderTargets: RenderTargetTexture[];
  99032. /**
  99033. * Defines if texture loading must be delayed
  99034. * If true, textures will only be loaded when they need to be rendered
  99035. */
  99036. useDelayedTextureLoading: boolean;
  99037. /**
  99038. * Gets the list of meshes imported to the scene through SceneLoader
  99039. */
  99040. importedMeshesFiles: String[];
  99041. /**
  99042. * Gets or sets a boolean indicating if probes are enabled on this scene
  99043. */
  99044. probesEnabled: boolean;
  99045. /**
  99046. * Gets or sets the current offline provider to use to store scene data
  99047. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  99048. */
  99049. offlineProvider: IOfflineProvider;
  99050. /**
  99051. * Gets or sets the action manager associated with the scene
  99052. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  99053. */
  99054. actionManager: AbstractActionManager;
  99055. private _meshesForIntersections;
  99056. /**
  99057. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  99058. */
  99059. proceduralTexturesEnabled: boolean;
  99060. private _engine;
  99061. private _totalVertices;
  99062. /** @hidden */
  99063. _activeIndices: PerfCounter;
  99064. /** @hidden */
  99065. _activeParticles: PerfCounter;
  99066. /** @hidden */
  99067. _activeBones: PerfCounter;
  99068. private _animationRatio;
  99069. /** @hidden */
  99070. _animationTimeLast: number;
  99071. /** @hidden */
  99072. _animationTime: number;
  99073. /**
  99074. * Gets or sets a general scale for animation speed
  99075. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  99076. */
  99077. animationTimeScale: number;
  99078. /** @hidden */
  99079. _cachedMaterial: Nullable<Material>;
  99080. /** @hidden */
  99081. _cachedEffect: Nullable<Effect>;
  99082. /** @hidden */
  99083. _cachedVisibility: Nullable<number>;
  99084. private _renderId;
  99085. private _frameId;
  99086. private _executeWhenReadyTimeoutId;
  99087. private _intermediateRendering;
  99088. private _viewUpdateFlag;
  99089. private _projectionUpdateFlag;
  99090. /** @hidden */
  99091. _toBeDisposed: Nullable<IDisposable>[];
  99092. private _activeRequests;
  99093. /** @hidden */
  99094. _pendingData: any[];
  99095. private _isDisposed;
  99096. /**
  99097. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  99098. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  99099. */
  99100. dispatchAllSubMeshesOfActiveMeshes: boolean;
  99101. private _activeMeshes;
  99102. private _processedMaterials;
  99103. private _renderTargets;
  99104. /** @hidden */
  99105. _activeParticleSystems: SmartArray<IParticleSystem>;
  99106. private _activeSkeletons;
  99107. private _softwareSkinnedMeshes;
  99108. private _renderingManager;
  99109. /** @hidden */
  99110. _activeAnimatables: Animatable[];
  99111. private _transformMatrix;
  99112. private _sceneUbo;
  99113. /** @hidden */
  99114. _viewMatrix: Matrix;
  99115. private _projectionMatrix;
  99116. /** @hidden */
  99117. _forcedViewPosition: Nullable<Vector3>;
  99118. /** @hidden */
  99119. _frustumPlanes: Plane[];
  99120. /**
  99121. * Gets the list of frustum planes (built from the active camera)
  99122. */
  99123. readonly frustumPlanes: Plane[];
  99124. /**
  99125. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  99126. * This is useful if there are more lights that the maximum simulteanous authorized
  99127. */
  99128. requireLightSorting: boolean;
  99129. /** @hidden */
  99130. readonly useMaterialMeshMap: boolean;
  99131. /** @hidden */
  99132. readonly useClonedMeshhMap: boolean;
  99133. private _externalData;
  99134. private _uid;
  99135. /**
  99136. * @hidden
  99137. * Backing store of defined scene components.
  99138. */
  99139. _components: ISceneComponent[];
  99140. /**
  99141. * @hidden
  99142. * Backing store of defined scene components.
  99143. */
  99144. _serializableComponents: ISceneSerializableComponent[];
  99145. /**
  99146. * List of components to register on the next registration step.
  99147. */
  99148. private _transientComponents;
  99149. /**
  99150. * Registers the transient components if needed.
  99151. */
  99152. private _registerTransientComponents;
  99153. /**
  99154. * @hidden
  99155. * Add a component to the scene.
  99156. * Note that the ccomponent could be registered on th next frame if this is called after
  99157. * the register component stage.
  99158. * @param component Defines the component to add to the scene
  99159. */
  99160. _addComponent(component: ISceneComponent): void;
  99161. /**
  99162. * @hidden
  99163. * Gets a component from the scene.
  99164. * @param name defines the name of the component to retrieve
  99165. * @returns the component or null if not present
  99166. */
  99167. _getComponent(name: string): Nullable<ISceneComponent>;
  99168. /**
  99169. * @hidden
  99170. * Defines the actions happening before camera updates.
  99171. */
  99172. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  99173. /**
  99174. * @hidden
  99175. * Defines the actions happening before clear the canvas.
  99176. */
  99177. _beforeClearStage: Stage<SimpleStageAction>;
  99178. /**
  99179. * @hidden
  99180. * Defines the actions when collecting render targets for the frame.
  99181. */
  99182. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  99183. /**
  99184. * @hidden
  99185. * Defines the actions happening for one camera in the frame.
  99186. */
  99187. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  99188. /**
  99189. * @hidden
  99190. * Defines the actions happening during the per mesh ready checks.
  99191. */
  99192. _isReadyForMeshStage: Stage<MeshStageAction>;
  99193. /**
  99194. * @hidden
  99195. * Defines the actions happening before evaluate active mesh checks.
  99196. */
  99197. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  99198. /**
  99199. * @hidden
  99200. * Defines the actions happening during the evaluate sub mesh checks.
  99201. */
  99202. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  99203. /**
  99204. * @hidden
  99205. * Defines the actions happening during the active mesh stage.
  99206. */
  99207. _activeMeshStage: Stage<ActiveMeshStageAction>;
  99208. /**
  99209. * @hidden
  99210. * Defines the actions happening during the per camera render target step.
  99211. */
  99212. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  99213. /**
  99214. * @hidden
  99215. * Defines the actions happening just before the active camera is drawing.
  99216. */
  99217. _beforeCameraDrawStage: Stage<CameraStageAction>;
  99218. /**
  99219. * @hidden
  99220. * Defines the actions happening just before a render target is drawing.
  99221. */
  99222. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  99223. /**
  99224. * @hidden
  99225. * Defines the actions happening just before a rendering group is drawing.
  99226. */
  99227. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  99228. /**
  99229. * @hidden
  99230. * Defines the actions happening just before a mesh is drawing.
  99231. */
  99232. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  99233. /**
  99234. * @hidden
  99235. * Defines the actions happening just after a mesh has been drawn.
  99236. */
  99237. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  99238. /**
  99239. * @hidden
  99240. * Defines the actions happening just after a rendering group has been drawn.
  99241. */
  99242. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  99243. /**
  99244. * @hidden
  99245. * Defines the actions happening just after the active camera has been drawn.
  99246. */
  99247. _afterCameraDrawStage: Stage<CameraStageAction>;
  99248. /**
  99249. * @hidden
  99250. * Defines the actions happening just after a render target has been drawn.
  99251. */
  99252. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  99253. /**
  99254. * @hidden
  99255. * Defines the actions happening just after rendering all cameras and computing intersections.
  99256. */
  99257. _afterRenderStage: Stage<SimpleStageAction>;
  99258. /**
  99259. * @hidden
  99260. * Defines the actions happening when a pointer move event happens.
  99261. */
  99262. _pointerMoveStage: Stage<PointerMoveStageAction>;
  99263. /**
  99264. * @hidden
  99265. * Defines the actions happening when a pointer down event happens.
  99266. */
  99267. _pointerDownStage: Stage<PointerUpDownStageAction>;
  99268. /**
  99269. * @hidden
  99270. * Defines the actions happening when a pointer up event happens.
  99271. */
  99272. _pointerUpStage: Stage<PointerUpDownStageAction>;
  99273. /**
  99274. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  99275. */
  99276. private geometriesByUniqueId;
  99277. /**
  99278. * Creates a new Scene
  99279. * @param engine defines the engine to use to render this scene
  99280. * @param options defines the scene options
  99281. */
  99282. constructor(engine: Engine, options?: SceneOptions);
  99283. /**
  99284. * Gets a string idenfifying the name of the class
  99285. * @returns "Scene" string
  99286. */
  99287. getClassName(): string;
  99288. private _defaultMeshCandidates;
  99289. /**
  99290. * @hidden
  99291. */
  99292. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  99293. private _defaultSubMeshCandidates;
  99294. /**
  99295. * @hidden
  99296. */
  99297. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  99298. /**
  99299. * Sets the default candidate providers for the scene.
  99300. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  99301. * and getCollidingSubMeshCandidates to their default function
  99302. */
  99303. setDefaultCandidateProviders(): void;
  99304. /**
  99305. * Gets the mesh that is currently under the pointer
  99306. */
  99307. readonly meshUnderPointer: Nullable<AbstractMesh>;
  99308. /**
  99309. * Gets or sets the current on-screen X position of the pointer
  99310. */
  99311. pointerX: number;
  99312. /**
  99313. * Gets or sets the current on-screen Y position of the pointer
  99314. */
  99315. pointerY: number;
  99316. /**
  99317. * Gets the cached material (ie. the latest rendered one)
  99318. * @returns the cached material
  99319. */
  99320. getCachedMaterial(): Nullable<Material>;
  99321. /**
  99322. * Gets the cached effect (ie. the latest rendered one)
  99323. * @returns the cached effect
  99324. */
  99325. getCachedEffect(): Nullable<Effect>;
  99326. /**
  99327. * Gets the cached visibility state (ie. the latest rendered one)
  99328. * @returns the cached visibility state
  99329. */
  99330. getCachedVisibility(): Nullable<number>;
  99331. /**
  99332. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  99333. * @param material defines the current material
  99334. * @param effect defines the current effect
  99335. * @param visibility defines the current visibility state
  99336. * @returns true if one parameter is not cached
  99337. */
  99338. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  99339. /**
  99340. * Gets the engine associated with the scene
  99341. * @returns an Engine
  99342. */
  99343. getEngine(): Engine;
  99344. /**
  99345. * Gets the total number of vertices rendered per frame
  99346. * @returns the total number of vertices rendered per frame
  99347. */
  99348. getTotalVertices(): number;
  99349. /**
  99350. * Gets the performance counter for total vertices
  99351. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99352. */
  99353. readonly totalVerticesPerfCounter: PerfCounter;
  99354. /**
  99355. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  99356. * @returns the total number of active indices rendered per frame
  99357. */
  99358. getActiveIndices(): number;
  99359. /**
  99360. * Gets the performance counter for active indices
  99361. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99362. */
  99363. readonly totalActiveIndicesPerfCounter: PerfCounter;
  99364. /**
  99365. * Gets the total number of active particles rendered per frame
  99366. * @returns the total number of active particles rendered per frame
  99367. */
  99368. getActiveParticles(): number;
  99369. /**
  99370. * Gets the performance counter for active particles
  99371. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99372. */
  99373. readonly activeParticlesPerfCounter: PerfCounter;
  99374. /**
  99375. * Gets the total number of active bones rendered per frame
  99376. * @returns the total number of active bones rendered per frame
  99377. */
  99378. getActiveBones(): number;
  99379. /**
  99380. * Gets the performance counter for active bones
  99381. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99382. */
  99383. readonly activeBonesPerfCounter: PerfCounter;
  99384. /**
  99385. * Gets the array of active meshes
  99386. * @returns an array of AbstractMesh
  99387. */
  99388. getActiveMeshes(): SmartArray<AbstractMesh>;
  99389. /**
  99390. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  99391. * @returns a number
  99392. */
  99393. getAnimationRatio(): number;
  99394. /**
  99395. * Gets an unique Id for the current render phase
  99396. * @returns a number
  99397. */
  99398. getRenderId(): number;
  99399. /**
  99400. * Gets an unique Id for the current frame
  99401. * @returns a number
  99402. */
  99403. getFrameId(): number;
  99404. /** Call this function if you want to manually increment the render Id*/
  99405. incrementRenderId(): void;
  99406. private _createUbo;
  99407. /**
  99408. * Use this method to simulate a pointer move on a mesh
  99409. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  99410. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  99411. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  99412. * @returns the current scene
  99413. */
  99414. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  99415. /**
  99416. * Use this method to simulate a pointer down on a mesh
  99417. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  99418. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  99419. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  99420. * @returns the current scene
  99421. */
  99422. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  99423. /**
  99424. * Use this method to simulate a pointer up on a mesh
  99425. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  99426. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  99427. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  99428. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  99429. * @returns the current scene
  99430. */
  99431. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  99432. /**
  99433. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  99434. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  99435. * @returns true if the pointer was captured
  99436. */
  99437. isPointerCaptured(pointerId?: number): boolean;
  99438. /**
  99439. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  99440. * @param attachUp defines if you want to attach events to pointerup
  99441. * @param attachDown defines if you want to attach events to pointerdown
  99442. * @param attachMove defines if you want to attach events to pointermove
  99443. */
  99444. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  99445. /** Detaches all event handlers*/
  99446. detachControl(): void;
  99447. /**
  99448. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  99449. * Delay loaded resources are not taking in account
  99450. * @return true if all required resources are ready
  99451. */
  99452. isReady(): boolean;
  99453. /** Resets all cached information relative to material (including effect and visibility) */
  99454. resetCachedMaterial(): void;
  99455. /**
  99456. * Registers a function to be called before every frame render
  99457. * @param func defines the function to register
  99458. */
  99459. registerBeforeRender(func: () => void): void;
  99460. /**
  99461. * Unregisters a function called before every frame render
  99462. * @param func defines the function to unregister
  99463. */
  99464. unregisterBeforeRender(func: () => void): void;
  99465. /**
  99466. * Registers a function to be called after every frame render
  99467. * @param func defines the function to register
  99468. */
  99469. registerAfterRender(func: () => void): void;
  99470. /**
  99471. * Unregisters a function called after every frame render
  99472. * @param func defines the function to unregister
  99473. */
  99474. unregisterAfterRender(func: () => void): void;
  99475. private _executeOnceBeforeRender;
  99476. /**
  99477. * The provided function will run before render once and will be disposed afterwards.
  99478. * A timeout delay can be provided so that the function will be executed in N ms.
  99479. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  99480. * @param func The function to be executed.
  99481. * @param timeout optional delay in ms
  99482. */
  99483. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  99484. /** @hidden */
  99485. _addPendingData(data: any): void;
  99486. /** @hidden */
  99487. _removePendingData(data: any): void;
  99488. /**
  99489. * Returns the number of items waiting to be loaded
  99490. * @returns the number of items waiting to be loaded
  99491. */
  99492. getWaitingItemsCount(): number;
  99493. /**
  99494. * Returns a boolean indicating if the scene is still loading data
  99495. */
  99496. readonly isLoading: boolean;
  99497. /**
  99498. * Registers a function to be executed when the scene is ready
  99499. * @param {Function} func - the function to be executed
  99500. */
  99501. executeWhenReady(func: () => void): void;
  99502. /**
  99503. * Returns a promise that resolves when the scene is ready
  99504. * @returns A promise that resolves when the scene is ready
  99505. */
  99506. whenReadyAsync(): Promise<void>;
  99507. /** @hidden */
  99508. _checkIsReady(): void;
  99509. /**
  99510. * Gets all animatable attached to the scene
  99511. */
  99512. readonly animatables: Animatable[];
  99513. /**
  99514. * Resets the last animation time frame.
  99515. * Useful to override when animations start running when loading a scene for the first time.
  99516. */
  99517. resetLastAnimationTimeFrame(): void;
  99518. /**
  99519. * Gets the current view matrix
  99520. * @returns a Matrix
  99521. */
  99522. getViewMatrix(): Matrix;
  99523. /**
  99524. * Gets the current projection matrix
  99525. * @returns a Matrix
  99526. */
  99527. getProjectionMatrix(): Matrix;
  99528. /**
  99529. * Gets the current transform matrix
  99530. * @returns a Matrix made of View * Projection
  99531. */
  99532. getTransformMatrix(): Matrix;
  99533. /**
  99534. * Sets the current transform matrix
  99535. * @param viewL defines the View matrix to use
  99536. * @param projectionL defines the Projection matrix to use
  99537. * @param viewR defines the right View matrix to use (if provided)
  99538. * @param projectionR defines the right Projection matrix to use (if provided)
  99539. */
  99540. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  99541. /**
  99542. * Gets the uniform buffer used to store scene data
  99543. * @returns a UniformBuffer
  99544. */
  99545. getSceneUniformBuffer(): UniformBuffer;
  99546. /**
  99547. * Gets an unique (relatively to the current scene) Id
  99548. * @returns an unique number for the scene
  99549. */
  99550. getUniqueId(): number;
  99551. /**
  99552. * Add a mesh to the list of scene's meshes
  99553. * @param newMesh defines the mesh to add
  99554. * @param recursive if all child meshes should also be added to the scene
  99555. */
  99556. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  99557. /**
  99558. * Remove a mesh for the list of scene's meshes
  99559. * @param toRemove defines the mesh to remove
  99560. * @param recursive if all child meshes should also be removed from the scene
  99561. * @returns the index where the mesh was in the mesh list
  99562. */
  99563. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  99564. /**
  99565. * Add a transform node to the list of scene's transform nodes
  99566. * @param newTransformNode defines the transform node to add
  99567. */
  99568. addTransformNode(newTransformNode: TransformNode): void;
  99569. /**
  99570. * Remove a transform node for the list of scene's transform nodes
  99571. * @param toRemove defines the transform node to remove
  99572. * @returns the index where the transform node was in the transform node list
  99573. */
  99574. removeTransformNode(toRemove: TransformNode): number;
  99575. /**
  99576. * Remove a skeleton for the list of scene's skeletons
  99577. * @param toRemove defines the skeleton to remove
  99578. * @returns the index where the skeleton was in the skeleton list
  99579. */
  99580. removeSkeleton(toRemove: Skeleton): number;
  99581. /**
  99582. * Remove a morph target for the list of scene's morph targets
  99583. * @param toRemove defines the morph target to remove
  99584. * @returns the index where the morph target was in the morph target list
  99585. */
  99586. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  99587. /**
  99588. * Remove a light for the list of scene's lights
  99589. * @param toRemove defines the light to remove
  99590. * @returns the index where the light was in the light list
  99591. */
  99592. removeLight(toRemove: Light): number;
  99593. /**
  99594. * Remove a camera for the list of scene's cameras
  99595. * @param toRemove defines the camera to remove
  99596. * @returns the index where the camera was in the camera list
  99597. */
  99598. removeCamera(toRemove: Camera): number;
  99599. /**
  99600. * Remove a particle system for the list of scene's particle systems
  99601. * @param toRemove defines the particle system to remove
  99602. * @returns the index where the particle system was in the particle system list
  99603. */
  99604. removeParticleSystem(toRemove: IParticleSystem): number;
  99605. /**
  99606. * Remove a animation for the list of scene's animations
  99607. * @param toRemove defines the animation to remove
  99608. * @returns the index where the animation was in the animation list
  99609. */
  99610. removeAnimation(toRemove: Animation): number;
  99611. /**
  99612. * Will stop the animation of the given target
  99613. * @param target - the target
  99614. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  99615. * @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)
  99616. */
  99617. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  99618. /**
  99619. * Removes the given animation group from this scene.
  99620. * @param toRemove The animation group to remove
  99621. * @returns The index of the removed animation group
  99622. */
  99623. removeAnimationGroup(toRemove: AnimationGroup): number;
  99624. /**
  99625. * Removes the given multi-material from this scene.
  99626. * @param toRemove The multi-material to remove
  99627. * @returns The index of the removed multi-material
  99628. */
  99629. removeMultiMaterial(toRemove: MultiMaterial): number;
  99630. /**
  99631. * Removes the given material from this scene.
  99632. * @param toRemove The material to remove
  99633. * @returns The index of the removed material
  99634. */
  99635. removeMaterial(toRemove: Material): number;
  99636. /**
  99637. * Removes the given action manager from this scene.
  99638. * @param toRemove The action manager to remove
  99639. * @returns The index of the removed action manager
  99640. */
  99641. removeActionManager(toRemove: AbstractActionManager): number;
  99642. /**
  99643. * Removes the given texture from this scene.
  99644. * @param toRemove The texture to remove
  99645. * @returns The index of the removed texture
  99646. */
  99647. removeTexture(toRemove: BaseTexture): number;
  99648. /**
  99649. * Adds the given light to this scene
  99650. * @param newLight The light to add
  99651. */
  99652. addLight(newLight: Light): void;
  99653. /**
  99654. * Sorts the list list based on light priorities
  99655. */
  99656. sortLightsByPriority(): void;
  99657. /**
  99658. * Adds the given camera to this scene
  99659. * @param newCamera The camera to add
  99660. */
  99661. addCamera(newCamera: Camera): void;
  99662. /**
  99663. * Adds the given skeleton to this scene
  99664. * @param newSkeleton The skeleton to add
  99665. */
  99666. addSkeleton(newSkeleton: Skeleton): void;
  99667. /**
  99668. * Adds the given particle system to this scene
  99669. * @param newParticleSystem The particle system to add
  99670. */
  99671. addParticleSystem(newParticleSystem: IParticleSystem): void;
  99672. /**
  99673. * Adds the given animation to this scene
  99674. * @param newAnimation The animation to add
  99675. */
  99676. addAnimation(newAnimation: Animation): void;
  99677. /**
  99678. * Adds the given animation group to this scene.
  99679. * @param newAnimationGroup The animation group to add
  99680. */
  99681. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  99682. /**
  99683. * Adds the given multi-material to this scene
  99684. * @param newMultiMaterial The multi-material to add
  99685. */
  99686. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  99687. /**
  99688. * Adds the given material to this scene
  99689. * @param newMaterial The material to add
  99690. */
  99691. addMaterial(newMaterial: Material): void;
  99692. /**
  99693. * Adds the given morph target to this scene
  99694. * @param newMorphTargetManager The morph target to add
  99695. */
  99696. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  99697. /**
  99698. * Adds the given geometry to this scene
  99699. * @param newGeometry The geometry to add
  99700. */
  99701. addGeometry(newGeometry: Geometry): void;
  99702. /**
  99703. * Adds the given action manager to this scene
  99704. * @param newActionManager The action manager to add
  99705. */
  99706. addActionManager(newActionManager: AbstractActionManager): void;
  99707. /**
  99708. * Adds the given texture to this scene.
  99709. * @param newTexture The texture to add
  99710. */
  99711. addTexture(newTexture: BaseTexture): void;
  99712. /**
  99713. * Switch active camera
  99714. * @param newCamera defines the new active camera
  99715. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  99716. */
  99717. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  99718. /**
  99719. * sets the active camera of the scene using its ID
  99720. * @param id defines the camera's ID
  99721. * @return the new active camera or null if none found.
  99722. */
  99723. setActiveCameraByID(id: string): Nullable<Camera>;
  99724. /**
  99725. * sets the active camera of the scene using its name
  99726. * @param name defines the camera's name
  99727. * @returns the new active camera or null if none found.
  99728. */
  99729. setActiveCameraByName(name: string): Nullable<Camera>;
  99730. /**
  99731. * get an animation group using its name
  99732. * @param name defines the material's name
  99733. * @return the animation group or null if none found.
  99734. */
  99735. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  99736. /**
  99737. * Get a material using its unique id
  99738. * @param uniqueId defines the material's unique id
  99739. * @return the material or null if none found.
  99740. */
  99741. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  99742. /**
  99743. * get a material using its id
  99744. * @param id defines the material's ID
  99745. * @return the material or null if none found.
  99746. */
  99747. getMaterialByID(id: string): Nullable<Material>;
  99748. /**
  99749. * Gets a the last added material using a given id
  99750. * @param id defines the material's ID
  99751. * @return the last material with the given id or null if none found.
  99752. */
  99753. getLastMaterialByID(id: string): Nullable<Material>;
  99754. /**
  99755. * Gets a material using its name
  99756. * @param name defines the material's name
  99757. * @return the material or null if none found.
  99758. */
  99759. getMaterialByName(name: string): Nullable<Material>;
  99760. /**
  99761. * Get a texture using its unique id
  99762. * @param uniqueId defines the texture's unique id
  99763. * @return the texture or null if none found.
  99764. */
  99765. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  99766. /**
  99767. * Gets a camera using its id
  99768. * @param id defines the id to look for
  99769. * @returns the camera or null if not found
  99770. */
  99771. getCameraByID(id: string): Nullable<Camera>;
  99772. /**
  99773. * Gets a camera using its unique id
  99774. * @param uniqueId defines the unique id to look for
  99775. * @returns the camera or null if not found
  99776. */
  99777. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  99778. /**
  99779. * Gets a camera using its name
  99780. * @param name defines the camera's name
  99781. * @return the camera or null if none found.
  99782. */
  99783. getCameraByName(name: string): Nullable<Camera>;
  99784. /**
  99785. * Gets a bone using its id
  99786. * @param id defines the bone's id
  99787. * @return the bone or null if not found
  99788. */
  99789. getBoneByID(id: string): Nullable<Bone>;
  99790. /**
  99791. * Gets a bone using its id
  99792. * @param name defines the bone's name
  99793. * @return the bone or null if not found
  99794. */
  99795. getBoneByName(name: string): Nullable<Bone>;
  99796. /**
  99797. * Gets a light node using its name
  99798. * @param name defines the the light's name
  99799. * @return the light or null if none found.
  99800. */
  99801. getLightByName(name: string): Nullable<Light>;
  99802. /**
  99803. * Gets a light node using its id
  99804. * @param id defines the light's id
  99805. * @return the light or null if none found.
  99806. */
  99807. getLightByID(id: string): Nullable<Light>;
  99808. /**
  99809. * Gets a light node using its scene-generated unique ID
  99810. * @param uniqueId defines the light's unique id
  99811. * @return the light or null if none found.
  99812. */
  99813. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  99814. /**
  99815. * Gets a particle system by id
  99816. * @param id defines the particle system id
  99817. * @return the corresponding system or null if none found
  99818. */
  99819. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  99820. /**
  99821. * Gets a geometry using its ID
  99822. * @param id defines the geometry's id
  99823. * @return the geometry or null if none found.
  99824. */
  99825. getGeometryByID(id: string): Nullable<Geometry>;
  99826. private _getGeometryByUniqueID;
  99827. /**
  99828. * Add a new geometry to this scene
  99829. * @param geometry defines the geometry to be added to the scene.
  99830. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  99831. * @return a boolean defining if the geometry was added or not
  99832. */
  99833. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  99834. /**
  99835. * Removes an existing geometry
  99836. * @param geometry defines the geometry to be removed from the scene
  99837. * @return a boolean defining if the geometry was removed or not
  99838. */
  99839. removeGeometry(geometry: Geometry): boolean;
  99840. /**
  99841. * Gets the list of geometries attached to the scene
  99842. * @returns an array of Geometry
  99843. */
  99844. getGeometries(): Geometry[];
  99845. /**
  99846. * Gets the first added mesh found of a given ID
  99847. * @param id defines the id to search for
  99848. * @return the mesh found or null if not found at all
  99849. */
  99850. getMeshByID(id: string): Nullable<AbstractMesh>;
  99851. /**
  99852. * Gets a list of meshes using their id
  99853. * @param id defines the id to search for
  99854. * @returns a list of meshes
  99855. */
  99856. getMeshesByID(id: string): Array<AbstractMesh>;
  99857. /**
  99858. * Gets the first added transform node found of a given ID
  99859. * @param id defines the id to search for
  99860. * @return the found transform node or null if not found at all.
  99861. */
  99862. getTransformNodeByID(id: string): Nullable<TransformNode>;
  99863. /**
  99864. * Gets a transform node with its auto-generated unique id
  99865. * @param uniqueId efines the unique id to search for
  99866. * @return the found transform node or null if not found at all.
  99867. */
  99868. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  99869. /**
  99870. * Gets a list of transform nodes using their id
  99871. * @param id defines the id to search for
  99872. * @returns a list of transform nodes
  99873. */
  99874. getTransformNodesByID(id: string): Array<TransformNode>;
  99875. /**
  99876. * Gets a mesh with its auto-generated unique id
  99877. * @param uniqueId defines the unique id to search for
  99878. * @return the found mesh or null if not found at all.
  99879. */
  99880. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  99881. /**
  99882. * Gets a the last added mesh using a given id
  99883. * @param id defines the id to search for
  99884. * @return the found mesh or null if not found at all.
  99885. */
  99886. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  99887. /**
  99888. * Gets a the last added node (Mesh, Camera, Light) using a given id
  99889. * @param id defines the id to search for
  99890. * @return the found node or null if not found at all
  99891. */
  99892. getLastEntryByID(id: string): Nullable<Node>;
  99893. /**
  99894. * Gets a node (Mesh, Camera, Light) using a given id
  99895. * @param id defines the id to search for
  99896. * @return the found node or null if not found at all
  99897. */
  99898. getNodeByID(id: string): Nullable<Node>;
  99899. /**
  99900. * Gets a node (Mesh, Camera, Light) using a given name
  99901. * @param name defines the name to search for
  99902. * @return the found node or null if not found at all.
  99903. */
  99904. getNodeByName(name: string): Nullable<Node>;
  99905. /**
  99906. * Gets a mesh using a given name
  99907. * @param name defines the name to search for
  99908. * @return the found mesh or null if not found at all.
  99909. */
  99910. getMeshByName(name: string): Nullable<AbstractMesh>;
  99911. /**
  99912. * Gets a transform node using a given name
  99913. * @param name defines the name to search for
  99914. * @return the found transform node or null if not found at all.
  99915. */
  99916. getTransformNodeByName(name: string): Nullable<TransformNode>;
  99917. /**
  99918. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  99919. * @param id defines the id to search for
  99920. * @return the found skeleton or null if not found at all.
  99921. */
  99922. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  99923. /**
  99924. * Gets a skeleton using a given auto generated unique id
  99925. * @param uniqueId defines the unique id to search for
  99926. * @return the found skeleton or null if not found at all.
  99927. */
  99928. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  99929. /**
  99930. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  99931. * @param id defines the id to search for
  99932. * @return the found skeleton or null if not found at all.
  99933. */
  99934. getSkeletonById(id: string): Nullable<Skeleton>;
  99935. /**
  99936. * Gets a skeleton using a given name
  99937. * @param name defines the name to search for
  99938. * @return the found skeleton or null if not found at all.
  99939. */
  99940. getSkeletonByName(name: string): Nullable<Skeleton>;
  99941. /**
  99942. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  99943. * @param id defines the id to search for
  99944. * @return the found morph target manager or null if not found at all.
  99945. */
  99946. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  99947. /**
  99948. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  99949. * @param id defines the id to search for
  99950. * @return the found morph target or null if not found at all.
  99951. */
  99952. getMorphTargetById(id: string): Nullable<MorphTarget>;
  99953. /**
  99954. * Gets a boolean indicating if the given mesh is active
  99955. * @param mesh defines the mesh to look for
  99956. * @returns true if the mesh is in the active list
  99957. */
  99958. isActiveMesh(mesh: AbstractMesh): boolean;
  99959. /**
  99960. * Return a unique id as a string which can serve as an identifier for the scene
  99961. */
  99962. readonly uid: string;
  99963. /**
  99964. * Add an externaly attached data from its key.
  99965. * This method call will fail and return false, if such key already exists.
  99966. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  99967. * @param key the unique key that identifies the data
  99968. * @param data the data object to associate to the key for this Engine instance
  99969. * @return true if no such key were already present and the data was added successfully, false otherwise
  99970. */
  99971. addExternalData<T>(key: string, data: T): boolean;
  99972. /**
  99973. * Get an externaly attached data from its key
  99974. * @param key the unique key that identifies the data
  99975. * @return the associated data, if present (can be null), or undefined if not present
  99976. */
  99977. getExternalData<T>(key: string): Nullable<T>;
  99978. /**
  99979. * Get an externaly attached data from its key, create it using a factory if it's not already present
  99980. * @param key the unique key that identifies the data
  99981. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  99982. * @return the associated data, can be null if the factory returned null.
  99983. */
  99984. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  99985. /**
  99986. * Remove an externaly attached data from the Engine instance
  99987. * @param key the unique key that identifies the data
  99988. * @return true if the data was successfully removed, false if it doesn't exist
  99989. */
  99990. removeExternalData(key: string): boolean;
  99991. private _evaluateSubMesh;
  99992. /**
  99993. * Clear the processed materials smart array preventing retention point in material dispose.
  99994. */
  99995. freeProcessedMaterials(): void;
  99996. private _preventFreeActiveMeshesAndRenderingGroups;
  99997. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  99998. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  99999. * when disposing several meshes in a row or a hierarchy of meshes.
  100000. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  100001. */
  100002. blockfreeActiveMeshesAndRenderingGroups: boolean;
  100003. /**
  100004. * Clear the active meshes smart array preventing retention point in mesh dispose.
  100005. */
  100006. freeActiveMeshes(): void;
  100007. /**
  100008. * Clear the info related to rendering groups preventing retention points during dispose.
  100009. */
  100010. freeRenderingGroups(): void;
  100011. /** @hidden */
  100012. _isInIntermediateRendering(): boolean;
  100013. /**
  100014. * Lambda returning the list of potentially active meshes.
  100015. */
  100016. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  100017. /**
  100018. * Lambda returning the list of potentially active sub meshes.
  100019. */
  100020. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  100021. /**
  100022. * Lambda returning the list of potentially intersecting sub meshes.
  100023. */
  100024. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  100025. /**
  100026. * Lambda returning the list of potentially colliding sub meshes.
  100027. */
  100028. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  100029. private _activeMeshesFrozen;
  100030. /**
  100031. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  100032. * @returns the current scene
  100033. */
  100034. freezeActiveMeshes(): Scene;
  100035. /**
  100036. * Use this function to restart evaluating active meshes on every frame
  100037. * @returns the current scene
  100038. */
  100039. unfreezeActiveMeshes(): Scene;
  100040. private _evaluateActiveMeshes;
  100041. private _activeMesh;
  100042. /**
  100043. * Update the transform matrix to update from the current active camera
  100044. * @param force defines a boolean used to force the update even if cache is up to date
  100045. */
  100046. updateTransformMatrix(force?: boolean): void;
  100047. private _bindFrameBuffer;
  100048. /** @hidden */
  100049. _allowPostProcessClearColor: boolean;
  100050. /** @hidden */
  100051. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  100052. private _processSubCameras;
  100053. private _checkIntersections;
  100054. /** @hidden */
  100055. _advancePhysicsEngineStep(step: number): void;
  100056. /**
  100057. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  100058. */
  100059. getDeterministicFrameTime: () => number;
  100060. /** @hidden */
  100061. _animate(): void;
  100062. /** Execute all animations (for a frame) */
  100063. animate(): void;
  100064. /**
  100065. * Render the scene
  100066. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  100067. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  100068. */
  100069. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  100070. /**
  100071. * Freeze all materials
  100072. * A frozen material will not be updatable but should be faster to render
  100073. */
  100074. freezeMaterials(): void;
  100075. /**
  100076. * Unfreeze all materials
  100077. * A frozen material will not be updatable but should be faster to render
  100078. */
  100079. unfreezeMaterials(): void;
  100080. /**
  100081. * Releases all held ressources
  100082. */
  100083. dispose(): void;
  100084. /**
  100085. * Gets if the scene is already disposed
  100086. */
  100087. readonly isDisposed: boolean;
  100088. /**
  100089. * Call this function to reduce memory footprint of the scene.
  100090. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  100091. */
  100092. clearCachedVertexData(): void;
  100093. /**
  100094. * This function will remove the local cached buffer data from texture.
  100095. * It will save memory but will prevent the texture from being rebuilt
  100096. */
  100097. cleanCachedTextureBuffer(): void;
  100098. /**
  100099. * Get the world extend vectors with an optional filter
  100100. *
  100101. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  100102. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  100103. */
  100104. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  100105. min: Vector3;
  100106. max: Vector3;
  100107. };
  100108. /**
  100109. * Creates a ray that can be used to pick in the scene
  100110. * @param x defines the x coordinate of the origin (on-screen)
  100111. * @param y defines the y coordinate of the origin (on-screen)
  100112. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  100113. * @param camera defines the camera to use for the picking
  100114. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  100115. * @returns a Ray
  100116. */
  100117. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  100118. /**
  100119. * Creates a ray that can be used to pick in the scene
  100120. * @param x defines the x coordinate of the origin (on-screen)
  100121. * @param y defines the y coordinate of the origin (on-screen)
  100122. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  100123. * @param result defines the ray where to store the picking ray
  100124. * @param camera defines the camera to use for the picking
  100125. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  100126. * @returns the current scene
  100127. */
  100128. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  100129. /**
  100130. * Creates a ray that can be used to pick in the scene
  100131. * @param x defines the x coordinate of the origin (on-screen)
  100132. * @param y defines the y coordinate of the origin (on-screen)
  100133. * @param camera defines the camera to use for the picking
  100134. * @returns a Ray
  100135. */
  100136. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  100137. /**
  100138. * Creates a ray that can be used to pick in the scene
  100139. * @param x defines the x coordinate of the origin (on-screen)
  100140. * @param y defines the y coordinate of the origin (on-screen)
  100141. * @param result defines the ray where to store the picking ray
  100142. * @param camera defines the camera to use for the picking
  100143. * @returns the current scene
  100144. */
  100145. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  100146. /** Launch a ray to try to pick a mesh in the scene
  100147. * @param x position on screen
  100148. * @param y position on screen
  100149. * @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
  100150. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  100151. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  100152. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  100153. * @returns a PickingInfo
  100154. */
  100155. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  100156. /** Use the given ray to pick a mesh in the scene
  100157. * @param ray The ray to use to pick meshes
  100158. * @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
  100159. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  100160. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  100161. * @returns a PickingInfo
  100162. */
  100163. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  100164. /**
  100165. * Launch a ray to try to pick a mesh in the scene
  100166. * @param x X position on screen
  100167. * @param y Y position on screen
  100168. * @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
  100169. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  100170. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  100171. * @returns an array of PickingInfo
  100172. */
  100173. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  100174. /**
  100175. * Launch a ray to try to pick a mesh in the scene
  100176. * @param ray Ray to use
  100177. * @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
  100178. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  100179. * @returns an array of PickingInfo
  100180. */
  100181. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  100182. /**
  100183. * Force the value of meshUnderPointer
  100184. * @param mesh defines the mesh to use
  100185. */
  100186. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  100187. /**
  100188. * Gets the mesh under the pointer
  100189. * @returns a Mesh or null if no mesh is under the pointer
  100190. */
  100191. getPointerOverMesh(): Nullable<AbstractMesh>;
  100192. /** @hidden */
  100193. _rebuildGeometries(): void;
  100194. /** @hidden */
  100195. _rebuildTextures(): void;
  100196. private _getByTags;
  100197. /**
  100198. * Get a list of meshes by tags
  100199. * @param tagsQuery defines the tags query to use
  100200. * @param forEach defines a predicate used to filter results
  100201. * @returns an array of Mesh
  100202. */
  100203. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  100204. /**
  100205. * Get a list of cameras by tags
  100206. * @param tagsQuery defines the tags query to use
  100207. * @param forEach defines a predicate used to filter results
  100208. * @returns an array of Camera
  100209. */
  100210. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  100211. /**
  100212. * Get a list of lights by tags
  100213. * @param tagsQuery defines the tags query to use
  100214. * @param forEach defines a predicate used to filter results
  100215. * @returns an array of Light
  100216. */
  100217. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  100218. /**
  100219. * Get a list of materials by tags
  100220. * @param tagsQuery defines the tags query to use
  100221. * @param forEach defines a predicate used to filter results
  100222. * @returns an array of Material
  100223. */
  100224. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  100225. /**
  100226. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  100227. * This allowed control for front to back rendering or reversly depending of the special needs.
  100228. *
  100229. * @param renderingGroupId The rendering group id corresponding to its index
  100230. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  100231. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  100232. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  100233. */
  100234. 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;
  100235. /**
  100236. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  100237. *
  100238. * @param renderingGroupId The rendering group id corresponding to its index
  100239. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  100240. * @param depth Automatically clears depth between groups if true and autoClear is true.
  100241. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  100242. */
  100243. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  100244. /**
  100245. * Gets the current auto clear configuration for one rendering group of the rendering
  100246. * manager.
  100247. * @param index the rendering group index to get the information for
  100248. * @returns The auto clear setup for the requested rendering group
  100249. */
  100250. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  100251. private _blockMaterialDirtyMechanism;
  100252. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  100253. blockMaterialDirtyMechanism: boolean;
  100254. /**
  100255. * Will flag all materials as dirty to trigger new shader compilation
  100256. * @param flag defines the flag used to specify which material part must be marked as dirty
  100257. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  100258. */
  100259. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  100260. /** @hidden */
  100261. _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;
  100262. /** @hidden */
  100263. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  100264. }
  100265. }
  100266. declare module BABYLON {
  100267. /**
  100268. * Set of assets to keep when moving a scene into an asset container.
  100269. */
  100270. export class KeepAssets extends AbstractScene {
  100271. }
  100272. /**
  100273. * Container with a set of assets that can be added or removed from a scene.
  100274. */
  100275. export class AssetContainer extends AbstractScene {
  100276. /**
  100277. * The scene the AssetContainer belongs to.
  100278. */
  100279. scene: Scene;
  100280. /**
  100281. * Instantiates an AssetContainer.
  100282. * @param scene The scene the AssetContainer belongs to.
  100283. */
  100284. constructor(scene: Scene);
  100285. /**
  100286. * Adds all the assets from the container to the scene.
  100287. */
  100288. addAllToScene(): void;
  100289. /**
  100290. * Removes all the assets in the container from the scene
  100291. */
  100292. removeAllFromScene(): void;
  100293. /**
  100294. * Disposes all the assets in the container
  100295. */
  100296. dispose(): void;
  100297. private _moveAssets;
  100298. /**
  100299. * Removes all the assets contained in the scene and adds them to the container.
  100300. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  100301. */
  100302. moveAllFromScene(keepAssets?: KeepAssets): void;
  100303. /**
  100304. * 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.
  100305. * @returns the root mesh
  100306. */
  100307. createRootMesh(): Mesh;
  100308. }
  100309. }
  100310. declare module BABYLON {
  100311. /**
  100312. * Defines how the parser contract is defined.
  100313. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  100314. */
  100315. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  100316. /**
  100317. * Defines how the individual parser contract is defined.
  100318. * These parser can parse an individual asset
  100319. */
  100320. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  100321. /**
  100322. * Base class of the scene acting as a container for the different elements composing a scene.
  100323. * This class is dynamically extended by the different components of the scene increasing
  100324. * flexibility and reducing coupling
  100325. */
  100326. export abstract class AbstractScene {
  100327. /**
  100328. * Stores the list of available parsers in the application.
  100329. */
  100330. private static _BabylonFileParsers;
  100331. /**
  100332. * Stores the list of available individual parsers in the application.
  100333. */
  100334. private static _IndividualBabylonFileParsers;
  100335. /**
  100336. * Adds a parser in the list of available ones
  100337. * @param name Defines the name of the parser
  100338. * @param parser Defines the parser to add
  100339. */
  100340. static AddParser(name: string, parser: BabylonFileParser): void;
  100341. /**
  100342. * Gets a general parser from the list of avaialble ones
  100343. * @param name Defines the name of the parser
  100344. * @returns the requested parser or null
  100345. */
  100346. static GetParser(name: string): Nullable<BabylonFileParser>;
  100347. /**
  100348. * Adds n individual parser in the list of available ones
  100349. * @param name Defines the name of the parser
  100350. * @param parser Defines the parser to add
  100351. */
  100352. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  100353. /**
  100354. * Gets an individual parser from the list of avaialble ones
  100355. * @param name Defines the name of the parser
  100356. * @returns the requested parser or null
  100357. */
  100358. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  100359. /**
  100360. * Parser json data and populate both a scene and its associated container object
  100361. * @param jsonData Defines the data to parse
  100362. * @param scene Defines the scene to parse the data for
  100363. * @param container Defines the container attached to the parsing sequence
  100364. * @param rootUrl Defines the root url of the data
  100365. */
  100366. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  100367. /**
  100368. * Gets the list of root nodes (ie. nodes with no parent)
  100369. */
  100370. rootNodes: Node[];
  100371. /** All of the cameras added to this scene
  100372. * @see http://doc.babylonjs.com/babylon101/cameras
  100373. */
  100374. cameras: Camera[];
  100375. /**
  100376. * All of the lights added to this scene
  100377. * @see http://doc.babylonjs.com/babylon101/lights
  100378. */
  100379. lights: Light[];
  100380. /**
  100381. * All of the (abstract) meshes added to this scene
  100382. */
  100383. meshes: AbstractMesh[];
  100384. /**
  100385. * The list of skeletons added to the scene
  100386. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  100387. */
  100388. skeletons: Skeleton[];
  100389. /**
  100390. * All of the particle systems added to this scene
  100391. * @see http://doc.babylonjs.com/babylon101/particles
  100392. */
  100393. particleSystems: IParticleSystem[];
  100394. /**
  100395. * Gets a list of Animations associated with the scene
  100396. */
  100397. animations: Animation[];
  100398. /**
  100399. * All of the animation groups added to this scene
  100400. * @see http://doc.babylonjs.com/how_to/group
  100401. */
  100402. animationGroups: AnimationGroup[];
  100403. /**
  100404. * All of the multi-materials added to this scene
  100405. * @see http://doc.babylonjs.com/how_to/multi_materials
  100406. */
  100407. multiMaterials: MultiMaterial[];
  100408. /**
  100409. * All of the materials added to this scene
  100410. * In the context of a Scene, it is not supposed to be modified manually.
  100411. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  100412. * Note also that the order of the Material wihin the array is not significant and might change.
  100413. * @see http://doc.babylonjs.com/babylon101/materials
  100414. */
  100415. materials: Material[];
  100416. /**
  100417. * The list of morph target managers added to the scene
  100418. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  100419. */
  100420. morphTargetManagers: MorphTargetManager[];
  100421. /**
  100422. * The list of geometries used in the scene.
  100423. */
  100424. geometries: Geometry[];
  100425. /**
  100426. * All of the tranform nodes added to this scene
  100427. * In the context of a Scene, it is not supposed to be modified manually.
  100428. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  100429. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  100430. * @see http://doc.babylonjs.com/how_to/transformnode
  100431. */
  100432. transformNodes: TransformNode[];
  100433. /**
  100434. * ActionManagers available on the scene.
  100435. */
  100436. actionManagers: AbstractActionManager[];
  100437. /**
  100438. * Textures to keep.
  100439. */
  100440. textures: BaseTexture[];
  100441. /**
  100442. * Environment texture for the scene
  100443. */
  100444. environmentTexture: Nullable<BaseTexture>;
  100445. }
  100446. }
  100447. declare module BABYLON {
  100448. /**
  100449. * Interface used to define options for Sound class
  100450. */
  100451. export interface ISoundOptions {
  100452. /**
  100453. * Does the sound autoplay once loaded.
  100454. */
  100455. autoplay?: boolean;
  100456. /**
  100457. * Does the sound loop after it finishes playing once.
  100458. */
  100459. loop?: boolean;
  100460. /**
  100461. * Sound's volume
  100462. */
  100463. volume?: number;
  100464. /**
  100465. * Is it a spatial sound?
  100466. */
  100467. spatialSound?: boolean;
  100468. /**
  100469. * Maximum distance to hear that sound
  100470. */
  100471. maxDistance?: number;
  100472. /**
  100473. * Uses user defined attenuation function
  100474. */
  100475. useCustomAttenuation?: boolean;
  100476. /**
  100477. * Define the roll off factor of spatial sounds.
  100478. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100479. */
  100480. rolloffFactor?: number;
  100481. /**
  100482. * Define the reference distance the sound should be heard perfectly.
  100483. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100484. */
  100485. refDistance?: number;
  100486. /**
  100487. * Define the distance attenuation model the sound will follow.
  100488. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100489. */
  100490. distanceModel?: string;
  100491. /**
  100492. * Defines the playback speed (1 by default)
  100493. */
  100494. playbackRate?: number;
  100495. /**
  100496. * Defines if the sound is from a streaming source
  100497. */
  100498. streaming?: boolean;
  100499. /**
  100500. * Defines an optional length (in seconds) inside the sound file
  100501. */
  100502. length?: number;
  100503. /**
  100504. * Defines an optional offset (in seconds) inside the sound file
  100505. */
  100506. offset?: number;
  100507. /**
  100508. * If true, URLs will not be required to state the audio file codec to use.
  100509. */
  100510. skipCodecCheck?: boolean;
  100511. }
  100512. /**
  100513. * Defines a sound that can be played in the application.
  100514. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  100515. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100516. */
  100517. export class Sound {
  100518. /**
  100519. * The name of the sound in the scene.
  100520. */
  100521. name: string;
  100522. /**
  100523. * Does the sound autoplay once loaded.
  100524. */
  100525. autoplay: boolean;
  100526. /**
  100527. * Does the sound loop after it finishes playing once.
  100528. */
  100529. loop: boolean;
  100530. /**
  100531. * Does the sound use a custom attenuation curve to simulate the falloff
  100532. * happening when the source gets further away from the camera.
  100533. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  100534. */
  100535. useCustomAttenuation: boolean;
  100536. /**
  100537. * The sound track id this sound belongs to.
  100538. */
  100539. soundTrackId: number;
  100540. /**
  100541. * Is this sound currently played.
  100542. */
  100543. isPlaying: boolean;
  100544. /**
  100545. * Is this sound currently paused.
  100546. */
  100547. isPaused: boolean;
  100548. /**
  100549. * Does this sound enables spatial sound.
  100550. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100551. */
  100552. spatialSound: boolean;
  100553. /**
  100554. * Define the reference distance the sound should be heard perfectly.
  100555. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100556. */
  100557. refDistance: number;
  100558. /**
  100559. * Define the roll off factor of spatial sounds.
  100560. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100561. */
  100562. rolloffFactor: number;
  100563. /**
  100564. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  100565. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100566. */
  100567. maxDistance: number;
  100568. /**
  100569. * Define the distance attenuation model the sound will follow.
  100570. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100571. */
  100572. distanceModel: string;
  100573. /**
  100574. * @hidden
  100575. * Back Compat
  100576. **/
  100577. onended: () => any;
  100578. /**
  100579. * Observable event when the current playing sound finishes.
  100580. */
  100581. onEndedObservable: Observable<Sound>;
  100582. private _panningModel;
  100583. private _playbackRate;
  100584. private _streaming;
  100585. private _startTime;
  100586. private _startOffset;
  100587. private _position;
  100588. /** @hidden */
  100589. _positionInEmitterSpace: boolean;
  100590. private _localDirection;
  100591. private _volume;
  100592. private _isReadyToPlay;
  100593. private _isDirectional;
  100594. private _readyToPlayCallback;
  100595. private _audioBuffer;
  100596. private _soundSource;
  100597. private _streamingSource;
  100598. private _soundPanner;
  100599. private _soundGain;
  100600. private _inputAudioNode;
  100601. private _outputAudioNode;
  100602. private _coneInnerAngle;
  100603. private _coneOuterAngle;
  100604. private _coneOuterGain;
  100605. private _scene;
  100606. private _connectedTransformNode;
  100607. private _customAttenuationFunction;
  100608. private _registerFunc;
  100609. private _isOutputConnected;
  100610. private _htmlAudioElement;
  100611. private _urlType;
  100612. private _length?;
  100613. private _offset?;
  100614. /** @hidden */
  100615. static _SceneComponentInitialization: (scene: Scene) => void;
  100616. /**
  100617. * Create a sound and attach it to a scene
  100618. * @param name Name of your sound
  100619. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  100620. * @param scene defines the scene the sound belongs to
  100621. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  100622. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  100623. */
  100624. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  100625. /**
  100626. * Release the sound and its associated resources
  100627. */
  100628. dispose(): void;
  100629. /**
  100630. * Gets if the sounds is ready to be played or not.
  100631. * @returns true if ready, otherwise false
  100632. */
  100633. isReady(): boolean;
  100634. private _soundLoaded;
  100635. /**
  100636. * Sets the data of the sound from an audiobuffer
  100637. * @param audioBuffer The audioBuffer containing the data
  100638. */
  100639. setAudioBuffer(audioBuffer: AudioBuffer): void;
  100640. /**
  100641. * Updates the current sounds options such as maxdistance, loop...
  100642. * @param options A JSON object containing values named as the object properties
  100643. */
  100644. updateOptions(options: ISoundOptions): void;
  100645. private _createSpatialParameters;
  100646. private _updateSpatialParameters;
  100647. /**
  100648. * Switch the panning model to HRTF:
  100649. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  100650. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100651. */
  100652. switchPanningModelToHRTF(): void;
  100653. /**
  100654. * Switch the panning model to Equal Power:
  100655. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  100656. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100657. */
  100658. switchPanningModelToEqualPower(): void;
  100659. private _switchPanningModel;
  100660. /**
  100661. * Connect this sound to a sound track audio node like gain...
  100662. * @param soundTrackAudioNode the sound track audio node to connect to
  100663. */
  100664. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  100665. /**
  100666. * Transform this sound into a directional source
  100667. * @param coneInnerAngle Size of the inner cone in degree
  100668. * @param coneOuterAngle Size of the outer cone in degree
  100669. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  100670. */
  100671. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  100672. /**
  100673. * Gets or sets the inner angle for the directional cone.
  100674. */
  100675. /**
  100676. * Gets or sets the inner angle for the directional cone.
  100677. */
  100678. directionalConeInnerAngle: number;
  100679. /**
  100680. * Gets or sets the outer angle for the directional cone.
  100681. */
  100682. /**
  100683. * Gets or sets the outer angle for the directional cone.
  100684. */
  100685. directionalConeOuterAngle: number;
  100686. /**
  100687. * Sets the position of the emitter if spatial sound is enabled
  100688. * @param newPosition Defines the new posisiton
  100689. */
  100690. setPosition(newPosition: Vector3): void;
  100691. /**
  100692. * Sets the local direction of the emitter if spatial sound is enabled
  100693. * @param newLocalDirection Defines the new local direction
  100694. */
  100695. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  100696. private _updateDirection;
  100697. /** @hidden */
  100698. updateDistanceFromListener(): void;
  100699. /**
  100700. * Sets a new custom attenuation function for the sound.
  100701. * @param callback Defines the function used for the attenuation
  100702. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  100703. */
  100704. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  100705. /**
  100706. * Play the sound
  100707. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  100708. * @param offset (optional) Start the sound at a specific time in seconds
  100709. * @param length (optional) Sound duration (in seconds)
  100710. */
  100711. play(time?: number, offset?: number, length?: number): void;
  100712. private _onended;
  100713. /**
  100714. * Stop the sound
  100715. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  100716. */
  100717. stop(time?: number): void;
  100718. /**
  100719. * Put the sound in pause
  100720. */
  100721. pause(): void;
  100722. /**
  100723. * Sets a dedicated volume for this sounds
  100724. * @param newVolume Define the new volume of the sound
  100725. * @param time Define time for gradual change to new volume
  100726. */
  100727. setVolume(newVolume: number, time?: number): void;
  100728. /**
  100729. * Set the sound play back rate
  100730. * @param newPlaybackRate Define the playback rate the sound should be played at
  100731. */
  100732. setPlaybackRate(newPlaybackRate: number): void;
  100733. /**
  100734. * Gets the volume of the sound.
  100735. * @returns the volume of the sound
  100736. */
  100737. getVolume(): number;
  100738. /**
  100739. * Attach the sound to a dedicated mesh
  100740. * @param transformNode The transform node to connect the sound with
  100741. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  100742. */
  100743. attachToMesh(transformNode: TransformNode): void;
  100744. /**
  100745. * Detach the sound from the previously attached mesh
  100746. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  100747. */
  100748. detachFromMesh(): void;
  100749. private _onRegisterAfterWorldMatrixUpdate;
  100750. /**
  100751. * Clone the current sound in the scene.
  100752. * @returns the new sound clone
  100753. */
  100754. clone(): Nullable<Sound>;
  100755. /**
  100756. * Gets the current underlying audio buffer containing the data
  100757. * @returns the audio buffer
  100758. */
  100759. getAudioBuffer(): Nullable<AudioBuffer>;
  100760. /**
  100761. * Serializes the Sound in a JSON representation
  100762. * @returns the JSON representation of the sound
  100763. */
  100764. serialize(): any;
  100765. /**
  100766. * Parse a JSON representation of a sound to innstantiate in a given scene
  100767. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  100768. * @param scene Define the scene the new parsed sound should be created in
  100769. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  100770. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  100771. * @returns the newly parsed sound
  100772. */
  100773. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  100774. }
  100775. }
  100776. declare module BABYLON {
  100777. /**
  100778. * This defines an action helpful to play a defined sound on a triggered action.
  100779. */
  100780. export class PlaySoundAction extends Action {
  100781. private _sound;
  100782. /**
  100783. * Instantiate the action
  100784. * @param triggerOptions defines the trigger options
  100785. * @param sound defines the sound to play
  100786. * @param condition defines the trigger related conditions
  100787. */
  100788. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  100789. /** @hidden */
  100790. _prepare(): void;
  100791. /**
  100792. * Execute the action and play the sound.
  100793. */
  100794. execute(): void;
  100795. /**
  100796. * Serializes the actions and its related information.
  100797. * @param parent defines the object to serialize in
  100798. * @returns the serialized object
  100799. */
  100800. serialize(parent: any): any;
  100801. }
  100802. /**
  100803. * This defines an action helpful to stop a defined sound on a triggered action.
  100804. */
  100805. export class StopSoundAction extends Action {
  100806. private _sound;
  100807. /**
  100808. * Instantiate the action
  100809. * @param triggerOptions defines the trigger options
  100810. * @param sound defines the sound to stop
  100811. * @param condition defines the trigger related conditions
  100812. */
  100813. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  100814. /** @hidden */
  100815. _prepare(): void;
  100816. /**
  100817. * Execute the action and stop the sound.
  100818. */
  100819. execute(): void;
  100820. /**
  100821. * Serializes the actions and its related information.
  100822. * @param parent defines the object to serialize in
  100823. * @returns the serialized object
  100824. */
  100825. serialize(parent: any): any;
  100826. }
  100827. }
  100828. declare module BABYLON {
  100829. /**
  100830. * This defines an action responsible to change the value of a property
  100831. * by interpolating between its current value and the newly set one once triggered.
  100832. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  100833. */
  100834. export class InterpolateValueAction extends Action {
  100835. /**
  100836. * Defines the path of the property where the value should be interpolated
  100837. */
  100838. propertyPath: string;
  100839. /**
  100840. * Defines the target value at the end of the interpolation.
  100841. */
  100842. value: any;
  100843. /**
  100844. * Defines the time it will take for the property to interpolate to the value.
  100845. */
  100846. duration: number;
  100847. /**
  100848. * Defines if the other scene animations should be stopped when the action has been triggered
  100849. */
  100850. stopOtherAnimations?: boolean;
  100851. /**
  100852. * Defines a callback raised once the interpolation animation has been done.
  100853. */
  100854. onInterpolationDone?: () => void;
  100855. /**
  100856. * Observable triggered once the interpolation animation has been done.
  100857. */
  100858. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  100859. private _target;
  100860. private _effectiveTarget;
  100861. private _property;
  100862. /**
  100863. * Instantiate the action
  100864. * @param triggerOptions defines the trigger options
  100865. * @param target defines the object containing the value to interpolate
  100866. * @param propertyPath defines the path to the property in the target object
  100867. * @param value defines the target value at the end of the interpolation
  100868. * @param duration deines the time it will take for the property to interpolate to the value.
  100869. * @param condition defines the trigger related conditions
  100870. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  100871. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  100872. */
  100873. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  100874. /** @hidden */
  100875. _prepare(): void;
  100876. /**
  100877. * Execute the action starts the value interpolation.
  100878. */
  100879. execute(): void;
  100880. /**
  100881. * Serializes the actions and its related information.
  100882. * @param parent defines the object to serialize in
  100883. * @returns the serialized object
  100884. */
  100885. serialize(parent: any): any;
  100886. }
  100887. }
  100888. declare module BABYLON {
  100889. /**
  100890. * Options allowed during the creation of a sound track.
  100891. */
  100892. export interface ISoundTrackOptions {
  100893. /**
  100894. * The volume the sound track should take during creation
  100895. */
  100896. volume?: number;
  100897. /**
  100898. * Define if the sound track is the main sound track of the scene
  100899. */
  100900. mainTrack?: boolean;
  100901. }
  100902. /**
  100903. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  100904. * It will be also used in a future release to apply effects on a specific track.
  100905. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  100906. */
  100907. export class SoundTrack {
  100908. /**
  100909. * The unique identifier of the sound track in the scene.
  100910. */
  100911. id: number;
  100912. /**
  100913. * The list of sounds included in the sound track.
  100914. */
  100915. soundCollection: Array<Sound>;
  100916. private _outputAudioNode;
  100917. private _scene;
  100918. private _isMainTrack;
  100919. private _connectedAnalyser;
  100920. private _options;
  100921. private _isInitialized;
  100922. /**
  100923. * Creates a new sound track.
  100924. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  100925. * @param scene Define the scene the sound track belongs to
  100926. * @param options
  100927. */
  100928. constructor(scene: Scene, options?: ISoundTrackOptions);
  100929. private _initializeSoundTrackAudioGraph;
  100930. /**
  100931. * Release the sound track and its associated resources
  100932. */
  100933. dispose(): void;
  100934. /**
  100935. * Adds a sound to this sound track
  100936. * @param sound define the cound to add
  100937. * @ignoreNaming
  100938. */
  100939. AddSound(sound: Sound): void;
  100940. /**
  100941. * Removes a sound to this sound track
  100942. * @param sound define the cound to remove
  100943. * @ignoreNaming
  100944. */
  100945. RemoveSound(sound: Sound): void;
  100946. /**
  100947. * Set a global volume for the full sound track.
  100948. * @param newVolume Define the new volume of the sound track
  100949. */
  100950. setVolume(newVolume: number): void;
  100951. /**
  100952. * Switch the panning model to HRTF:
  100953. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  100954. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100955. */
  100956. switchPanningModelToHRTF(): void;
  100957. /**
  100958. * Switch the panning model to Equal Power:
  100959. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  100960. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100961. */
  100962. switchPanningModelToEqualPower(): void;
  100963. /**
  100964. * Connect the sound track to an audio analyser allowing some amazing
  100965. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  100966. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  100967. * @param analyser The analyser to connect to the engine
  100968. */
  100969. connectToAnalyser(analyser: Analyser): void;
  100970. }
  100971. }
  100972. declare module BABYLON {
  100973. interface AbstractScene {
  100974. /**
  100975. * The list of sounds used in the scene.
  100976. */
  100977. sounds: Nullable<Array<Sound>>;
  100978. }
  100979. interface Scene {
  100980. /**
  100981. * @hidden
  100982. * Backing field
  100983. */
  100984. _mainSoundTrack: SoundTrack;
  100985. /**
  100986. * The main sound track played by the scene.
  100987. * It cotains your primary collection of sounds.
  100988. */
  100989. mainSoundTrack: SoundTrack;
  100990. /**
  100991. * The list of sound tracks added to the scene
  100992. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100993. */
  100994. soundTracks: Nullable<Array<SoundTrack>>;
  100995. /**
  100996. * Gets a sound using a given name
  100997. * @param name defines the name to search for
  100998. * @return the found sound or null if not found at all.
  100999. */
  101000. getSoundByName(name: string): Nullable<Sound>;
  101001. /**
  101002. * Gets or sets if audio support is enabled
  101003. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  101004. */
  101005. audioEnabled: boolean;
  101006. /**
  101007. * Gets or sets if audio will be output to headphones
  101008. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  101009. */
  101010. headphone: boolean;
  101011. /**
  101012. * Gets or sets custom audio listener position provider
  101013. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  101014. */
  101015. audioListenerPositionProvider: Nullable<() => Vector3>;
  101016. }
  101017. /**
  101018. * Defines the sound scene component responsible to manage any sounds
  101019. * in a given scene.
  101020. */
  101021. export class AudioSceneComponent implements ISceneSerializableComponent {
  101022. /**
  101023. * The component name helpfull to identify the component in the list of scene components.
  101024. */
  101025. readonly name: string;
  101026. /**
  101027. * The scene the component belongs to.
  101028. */
  101029. scene: Scene;
  101030. private _audioEnabled;
  101031. /**
  101032. * Gets whether audio is enabled or not.
  101033. * Please use related enable/disable method to switch state.
  101034. */
  101035. readonly audioEnabled: boolean;
  101036. private _headphone;
  101037. /**
  101038. * Gets whether audio is outputing to headphone or not.
  101039. * Please use the according Switch methods to change output.
  101040. */
  101041. readonly headphone: boolean;
  101042. private _audioListenerPositionProvider;
  101043. /**
  101044. * Gets the current audio listener position provider
  101045. */
  101046. /**
  101047. * Sets a custom listener position for all sounds in the scene
  101048. * By default, this is the position of the first active camera
  101049. */
  101050. audioListenerPositionProvider: Nullable<() => Vector3>;
  101051. /**
  101052. * Creates a new instance of the component for the given scene
  101053. * @param scene Defines the scene to register the component in
  101054. */
  101055. constructor(scene: Scene);
  101056. /**
  101057. * Registers the component in a given scene
  101058. */
  101059. register(): void;
  101060. /**
  101061. * Rebuilds the elements related to this component in case of
  101062. * context lost for instance.
  101063. */
  101064. rebuild(): void;
  101065. /**
  101066. * Serializes the component data to the specified json object
  101067. * @param serializationObject The object to serialize to
  101068. */
  101069. serialize(serializationObject: any): void;
  101070. /**
  101071. * Adds all the elements from the container to the scene
  101072. * @param container the container holding the elements
  101073. */
  101074. addFromContainer(container: AbstractScene): void;
  101075. /**
  101076. * Removes all the elements in the container from the scene
  101077. * @param container contains the elements to remove
  101078. * @param dispose if the removed element should be disposed (default: false)
  101079. */
  101080. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  101081. /**
  101082. * Disposes the component and the associated ressources.
  101083. */
  101084. dispose(): void;
  101085. /**
  101086. * Disables audio in the associated scene.
  101087. */
  101088. disableAudio(): void;
  101089. /**
  101090. * Enables audio in the associated scene.
  101091. */
  101092. enableAudio(): void;
  101093. /**
  101094. * Switch audio to headphone output.
  101095. */
  101096. switchAudioModeForHeadphones(): void;
  101097. /**
  101098. * Switch audio to normal speakers.
  101099. */
  101100. switchAudioModeForNormalSpeakers(): void;
  101101. private _afterRender;
  101102. }
  101103. }
  101104. declare module BABYLON {
  101105. /**
  101106. * Wraps one or more Sound objects and selects one with random weight for playback.
  101107. */
  101108. export class WeightedSound {
  101109. /** When true a Sound will be selected and played when the current playing Sound completes. */
  101110. loop: boolean;
  101111. private _coneInnerAngle;
  101112. private _coneOuterAngle;
  101113. private _volume;
  101114. /** A Sound is currently playing. */
  101115. isPlaying: boolean;
  101116. /** A Sound is currently paused. */
  101117. isPaused: boolean;
  101118. private _sounds;
  101119. private _weights;
  101120. private _currentIndex?;
  101121. /**
  101122. * Creates a new WeightedSound from the list of sounds given.
  101123. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  101124. * @param sounds Array of Sounds that will be selected from.
  101125. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  101126. */
  101127. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  101128. /**
  101129. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  101130. */
  101131. /**
  101132. * The size of cone in degress for a directional sound in which there will be no attenuation.
  101133. */
  101134. directionalConeInnerAngle: number;
  101135. /**
  101136. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  101137. * Listener angles between innerAngle and outerAngle will falloff linearly.
  101138. */
  101139. /**
  101140. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  101141. * Listener angles between innerAngle and outerAngle will falloff linearly.
  101142. */
  101143. directionalConeOuterAngle: number;
  101144. /**
  101145. * Playback volume.
  101146. */
  101147. /**
  101148. * Playback volume.
  101149. */
  101150. volume: number;
  101151. private _onended;
  101152. /**
  101153. * Suspend playback
  101154. */
  101155. pause(): void;
  101156. /**
  101157. * Stop playback
  101158. */
  101159. stop(): void;
  101160. /**
  101161. * Start playback.
  101162. * @param startOffset Position the clip head at a specific time in seconds.
  101163. */
  101164. play(startOffset?: number): void;
  101165. }
  101166. }
  101167. declare module BABYLON {
  101168. /**
  101169. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  101170. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  101171. */
  101172. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  101173. /**
  101174. * Gets the name of the behavior.
  101175. */
  101176. readonly name: string;
  101177. /**
  101178. * The easing function used by animations
  101179. */
  101180. static EasingFunction: BackEase;
  101181. /**
  101182. * The easing mode used by animations
  101183. */
  101184. static EasingMode: number;
  101185. /**
  101186. * The duration of the animation, in milliseconds
  101187. */
  101188. transitionDuration: number;
  101189. /**
  101190. * Length of the distance animated by the transition when lower radius is reached
  101191. */
  101192. lowerRadiusTransitionRange: number;
  101193. /**
  101194. * Length of the distance animated by the transition when upper radius is reached
  101195. */
  101196. upperRadiusTransitionRange: number;
  101197. private _autoTransitionRange;
  101198. /**
  101199. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  101200. */
  101201. /**
  101202. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  101203. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  101204. */
  101205. autoTransitionRange: boolean;
  101206. private _attachedCamera;
  101207. private _onAfterCheckInputsObserver;
  101208. private _onMeshTargetChangedObserver;
  101209. /**
  101210. * Initializes the behavior.
  101211. */
  101212. init(): void;
  101213. /**
  101214. * Attaches the behavior to its arc rotate camera.
  101215. * @param camera Defines the camera to attach the behavior to
  101216. */
  101217. attach(camera: ArcRotateCamera): void;
  101218. /**
  101219. * Detaches the behavior from its current arc rotate camera.
  101220. */
  101221. detach(): void;
  101222. private _radiusIsAnimating;
  101223. private _radiusBounceTransition;
  101224. private _animatables;
  101225. private _cachedWheelPrecision;
  101226. /**
  101227. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  101228. * @param radiusLimit The limit to check against.
  101229. * @return Bool to indicate if at limit.
  101230. */
  101231. private _isRadiusAtLimit;
  101232. /**
  101233. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  101234. * @param radiusDelta The delta by which to animate to. Can be negative.
  101235. */
  101236. private _applyBoundRadiusAnimation;
  101237. /**
  101238. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  101239. */
  101240. protected _clearAnimationLocks(): void;
  101241. /**
  101242. * Stops and removes all animations that have been applied to the camera
  101243. */
  101244. stopAllAnimations(): void;
  101245. }
  101246. }
  101247. declare module BABYLON {
  101248. /**
  101249. * 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.
  101250. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  101251. */
  101252. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  101253. /**
  101254. * Gets the name of the behavior.
  101255. */
  101256. readonly name: string;
  101257. private _mode;
  101258. private _radiusScale;
  101259. private _positionScale;
  101260. private _defaultElevation;
  101261. private _elevationReturnTime;
  101262. private _elevationReturnWaitTime;
  101263. private _zoomStopsAnimation;
  101264. private _framingTime;
  101265. /**
  101266. * The easing function used by animations
  101267. */
  101268. static EasingFunction: ExponentialEase;
  101269. /**
  101270. * The easing mode used by animations
  101271. */
  101272. static EasingMode: number;
  101273. /**
  101274. * Sets the current mode used by the behavior
  101275. */
  101276. /**
  101277. * Gets current mode used by the behavior.
  101278. */
  101279. mode: number;
  101280. /**
  101281. * Sets the scale applied to the radius (1 by default)
  101282. */
  101283. /**
  101284. * Gets the scale applied to the radius
  101285. */
  101286. radiusScale: number;
  101287. /**
  101288. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  101289. */
  101290. /**
  101291. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  101292. */
  101293. positionScale: number;
  101294. /**
  101295. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  101296. * behaviour is triggered, in radians.
  101297. */
  101298. /**
  101299. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  101300. * behaviour is triggered, in radians.
  101301. */
  101302. defaultElevation: number;
  101303. /**
  101304. * Sets the time (in milliseconds) taken to return to the default beta position.
  101305. * Negative value indicates camera should not return to default.
  101306. */
  101307. /**
  101308. * Gets the time (in milliseconds) taken to return to the default beta position.
  101309. * Negative value indicates camera should not return to default.
  101310. */
  101311. elevationReturnTime: number;
  101312. /**
  101313. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  101314. */
  101315. /**
  101316. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  101317. */
  101318. elevationReturnWaitTime: number;
  101319. /**
  101320. * Sets the flag that indicates if user zooming should stop animation.
  101321. */
  101322. /**
  101323. * Gets the flag that indicates if user zooming should stop animation.
  101324. */
  101325. zoomStopsAnimation: boolean;
  101326. /**
  101327. * Sets the transition time when framing the mesh, in milliseconds
  101328. */
  101329. /**
  101330. * Gets the transition time when framing the mesh, in milliseconds
  101331. */
  101332. framingTime: number;
  101333. /**
  101334. * Define if the behavior should automatically change the configured
  101335. * camera limits and sensibilities.
  101336. */
  101337. autoCorrectCameraLimitsAndSensibility: boolean;
  101338. private _onPrePointerObservableObserver;
  101339. private _onAfterCheckInputsObserver;
  101340. private _onMeshTargetChangedObserver;
  101341. private _attachedCamera;
  101342. private _isPointerDown;
  101343. private _lastInteractionTime;
  101344. /**
  101345. * Initializes the behavior.
  101346. */
  101347. init(): void;
  101348. /**
  101349. * Attaches the behavior to its arc rotate camera.
  101350. * @param camera Defines the camera to attach the behavior to
  101351. */
  101352. attach(camera: ArcRotateCamera): void;
  101353. /**
  101354. * Detaches the behavior from its current arc rotate camera.
  101355. */
  101356. detach(): void;
  101357. private _animatables;
  101358. private _betaIsAnimating;
  101359. private _betaTransition;
  101360. private _radiusTransition;
  101361. private _vectorTransition;
  101362. /**
  101363. * Targets the given mesh and updates zoom level accordingly.
  101364. * @param mesh The mesh to target.
  101365. * @param radius Optional. If a cached radius position already exists, overrides default.
  101366. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  101367. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101368. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101369. */
  101370. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101371. /**
  101372. * Targets the given mesh with its children and updates zoom level accordingly.
  101373. * @param mesh The mesh to target.
  101374. * @param radius Optional. If a cached radius position already exists, overrides default.
  101375. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  101376. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101377. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101378. */
  101379. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101380. /**
  101381. * Targets the given meshes with their children and updates zoom level accordingly.
  101382. * @param meshes The mesh to target.
  101383. * @param radius Optional. If a cached radius position already exists, overrides default.
  101384. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  101385. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101386. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101387. */
  101388. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101389. /**
  101390. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  101391. * @param minimumWorld Determines the smaller position of the bounding box extend
  101392. * @param maximumWorld Determines the bigger position of the bounding box extend
  101393. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101394. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101395. */
  101396. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101397. /**
  101398. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  101399. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  101400. * frustum width.
  101401. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  101402. * to fully enclose the mesh in the viewing frustum.
  101403. */
  101404. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  101405. /**
  101406. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  101407. * is automatically returned to its default position (expected to be above ground plane).
  101408. */
  101409. private _maintainCameraAboveGround;
  101410. /**
  101411. * Returns the frustum slope based on the canvas ratio and camera FOV
  101412. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  101413. */
  101414. private _getFrustumSlope;
  101415. /**
  101416. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  101417. */
  101418. private _clearAnimationLocks;
  101419. /**
  101420. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  101421. */
  101422. private _applyUserInteraction;
  101423. /**
  101424. * Stops and removes all animations that have been applied to the camera
  101425. */
  101426. stopAllAnimations(): void;
  101427. /**
  101428. * Gets a value indicating if the user is moving the camera
  101429. */
  101430. readonly isUserIsMoving: boolean;
  101431. /**
  101432. * The camera can move all the way towards the mesh.
  101433. */
  101434. static IgnoreBoundsSizeMode: number;
  101435. /**
  101436. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  101437. */
  101438. static FitFrustumSidesMode: number;
  101439. }
  101440. }
  101441. declare module BABYLON {
  101442. /**
  101443. * Base class for Camera Pointer Inputs.
  101444. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  101445. * for example usage.
  101446. */
  101447. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  101448. /**
  101449. * Defines the camera the input is attached to.
  101450. */
  101451. abstract camera: Camera;
  101452. /**
  101453. * Whether keyboard modifier keys are pressed at time of last mouse event.
  101454. */
  101455. protected _altKey: boolean;
  101456. protected _ctrlKey: boolean;
  101457. protected _metaKey: boolean;
  101458. protected _shiftKey: boolean;
  101459. /**
  101460. * Which mouse buttons were pressed at time of last mouse event.
  101461. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  101462. */
  101463. protected _buttonsPressed: number;
  101464. /**
  101465. * Defines the buttons associated with the input to handle camera move.
  101466. */
  101467. buttons: number[];
  101468. /**
  101469. * Attach the input controls to a specific dom element to get the input from.
  101470. * @param element Defines the element the controls should be listened from
  101471. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101472. */
  101473. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101474. /**
  101475. * Detach the current controls from the specified dom element.
  101476. * @param element Defines the element to stop listening the inputs from
  101477. */
  101478. detachControl(element: Nullable<HTMLElement>): void;
  101479. /**
  101480. * Gets the class name of the current input.
  101481. * @returns the class name
  101482. */
  101483. getClassName(): string;
  101484. /**
  101485. * Get the friendly name associated with the input class.
  101486. * @returns the input friendly name
  101487. */
  101488. getSimpleName(): string;
  101489. /**
  101490. * Called on pointer POINTERDOUBLETAP event.
  101491. * Override this method to provide functionality on POINTERDOUBLETAP event.
  101492. */
  101493. protected onDoubleTap(type: string): void;
  101494. /**
  101495. * Called on pointer POINTERMOVE event if only a single touch is active.
  101496. * Override this method to provide functionality.
  101497. */
  101498. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  101499. /**
  101500. * Called on pointer POINTERMOVE event if multiple touches are active.
  101501. * Override this method to provide functionality.
  101502. */
  101503. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  101504. /**
  101505. * Called on JS contextmenu event.
  101506. * Override this method to provide functionality.
  101507. */
  101508. protected onContextMenu(evt: PointerEvent): void;
  101509. /**
  101510. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  101511. * press.
  101512. * Override this method to provide functionality.
  101513. */
  101514. protected onButtonDown(evt: PointerEvent): void;
  101515. /**
  101516. * Called each time a new POINTERUP event occurs. Ie, for each button
  101517. * release.
  101518. * Override this method to provide functionality.
  101519. */
  101520. protected onButtonUp(evt: PointerEvent): void;
  101521. /**
  101522. * Called when window becomes inactive.
  101523. * Override this method to provide functionality.
  101524. */
  101525. protected onLostFocus(): void;
  101526. private _pointerInput;
  101527. private _observer;
  101528. private _onLostFocus;
  101529. private pointA;
  101530. private pointB;
  101531. }
  101532. }
  101533. declare module BABYLON {
  101534. /**
  101535. * Manage the pointers inputs to control an arc rotate camera.
  101536. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101537. */
  101538. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  101539. /**
  101540. * Defines the camera the input is attached to.
  101541. */
  101542. camera: ArcRotateCamera;
  101543. /**
  101544. * Gets the class name of the current input.
  101545. * @returns the class name
  101546. */
  101547. getClassName(): string;
  101548. /**
  101549. * Defines the buttons associated with the input to handle camera move.
  101550. */
  101551. buttons: number[];
  101552. /**
  101553. * Defines the pointer angular sensibility along the X axis or how fast is
  101554. * the camera rotating.
  101555. */
  101556. angularSensibilityX: number;
  101557. /**
  101558. * Defines the pointer angular sensibility along the Y axis or how fast is
  101559. * the camera rotating.
  101560. */
  101561. angularSensibilityY: number;
  101562. /**
  101563. * Defines the pointer pinch precision or how fast is the camera zooming.
  101564. */
  101565. pinchPrecision: number;
  101566. /**
  101567. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  101568. * from 0.
  101569. * It defines the percentage of current camera.radius to use as delta when
  101570. * pinch zoom is used.
  101571. */
  101572. pinchDeltaPercentage: number;
  101573. /**
  101574. * Defines the pointer panning sensibility or how fast is the camera moving.
  101575. */
  101576. panningSensibility: number;
  101577. /**
  101578. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  101579. */
  101580. multiTouchPanning: boolean;
  101581. /**
  101582. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  101583. * zoom (pinch) through multitouch.
  101584. */
  101585. multiTouchPanAndZoom: boolean;
  101586. /**
  101587. * Revers pinch action direction.
  101588. */
  101589. pinchInwards: boolean;
  101590. private _isPanClick;
  101591. private _twoFingerActivityCount;
  101592. private _isPinching;
  101593. /**
  101594. * Called on pointer POINTERMOVE event if only a single touch is active.
  101595. */
  101596. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  101597. /**
  101598. * Called on pointer POINTERDOUBLETAP event.
  101599. */
  101600. protected onDoubleTap(type: string): void;
  101601. /**
  101602. * Called on pointer POINTERMOVE event if multiple touches are active.
  101603. */
  101604. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  101605. /**
  101606. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  101607. * press.
  101608. */
  101609. protected onButtonDown(evt: PointerEvent): void;
  101610. /**
  101611. * Called each time a new POINTERUP event occurs. Ie, for each button
  101612. * release.
  101613. */
  101614. protected onButtonUp(evt: PointerEvent): void;
  101615. /**
  101616. * Called when window becomes inactive.
  101617. */
  101618. protected onLostFocus(): void;
  101619. }
  101620. }
  101621. declare module BABYLON {
  101622. /**
  101623. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  101624. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101625. */
  101626. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  101627. /**
  101628. * Defines the camera the input is attached to.
  101629. */
  101630. camera: ArcRotateCamera;
  101631. /**
  101632. * Defines the list of key codes associated with the up action (increase alpha)
  101633. */
  101634. keysUp: number[];
  101635. /**
  101636. * Defines the list of key codes associated with the down action (decrease alpha)
  101637. */
  101638. keysDown: number[];
  101639. /**
  101640. * Defines the list of key codes associated with the left action (increase beta)
  101641. */
  101642. keysLeft: number[];
  101643. /**
  101644. * Defines the list of key codes associated with the right action (decrease beta)
  101645. */
  101646. keysRight: number[];
  101647. /**
  101648. * Defines the list of key codes associated with the reset action.
  101649. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  101650. */
  101651. keysReset: number[];
  101652. /**
  101653. * Defines the panning sensibility of the inputs.
  101654. * (How fast is the camera paning)
  101655. */
  101656. panningSensibility: number;
  101657. /**
  101658. * Defines the zooming sensibility of the inputs.
  101659. * (How fast is the camera zooming)
  101660. */
  101661. zoomingSensibility: number;
  101662. /**
  101663. * Defines wether maintaining the alt key down switch the movement mode from
  101664. * orientation to zoom.
  101665. */
  101666. useAltToZoom: boolean;
  101667. /**
  101668. * Rotation speed of the camera
  101669. */
  101670. angularSpeed: number;
  101671. private _keys;
  101672. private _ctrlPressed;
  101673. private _altPressed;
  101674. private _onCanvasBlurObserver;
  101675. private _onKeyboardObserver;
  101676. private _engine;
  101677. private _scene;
  101678. /**
  101679. * Attach the input controls to a specific dom element to get the input from.
  101680. * @param element Defines the element the controls should be listened from
  101681. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101682. */
  101683. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101684. /**
  101685. * Detach the current controls from the specified dom element.
  101686. * @param element Defines the element to stop listening the inputs from
  101687. */
  101688. detachControl(element: Nullable<HTMLElement>): void;
  101689. /**
  101690. * Update the current camera state depending on the inputs that have been used this frame.
  101691. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101692. */
  101693. checkInputs(): void;
  101694. /**
  101695. * Gets the class name of the current intput.
  101696. * @returns the class name
  101697. */
  101698. getClassName(): string;
  101699. /**
  101700. * Get the friendly name associated with the input class.
  101701. * @returns the input friendly name
  101702. */
  101703. getSimpleName(): string;
  101704. }
  101705. }
  101706. declare module BABYLON {
  101707. /**
  101708. * Manage the mouse wheel inputs to control an arc rotate camera.
  101709. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101710. */
  101711. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  101712. /**
  101713. * Defines the camera the input is attached to.
  101714. */
  101715. camera: ArcRotateCamera;
  101716. /**
  101717. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  101718. */
  101719. wheelPrecision: number;
  101720. /**
  101721. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  101722. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  101723. */
  101724. wheelDeltaPercentage: number;
  101725. private _wheel;
  101726. private _observer;
  101727. private computeDeltaFromMouseWheelLegacyEvent;
  101728. /**
  101729. * Attach the input controls to a specific dom element to get the input from.
  101730. * @param element Defines the element the controls should be listened from
  101731. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101732. */
  101733. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101734. /**
  101735. * Detach the current controls from the specified dom element.
  101736. * @param element Defines the element to stop listening the inputs from
  101737. */
  101738. detachControl(element: Nullable<HTMLElement>): void;
  101739. /**
  101740. * Gets the class name of the current intput.
  101741. * @returns the class name
  101742. */
  101743. getClassName(): string;
  101744. /**
  101745. * Get the friendly name associated with the input class.
  101746. * @returns the input friendly name
  101747. */
  101748. getSimpleName(): string;
  101749. }
  101750. }
  101751. declare module BABYLON {
  101752. /**
  101753. * Default Inputs manager for the ArcRotateCamera.
  101754. * It groups all the default supported inputs for ease of use.
  101755. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101756. */
  101757. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  101758. /**
  101759. * Instantiates a new ArcRotateCameraInputsManager.
  101760. * @param camera Defines the camera the inputs belong to
  101761. */
  101762. constructor(camera: ArcRotateCamera);
  101763. /**
  101764. * Add mouse wheel input support to the input manager.
  101765. * @returns the current input manager
  101766. */
  101767. addMouseWheel(): ArcRotateCameraInputsManager;
  101768. /**
  101769. * Add pointers input support to the input manager.
  101770. * @returns the current input manager
  101771. */
  101772. addPointers(): ArcRotateCameraInputsManager;
  101773. /**
  101774. * Add keyboard input support to the input manager.
  101775. * @returns the current input manager
  101776. */
  101777. addKeyboard(): ArcRotateCameraInputsManager;
  101778. }
  101779. }
  101780. declare module BABYLON {
  101781. /**
  101782. * This represents an orbital type of camera.
  101783. *
  101784. * 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.
  101785. * 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.
  101786. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  101787. */
  101788. export class ArcRotateCamera extends TargetCamera {
  101789. /**
  101790. * Defines the rotation angle of the camera along the longitudinal axis.
  101791. */
  101792. alpha: number;
  101793. /**
  101794. * Defines the rotation angle of the camera along the latitudinal axis.
  101795. */
  101796. beta: number;
  101797. /**
  101798. * Defines the radius of the camera from it s target point.
  101799. */
  101800. radius: number;
  101801. protected _target: Vector3;
  101802. protected _targetHost: Nullable<AbstractMesh>;
  101803. /**
  101804. * Defines the target point of the camera.
  101805. * The camera looks towards it form the radius distance.
  101806. */
  101807. target: Vector3;
  101808. /**
  101809. * Define the current local position of the camera in the scene
  101810. */
  101811. position: Vector3;
  101812. protected _upVector: Vector3;
  101813. protected _upToYMatrix: Matrix;
  101814. protected _YToUpMatrix: Matrix;
  101815. /**
  101816. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  101817. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  101818. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  101819. */
  101820. upVector: Vector3;
  101821. /**
  101822. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  101823. */
  101824. setMatUp(): void;
  101825. /**
  101826. * Current inertia value on the longitudinal axis.
  101827. * The bigger this number the longer it will take for the camera to stop.
  101828. */
  101829. inertialAlphaOffset: number;
  101830. /**
  101831. * Current inertia value on the latitudinal axis.
  101832. * The bigger this number the longer it will take for the camera to stop.
  101833. */
  101834. inertialBetaOffset: number;
  101835. /**
  101836. * Current inertia value on the radius axis.
  101837. * The bigger this number the longer it will take for the camera to stop.
  101838. */
  101839. inertialRadiusOffset: number;
  101840. /**
  101841. * Minimum allowed angle on the longitudinal axis.
  101842. * This can help limiting how the Camera is able to move in the scene.
  101843. */
  101844. lowerAlphaLimit: Nullable<number>;
  101845. /**
  101846. * Maximum allowed angle on the longitudinal axis.
  101847. * This can help limiting how the Camera is able to move in the scene.
  101848. */
  101849. upperAlphaLimit: Nullable<number>;
  101850. /**
  101851. * Minimum allowed angle on the latitudinal axis.
  101852. * This can help limiting how the Camera is able to move in the scene.
  101853. */
  101854. lowerBetaLimit: number;
  101855. /**
  101856. * Maximum allowed angle on the latitudinal axis.
  101857. * This can help limiting how the Camera is able to move in the scene.
  101858. */
  101859. upperBetaLimit: number;
  101860. /**
  101861. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  101862. * This can help limiting how the Camera is able to move in the scene.
  101863. */
  101864. lowerRadiusLimit: Nullable<number>;
  101865. /**
  101866. * Maximum allowed distance of the camera to the target (The camera can not get further).
  101867. * This can help limiting how the Camera is able to move in the scene.
  101868. */
  101869. upperRadiusLimit: Nullable<number>;
  101870. /**
  101871. * Defines the current inertia value used during panning of the camera along the X axis.
  101872. */
  101873. inertialPanningX: number;
  101874. /**
  101875. * Defines the current inertia value used during panning of the camera along the Y axis.
  101876. */
  101877. inertialPanningY: number;
  101878. /**
  101879. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  101880. * Basically if your fingers moves away from more than this distance you will be considered
  101881. * in pinch mode.
  101882. */
  101883. pinchToPanMaxDistance: number;
  101884. /**
  101885. * Defines the maximum distance the camera can pan.
  101886. * This could help keeping the cammera always in your scene.
  101887. */
  101888. panningDistanceLimit: Nullable<number>;
  101889. /**
  101890. * Defines the target of the camera before paning.
  101891. */
  101892. panningOriginTarget: Vector3;
  101893. /**
  101894. * Defines the value of the inertia used during panning.
  101895. * 0 would mean stop inertia and one would mean no decelleration at all.
  101896. */
  101897. panningInertia: number;
  101898. /**
  101899. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  101900. */
  101901. angularSensibilityX: number;
  101902. /**
  101903. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  101904. */
  101905. angularSensibilityY: number;
  101906. /**
  101907. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  101908. */
  101909. pinchPrecision: number;
  101910. /**
  101911. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  101912. * It will be used instead of pinchDeltaPrecision if different from 0.
  101913. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  101914. */
  101915. pinchDeltaPercentage: number;
  101916. /**
  101917. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  101918. */
  101919. panningSensibility: number;
  101920. /**
  101921. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  101922. */
  101923. keysUp: number[];
  101924. /**
  101925. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  101926. */
  101927. keysDown: number[];
  101928. /**
  101929. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  101930. */
  101931. keysLeft: number[];
  101932. /**
  101933. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  101934. */
  101935. keysRight: number[];
  101936. /**
  101937. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  101938. */
  101939. wheelPrecision: number;
  101940. /**
  101941. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  101942. * It will be used instead of pinchDeltaPrecision if different from 0.
  101943. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  101944. */
  101945. wheelDeltaPercentage: number;
  101946. /**
  101947. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  101948. */
  101949. zoomOnFactor: number;
  101950. /**
  101951. * Defines a screen offset for the camera position.
  101952. */
  101953. targetScreenOffset: Vector2;
  101954. /**
  101955. * Allows the camera to be completely reversed.
  101956. * If false the camera can not arrive upside down.
  101957. */
  101958. allowUpsideDown: boolean;
  101959. /**
  101960. * Define if double tap/click is used to restore the previously saved state of the camera.
  101961. */
  101962. useInputToRestoreState: boolean;
  101963. /** @hidden */
  101964. _viewMatrix: Matrix;
  101965. /** @hidden */
  101966. _useCtrlForPanning: boolean;
  101967. /** @hidden */
  101968. _panningMouseButton: number;
  101969. /**
  101970. * Defines the input associated to the camera.
  101971. */
  101972. inputs: ArcRotateCameraInputsManager;
  101973. /** @hidden */
  101974. _reset: () => void;
  101975. /**
  101976. * Defines the allowed panning axis.
  101977. */
  101978. panningAxis: Vector3;
  101979. protected _localDirection: Vector3;
  101980. protected _transformedDirection: Vector3;
  101981. private _bouncingBehavior;
  101982. /**
  101983. * Gets the bouncing behavior of the camera if it has been enabled.
  101984. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  101985. */
  101986. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  101987. /**
  101988. * Defines if the bouncing behavior of the camera is enabled on the camera.
  101989. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  101990. */
  101991. useBouncingBehavior: boolean;
  101992. private _framingBehavior;
  101993. /**
  101994. * Gets the framing behavior of the camera if it has been enabled.
  101995. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  101996. */
  101997. readonly framingBehavior: Nullable<FramingBehavior>;
  101998. /**
  101999. * Defines if the framing behavior of the camera is enabled on the camera.
  102000. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  102001. */
  102002. useFramingBehavior: boolean;
  102003. private _autoRotationBehavior;
  102004. /**
  102005. * Gets the auto rotation behavior of the camera if it has been enabled.
  102006. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  102007. */
  102008. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  102009. /**
  102010. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  102011. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  102012. */
  102013. useAutoRotationBehavior: boolean;
  102014. /**
  102015. * Observable triggered when the mesh target has been changed on the camera.
  102016. */
  102017. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  102018. /**
  102019. * Event raised when the camera is colliding with a mesh.
  102020. */
  102021. onCollide: (collidedMesh: AbstractMesh) => void;
  102022. /**
  102023. * Defines whether the camera should check collision with the objects oh the scene.
  102024. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  102025. */
  102026. checkCollisions: boolean;
  102027. /**
  102028. * Defines the collision radius of the camera.
  102029. * This simulates a sphere around the camera.
  102030. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  102031. */
  102032. collisionRadius: Vector3;
  102033. protected _collider: Collider;
  102034. protected _previousPosition: Vector3;
  102035. protected _collisionVelocity: Vector3;
  102036. protected _newPosition: Vector3;
  102037. protected _previousAlpha: number;
  102038. protected _previousBeta: number;
  102039. protected _previousRadius: number;
  102040. protected _collisionTriggered: boolean;
  102041. protected _targetBoundingCenter: Nullable<Vector3>;
  102042. private _computationVector;
  102043. /**
  102044. * Instantiates a new ArcRotateCamera in a given scene
  102045. * @param name Defines the name of the camera
  102046. * @param alpha Defines the camera rotation along the logitudinal axis
  102047. * @param beta Defines the camera rotation along the latitudinal axis
  102048. * @param radius Defines the camera distance from its target
  102049. * @param target Defines the camera target
  102050. * @param scene Defines the scene the camera belongs to
  102051. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  102052. */
  102053. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  102054. /** @hidden */
  102055. _initCache(): void;
  102056. /** @hidden */
  102057. _updateCache(ignoreParentClass?: boolean): void;
  102058. protected _getTargetPosition(): Vector3;
  102059. private _storedAlpha;
  102060. private _storedBeta;
  102061. private _storedRadius;
  102062. private _storedTarget;
  102063. private _storedTargetScreenOffset;
  102064. /**
  102065. * Stores the current state of the camera (alpha, beta, radius and target)
  102066. * @returns the camera itself
  102067. */
  102068. storeState(): Camera;
  102069. /**
  102070. * @hidden
  102071. * Restored camera state. You must call storeState() first
  102072. */
  102073. _restoreStateValues(): boolean;
  102074. /** @hidden */
  102075. _isSynchronizedViewMatrix(): boolean;
  102076. /**
  102077. * Attached controls to the current camera.
  102078. * @param element Defines the element the controls should be listened from
  102079. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102080. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  102081. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  102082. */
  102083. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  102084. /**
  102085. * Detach the current controls from the camera.
  102086. * The camera will stop reacting to inputs.
  102087. * @param element Defines the element to stop listening the inputs from
  102088. */
  102089. detachControl(element: HTMLElement): void;
  102090. /** @hidden */
  102091. _checkInputs(): void;
  102092. protected _checkLimits(): void;
  102093. /**
  102094. * Rebuilds angles (alpha, beta) and radius from the give position and target
  102095. */
  102096. rebuildAnglesAndRadius(): void;
  102097. /**
  102098. * Use a position to define the current camera related information like aplha, beta and radius
  102099. * @param position Defines the position to set the camera at
  102100. */
  102101. setPosition(position: Vector3): void;
  102102. /**
  102103. * Defines the target the camera should look at.
  102104. * This will automatically adapt alpha beta and radius to fit within the new target.
  102105. * @param target Defines the new target as a Vector or a mesh
  102106. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  102107. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  102108. */
  102109. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  102110. /** @hidden */
  102111. _getViewMatrix(): Matrix;
  102112. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  102113. /**
  102114. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  102115. * @param meshes Defines the mesh to zoom on
  102116. * @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)
  102117. */
  102118. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  102119. /**
  102120. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  102121. * The target will be changed but the radius
  102122. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  102123. * @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)
  102124. */
  102125. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  102126. min: Vector3;
  102127. max: Vector3;
  102128. distance: number;
  102129. }, doNotUpdateMaxZ?: boolean): void;
  102130. /**
  102131. * @override
  102132. * Override Camera.createRigCamera
  102133. */
  102134. createRigCamera(name: string, cameraIndex: number): Camera;
  102135. /**
  102136. * @hidden
  102137. * @override
  102138. * Override Camera._updateRigCameras
  102139. */
  102140. _updateRigCameras(): void;
  102141. /**
  102142. * Destroy the camera and release the current resources hold by it.
  102143. */
  102144. dispose(): void;
  102145. /**
  102146. * Gets the current object class name.
  102147. * @return the class name
  102148. */
  102149. getClassName(): string;
  102150. }
  102151. }
  102152. declare module BABYLON {
  102153. /**
  102154. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  102155. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  102156. */
  102157. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  102158. /**
  102159. * Gets the name of the behavior.
  102160. */
  102161. readonly name: string;
  102162. private _zoomStopsAnimation;
  102163. private _idleRotationSpeed;
  102164. private _idleRotationWaitTime;
  102165. private _idleRotationSpinupTime;
  102166. /**
  102167. * Sets the flag that indicates if user zooming should stop animation.
  102168. */
  102169. /**
  102170. * Gets the flag that indicates if user zooming should stop animation.
  102171. */
  102172. zoomStopsAnimation: boolean;
  102173. /**
  102174. * Sets the default speed at which the camera rotates around the model.
  102175. */
  102176. /**
  102177. * Gets the default speed at which the camera rotates around the model.
  102178. */
  102179. idleRotationSpeed: number;
  102180. /**
  102181. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  102182. */
  102183. /**
  102184. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  102185. */
  102186. idleRotationWaitTime: number;
  102187. /**
  102188. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  102189. */
  102190. /**
  102191. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  102192. */
  102193. idleRotationSpinupTime: number;
  102194. /**
  102195. * Gets a value indicating if the camera is currently rotating because of this behavior
  102196. */
  102197. readonly rotationInProgress: boolean;
  102198. private _onPrePointerObservableObserver;
  102199. private _onAfterCheckInputsObserver;
  102200. private _attachedCamera;
  102201. private _isPointerDown;
  102202. private _lastFrameTime;
  102203. private _lastInteractionTime;
  102204. private _cameraRotationSpeed;
  102205. /**
  102206. * Initializes the behavior.
  102207. */
  102208. init(): void;
  102209. /**
  102210. * Attaches the behavior to its arc rotate camera.
  102211. * @param camera Defines the camera to attach the behavior to
  102212. */
  102213. attach(camera: ArcRotateCamera): void;
  102214. /**
  102215. * Detaches the behavior from its current arc rotate camera.
  102216. */
  102217. detach(): void;
  102218. /**
  102219. * Returns true if user is scrolling.
  102220. * @return true if user is scrolling.
  102221. */
  102222. private _userIsZooming;
  102223. private _lastFrameRadius;
  102224. private _shouldAnimationStopForInteraction;
  102225. /**
  102226. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  102227. */
  102228. private _applyUserInteraction;
  102229. private _userIsMoving;
  102230. }
  102231. }
  102232. declare module BABYLON {
  102233. /**
  102234. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  102235. */
  102236. export class AttachToBoxBehavior implements Behavior<Mesh> {
  102237. private ui;
  102238. /**
  102239. * The name of the behavior
  102240. */
  102241. name: string;
  102242. /**
  102243. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  102244. */
  102245. distanceAwayFromFace: number;
  102246. /**
  102247. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  102248. */
  102249. distanceAwayFromBottomOfFace: number;
  102250. private _faceVectors;
  102251. private _target;
  102252. private _scene;
  102253. private _onRenderObserver;
  102254. private _tmpMatrix;
  102255. private _tmpVector;
  102256. /**
  102257. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  102258. * @param ui The transform node that should be attched to the mesh
  102259. */
  102260. constructor(ui: TransformNode);
  102261. /**
  102262. * Initializes the behavior
  102263. */
  102264. init(): void;
  102265. private _closestFace;
  102266. private _zeroVector;
  102267. private _lookAtTmpMatrix;
  102268. private _lookAtToRef;
  102269. /**
  102270. * Attaches the AttachToBoxBehavior to the passed in mesh
  102271. * @param target The mesh that the specified node will be attached to
  102272. */
  102273. attach(target: Mesh): void;
  102274. /**
  102275. * Detaches the behavior from the mesh
  102276. */
  102277. detach(): void;
  102278. }
  102279. }
  102280. declare module BABYLON {
  102281. /**
  102282. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  102283. */
  102284. export class FadeInOutBehavior implements Behavior<Mesh> {
  102285. /**
  102286. * Time in milliseconds to delay before fading in (Default: 0)
  102287. */
  102288. delay: number;
  102289. /**
  102290. * Time in milliseconds for the mesh to fade in (Default: 300)
  102291. */
  102292. fadeInTime: number;
  102293. private _millisecondsPerFrame;
  102294. private _hovered;
  102295. private _hoverValue;
  102296. private _ownerNode;
  102297. /**
  102298. * Instatiates the FadeInOutBehavior
  102299. */
  102300. constructor();
  102301. /**
  102302. * The name of the behavior
  102303. */
  102304. readonly name: string;
  102305. /**
  102306. * Initializes the behavior
  102307. */
  102308. init(): void;
  102309. /**
  102310. * Attaches the fade behavior on the passed in mesh
  102311. * @param ownerNode The mesh that will be faded in/out once attached
  102312. */
  102313. attach(ownerNode: Mesh): void;
  102314. /**
  102315. * Detaches the behavior from the mesh
  102316. */
  102317. detach(): void;
  102318. /**
  102319. * Triggers the mesh to begin fading in or out
  102320. * @param value if the object should fade in or out (true to fade in)
  102321. */
  102322. fadeIn(value: boolean): void;
  102323. private _update;
  102324. private _setAllVisibility;
  102325. }
  102326. }
  102327. declare module BABYLON {
  102328. /**
  102329. * Class containing a set of static utilities functions for managing Pivots
  102330. * @hidden
  102331. */
  102332. export class PivotTools {
  102333. private static _PivotCached;
  102334. private static _OldPivotPoint;
  102335. private static _PivotTranslation;
  102336. private static _PivotTmpVector;
  102337. /** @hidden */
  102338. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  102339. /** @hidden */
  102340. static _RestorePivotPoint(mesh: AbstractMesh): void;
  102341. }
  102342. }
  102343. declare module BABYLON {
  102344. /**
  102345. * Class containing static functions to help procedurally build meshes
  102346. */
  102347. export class PlaneBuilder {
  102348. /**
  102349. * Creates a plane mesh
  102350. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  102351. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  102352. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  102353. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  102354. * * If you create a double-sided mesh, you can choose what parts of 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
  102355. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  102356. * @param name defines the name of the mesh
  102357. * @param options defines the options used to create the mesh
  102358. * @param scene defines the hosting scene
  102359. * @returns the plane mesh
  102360. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  102361. */
  102362. static CreatePlane(name: string, options: {
  102363. size?: number;
  102364. width?: number;
  102365. height?: number;
  102366. sideOrientation?: number;
  102367. frontUVs?: Vector4;
  102368. backUVs?: Vector4;
  102369. updatable?: boolean;
  102370. sourcePlane?: Plane;
  102371. }, scene?: Nullable<Scene>): Mesh;
  102372. }
  102373. }
  102374. declare module BABYLON {
  102375. /**
  102376. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  102377. */
  102378. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  102379. private static _AnyMouseID;
  102380. /**
  102381. * Abstract mesh the behavior is set on
  102382. */
  102383. attachedNode: AbstractMesh;
  102384. private _dragPlane;
  102385. private _scene;
  102386. private _pointerObserver;
  102387. private _beforeRenderObserver;
  102388. private static _planeScene;
  102389. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  102390. /**
  102391. * 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)
  102392. */
  102393. maxDragAngle: number;
  102394. /**
  102395. * @hidden
  102396. */
  102397. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  102398. /**
  102399. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  102400. */
  102401. currentDraggingPointerID: number;
  102402. /**
  102403. * The last position where the pointer hit the drag plane in world space
  102404. */
  102405. lastDragPosition: Vector3;
  102406. /**
  102407. * If the behavior is currently in a dragging state
  102408. */
  102409. dragging: boolean;
  102410. /**
  102411. * 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)
  102412. */
  102413. dragDeltaRatio: number;
  102414. /**
  102415. * If the drag plane orientation should be updated during the dragging (Default: true)
  102416. */
  102417. updateDragPlane: boolean;
  102418. private _debugMode;
  102419. private _moving;
  102420. /**
  102421. * Fires each time the attached mesh is dragged with the pointer
  102422. * * delta between last drag position and current drag position in world space
  102423. * * dragDistance along the drag axis
  102424. * * dragPlaneNormal normal of the current drag plane used during the drag
  102425. * * dragPlanePoint in world space where the drag intersects the drag plane
  102426. */
  102427. onDragObservable: Observable<{
  102428. delta: Vector3;
  102429. dragPlanePoint: Vector3;
  102430. dragPlaneNormal: Vector3;
  102431. dragDistance: number;
  102432. pointerId: number;
  102433. }>;
  102434. /**
  102435. * Fires each time a drag begins (eg. mouse down on mesh)
  102436. */
  102437. onDragStartObservable: Observable<{
  102438. dragPlanePoint: Vector3;
  102439. pointerId: number;
  102440. }>;
  102441. /**
  102442. * Fires each time a drag ends (eg. mouse release after drag)
  102443. */
  102444. onDragEndObservable: Observable<{
  102445. dragPlanePoint: Vector3;
  102446. pointerId: number;
  102447. }>;
  102448. /**
  102449. * If the attached mesh should be moved when dragged
  102450. */
  102451. moveAttached: boolean;
  102452. /**
  102453. * If the drag behavior will react to drag events (Default: true)
  102454. */
  102455. enabled: boolean;
  102456. /**
  102457. * If pointer events should start and release the drag (Default: true)
  102458. */
  102459. startAndReleaseDragOnPointerEvents: boolean;
  102460. /**
  102461. * If camera controls should be detached during the drag
  102462. */
  102463. detachCameraControls: boolean;
  102464. /**
  102465. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  102466. */
  102467. useObjectOrienationForDragging: boolean;
  102468. private _options;
  102469. /**
  102470. * Creates a pointer drag behavior that can be attached to a mesh
  102471. * @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)
  102472. */
  102473. constructor(options?: {
  102474. dragAxis?: Vector3;
  102475. dragPlaneNormal?: Vector3;
  102476. });
  102477. /**
  102478. * Predicate to determine if it is valid to move the object to a new position when it is moved
  102479. */
  102480. validateDrag: (targetPosition: Vector3) => boolean;
  102481. /**
  102482. * The name of the behavior
  102483. */
  102484. readonly name: string;
  102485. /**
  102486. * Initializes the behavior
  102487. */
  102488. init(): void;
  102489. private _tmpVector;
  102490. private _alternatePickedPoint;
  102491. private _worldDragAxis;
  102492. private _targetPosition;
  102493. private _attachedElement;
  102494. /**
  102495. * Attaches the drag behavior the passed in mesh
  102496. * @param ownerNode The mesh that will be dragged around once attached
  102497. * @param predicate Predicate to use for pick filtering
  102498. */
  102499. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  102500. /**
  102501. * Force relase the drag action by code.
  102502. */
  102503. releaseDrag(): void;
  102504. private _startDragRay;
  102505. private _lastPointerRay;
  102506. /**
  102507. * Simulates the start of a pointer drag event on the behavior
  102508. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  102509. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  102510. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  102511. */
  102512. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  102513. private _startDrag;
  102514. private _dragDelta;
  102515. private _moveDrag;
  102516. private _pickWithRayOnDragPlane;
  102517. private _pointA;
  102518. private _pointB;
  102519. private _pointC;
  102520. private _lineA;
  102521. private _lineB;
  102522. private _localAxis;
  102523. private _lookAt;
  102524. private _updateDragPlanePosition;
  102525. /**
  102526. * Detaches the behavior from the mesh
  102527. */
  102528. detach(): void;
  102529. }
  102530. }
  102531. declare module BABYLON {
  102532. /**
  102533. * A behavior that when attached to a mesh will allow the mesh to be scaled
  102534. */
  102535. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  102536. private _dragBehaviorA;
  102537. private _dragBehaviorB;
  102538. private _startDistance;
  102539. private _initialScale;
  102540. private _targetScale;
  102541. private _ownerNode;
  102542. private _sceneRenderObserver;
  102543. /**
  102544. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  102545. */
  102546. constructor();
  102547. /**
  102548. * The name of the behavior
  102549. */
  102550. readonly name: string;
  102551. /**
  102552. * Initializes the behavior
  102553. */
  102554. init(): void;
  102555. private _getCurrentDistance;
  102556. /**
  102557. * Attaches the scale behavior the passed in mesh
  102558. * @param ownerNode The mesh that will be scaled around once attached
  102559. */
  102560. attach(ownerNode: Mesh): void;
  102561. /**
  102562. * Detaches the behavior from the mesh
  102563. */
  102564. detach(): void;
  102565. }
  102566. }
  102567. declare module BABYLON {
  102568. /**
  102569. * 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
  102570. */
  102571. export class SixDofDragBehavior implements Behavior<Mesh> {
  102572. private static _virtualScene;
  102573. private _ownerNode;
  102574. private _sceneRenderObserver;
  102575. private _scene;
  102576. private _targetPosition;
  102577. private _virtualOriginMesh;
  102578. private _virtualDragMesh;
  102579. private _pointerObserver;
  102580. private _moving;
  102581. private _startingOrientation;
  102582. /**
  102583. * 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)
  102584. */
  102585. private zDragFactor;
  102586. /**
  102587. * If the object should rotate to face the drag origin
  102588. */
  102589. rotateDraggedObject: boolean;
  102590. /**
  102591. * If the behavior is currently in a dragging state
  102592. */
  102593. dragging: boolean;
  102594. /**
  102595. * 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)
  102596. */
  102597. dragDeltaRatio: number;
  102598. /**
  102599. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  102600. */
  102601. currentDraggingPointerID: number;
  102602. /**
  102603. * If camera controls should be detached during the drag
  102604. */
  102605. detachCameraControls: boolean;
  102606. /**
  102607. * Fires each time a drag starts
  102608. */
  102609. onDragStartObservable: Observable<{}>;
  102610. /**
  102611. * Fires each time a drag ends (eg. mouse release after drag)
  102612. */
  102613. onDragEndObservable: Observable<{}>;
  102614. /**
  102615. * 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
  102616. */
  102617. constructor();
  102618. /**
  102619. * The name of the behavior
  102620. */
  102621. readonly name: string;
  102622. /**
  102623. * Initializes the behavior
  102624. */
  102625. init(): void;
  102626. /**
  102627. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  102628. */
  102629. private readonly _pointerCamera;
  102630. /**
  102631. * Attaches the scale behavior the passed in mesh
  102632. * @param ownerNode The mesh that will be scaled around once attached
  102633. */
  102634. attach(ownerNode: Mesh): void;
  102635. /**
  102636. * Detaches the behavior from the mesh
  102637. */
  102638. detach(): void;
  102639. }
  102640. }
  102641. declare module BABYLON {
  102642. /**
  102643. * Class used to apply inverse kinematics to bones
  102644. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  102645. */
  102646. export class BoneIKController {
  102647. private static _tmpVecs;
  102648. private static _tmpQuat;
  102649. private static _tmpMats;
  102650. /**
  102651. * Gets or sets the target mesh
  102652. */
  102653. targetMesh: AbstractMesh;
  102654. /** Gets or sets the mesh used as pole */
  102655. poleTargetMesh: AbstractMesh;
  102656. /**
  102657. * Gets or sets the bone used as pole
  102658. */
  102659. poleTargetBone: Nullable<Bone>;
  102660. /**
  102661. * Gets or sets the target position
  102662. */
  102663. targetPosition: Vector3;
  102664. /**
  102665. * Gets or sets the pole target position
  102666. */
  102667. poleTargetPosition: Vector3;
  102668. /**
  102669. * Gets or sets the pole target local offset
  102670. */
  102671. poleTargetLocalOffset: Vector3;
  102672. /**
  102673. * Gets or sets the pole angle
  102674. */
  102675. poleAngle: number;
  102676. /**
  102677. * Gets or sets the mesh associated with the controller
  102678. */
  102679. mesh: AbstractMesh;
  102680. /**
  102681. * 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)
  102682. */
  102683. slerpAmount: number;
  102684. private _bone1Quat;
  102685. private _bone1Mat;
  102686. private _bone2Ang;
  102687. private _bone1;
  102688. private _bone2;
  102689. private _bone1Length;
  102690. private _bone2Length;
  102691. private _maxAngle;
  102692. private _maxReach;
  102693. private _rightHandedSystem;
  102694. private _bendAxis;
  102695. private _slerping;
  102696. private _adjustRoll;
  102697. /**
  102698. * Gets or sets maximum allowed angle
  102699. */
  102700. maxAngle: number;
  102701. /**
  102702. * Creates a new BoneIKController
  102703. * @param mesh defines the mesh to control
  102704. * @param bone defines the bone to control
  102705. * @param options defines options to set up the controller
  102706. */
  102707. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  102708. targetMesh?: AbstractMesh;
  102709. poleTargetMesh?: AbstractMesh;
  102710. poleTargetBone?: Bone;
  102711. poleTargetLocalOffset?: Vector3;
  102712. poleAngle?: number;
  102713. bendAxis?: Vector3;
  102714. maxAngle?: number;
  102715. slerpAmount?: number;
  102716. });
  102717. private _setMaxAngle;
  102718. /**
  102719. * Force the controller to update the bones
  102720. */
  102721. update(): void;
  102722. }
  102723. }
  102724. declare module BABYLON {
  102725. /**
  102726. * Class used to make a bone look toward a point in space
  102727. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  102728. */
  102729. export class BoneLookController {
  102730. private static _tmpVecs;
  102731. private static _tmpQuat;
  102732. private static _tmpMats;
  102733. /**
  102734. * The target Vector3 that the bone will look at
  102735. */
  102736. target: Vector3;
  102737. /**
  102738. * The mesh that the bone is attached to
  102739. */
  102740. mesh: AbstractMesh;
  102741. /**
  102742. * The bone that will be looking to the target
  102743. */
  102744. bone: Bone;
  102745. /**
  102746. * The up axis of the coordinate system that is used when the bone is rotated
  102747. */
  102748. upAxis: Vector3;
  102749. /**
  102750. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  102751. */
  102752. upAxisSpace: Space;
  102753. /**
  102754. * Used to make an adjustment to the yaw of the bone
  102755. */
  102756. adjustYaw: number;
  102757. /**
  102758. * Used to make an adjustment to the pitch of the bone
  102759. */
  102760. adjustPitch: number;
  102761. /**
  102762. * Used to make an adjustment to the roll of the bone
  102763. */
  102764. adjustRoll: number;
  102765. /**
  102766. * 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)
  102767. */
  102768. slerpAmount: number;
  102769. private _minYaw;
  102770. private _maxYaw;
  102771. private _minPitch;
  102772. private _maxPitch;
  102773. private _minYawSin;
  102774. private _minYawCos;
  102775. private _maxYawSin;
  102776. private _maxYawCos;
  102777. private _midYawConstraint;
  102778. private _minPitchTan;
  102779. private _maxPitchTan;
  102780. private _boneQuat;
  102781. private _slerping;
  102782. private _transformYawPitch;
  102783. private _transformYawPitchInv;
  102784. private _firstFrameSkipped;
  102785. private _yawRange;
  102786. private _fowardAxis;
  102787. /**
  102788. * Gets or sets the minimum yaw angle that the bone can look to
  102789. */
  102790. minYaw: number;
  102791. /**
  102792. * Gets or sets the maximum yaw angle that the bone can look to
  102793. */
  102794. maxYaw: number;
  102795. /**
  102796. * Gets or sets the minimum pitch angle that the bone can look to
  102797. */
  102798. minPitch: number;
  102799. /**
  102800. * Gets or sets the maximum pitch angle that the bone can look to
  102801. */
  102802. maxPitch: number;
  102803. /**
  102804. * Create a BoneLookController
  102805. * @param mesh the mesh that the bone belongs to
  102806. * @param bone the bone that will be looking to the target
  102807. * @param target the target Vector3 to look at
  102808. * @param options optional settings:
  102809. * * maxYaw: the maximum angle the bone will yaw to
  102810. * * minYaw: the minimum angle the bone will yaw to
  102811. * * maxPitch: the maximum angle the bone will pitch to
  102812. * * minPitch: the minimum angle the bone will yaw to
  102813. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  102814. * * upAxis: the up axis of the coordinate system
  102815. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  102816. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  102817. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  102818. * * adjustYaw: used to make an adjustment to the yaw of the bone
  102819. * * adjustPitch: used to make an adjustment to the pitch of the bone
  102820. * * adjustRoll: used to make an adjustment to the roll of the bone
  102821. **/
  102822. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  102823. maxYaw?: number;
  102824. minYaw?: number;
  102825. maxPitch?: number;
  102826. minPitch?: number;
  102827. slerpAmount?: number;
  102828. upAxis?: Vector3;
  102829. upAxisSpace?: Space;
  102830. yawAxis?: Vector3;
  102831. pitchAxis?: Vector3;
  102832. adjustYaw?: number;
  102833. adjustPitch?: number;
  102834. adjustRoll?: number;
  102835. });
  102836. /**
  102837. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  102838. */
  102839. update(): void;
  102840. private _getAngleDiff;
  102841. private _getAngleBetween;
  102842. private _isAngleBetween;
  102843. }
  102844. }
  102845. declare module BABYLON {
  102846. /**
  102847. * Manage the gamepad inputs to control an arc rotate camera.
  102848. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102849. */
  102850. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  102851. /**
  102852. * Defines the camera the input is attached to.
  102853. */
  102854. camera: ArcRotateCamera;
  102855. /**
  102856. * Defines the gamepad the input is gathering event from.
  102857. */
  102858. gamepad: Nullable<Gamepad>;
  102859. /**
  102860. * Defines the gamepad rotation sensiblity.
  102861. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  102862. */
  102863. gamepadRotationSensibility: number;
  102864. /**
  102865. * Defines the gamepad move sensiblity.
  102866. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  102867. */
  102868. gamepadMoveSensibility: number;
  102869. private _onGamepadConnectedObserver;
  102870. private _onGamepadDisconnectedObserver;
  102871. /**
  102872. * Attach the input controls to a specific dom element to get the input from.
  102873. * @param element Defines the element the controls should be listened from
  102874. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102875. */
  102876. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102877. /**
  102878. * Detach the current controls from the specified dom element.
  102879. * @param element Defines the element to stop listening the inputs from
  102880. */
  102881. detachControl(element: Nullable<HTMLElement>): void;
  102882. /**
  102883. * Update the current camera state depending on the inputs that have been used this frame.
  102884. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102885. */
  102886. checkInputs(): void;
  102887. /**
  102888. * Gets the class name of the current intput.
  102889. * @returns the class name
  102890. */
  102891. getClassName(): string;
  102892. /**
  102893. * Get the friendly name associated with the input class.
  102894. * @returns the input friendly name
  102895. */
  102896. getSimpleName(): string;
  102897. }
  102898. }
  102899. declare module BABYLON {
  102900. interface ArcRotateCameraInputsManager {
  102901. /**
  102902. * Add orientation input support to the input manager.
  102903. * @returns the current input manager
  102904. */
  102905. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  102906. }
  102907. /**
  102908. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  102909. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102910. */
  102911. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  102912. /**
  102913. * Defines the camera the input is attached to.
  102914. */
  102915. camera: ArcRotateCamera;
  102916. /**
  102917. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  102918. */
  102919. alphaCorrection: number;
  102920. /**
  102921. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  102922. */
  102923. gammaCorrection: number;
  102924. private _alpha;
  102925. private _gamma;
  102926. private _dirty;
  102927. private _deviceOrientationHandler;
  102928. /**
  102929. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  102930. */
  102931. constructor();
  102932. /**
  102933. * Attach the input controls to a specific dom element to get the input from.
  102934. * @param element Defines the element the controls should be listened from
  102935. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102936. */
  102937. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102938. /** @hidden */
  102939. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  102940. /**
  102941. * Update the current camera state depending on the inputs that have been used this frame.
  102942. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102943. */
  102944. checkInputs(): void;
  102945. /**
  102946. * Detach the current controls from the specified dom element.
  102947. * @param element Defines the element to stop listening the inputs from
  102948. */
  102949. detachControl(element: Nullable<HTMLElement>): void;
  102950. /**
  102951. * Gets the class name of the current intput.
  102952. * @returns the class name
  102953. */
  102954. getClassName(): string;
  102955. /**
  102956. * Get the friendly name associated with the input class.
  102957. * @returns the input friendly name
  102958. */
  102959. getSimpleName(): string;
  102960. }
  102961. }
  102962. declare module BABYLON {
  102963. /**
  102964. * Listen to mouse events to control the camera.
  102965. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102966. */
  102967. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  102968. /**
  102969. * Defines the camera the input is attached to.
  102970. */
  102971. camera: FlyCamera;
  102972. /**
  102973. * Defines if touch is enabled. (Default is true.)
  102974. */
  102975. touchEnabled: boolean;
  102976. /**
  102977. * Defines the buttons associated with the input to handle camera rotation.
  102978. */
  102979. buttons: number[];
  102980. /**
  102981. * Assign buttons for Yaw control.
  102982. */
  102983. buttonsYaw: number[];
  102984. /**
  102985. * Assign buttons for Pitch control.
  102986. */
  102987. buttonsPitch: number[];
  102988. /**
  102989. * Assign buttons for Roll control.
  102990. */
  102991. buttonsRoll: number[];
  102992. /**
  102993. * Detect if any button is being pressed while mouse is moved.
  102994. * -1 = Mouse locked.
  102995. * 0 = Left button.
  102996. * 1 = Middle Button.
  102997. * 2 = Right Button.
  102998. */
  102999. activeButton: number;
  103000. /**
  103001. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  103002. * Higher values reduce its sensitivity.
  103003. */
  103004. angularSensibility: number;
  103005. private _mousemoveCallback;
  103006. private _observer;
  103007. private _rollObserver;
  103008. private previousPosition;
  103009. private noPreventDefault;
  103010. private element;
  103011. /**
  103012. * Listen to mouse events to control the camera.
  103013. * @param touchEnabled Define if touch is enabled. (Default is true.)
  103014. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103015. */
  103016. constructor(touchEnabled?: boolean);
  103017. /**
  103018. * Attach the mouse control to the HTML DOM element.
  103019. * @param element Defines the element that listens to the input events.
  103020. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  103021. */
  103022. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103023. /**
  103024. * Detach the current controls from the specified dom element.
  103025. * @param element Defines the element to stop listening the inputs from
  103026. */
  103027. detachControl(element: Nullable<HTMLElement>): void;
  103028. /**
  103029. * Gets the class name of the current input.
  103030. * @returns the class name.
  103031. */
  103032. getClassName(): string;
  103033. /**
  103034. * Get the friendly name associated with the input class.
  103035. * @returns the input's friendly name.
  103036. */
  103037. getSimpleName(): string;
  103038. private _pointerInput;
  103039. private _onMouseMove;
  103040. /**
  103041. * Rotate camera by mouse offset.
  103042. */
  103043. private rotateCamera;
  103044. }
  103045. }
  103046. declare module BABYLON {
  103047. /**
  103048. * Default Inputs manager for the FlyCamera.
  103049. * It groups all the default supported inputs for ease of use.
  103050. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103051. */
  103052. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  103053. /**
  103054. * Instantiates a new FlyCameraInputsManager.
  103055. * @param camera Defines the camera the inputs belong to.
  103056. */
  103057. constructor(camera: FlyCamera);
  103058. /**
  103059. * Add keyboard input support to the input manager.
  103060. * @returns the new FlyCameraKeyboardMoveInput().
  103061. */
  103062. addKeyboard(): FlyCameraInputsManager;
  103063. /**
  103064. * Add mouse input support to the input manager.
  103065. * @param touchEnabled Enable touch screen support.
  103066. * @returns the new FlyCameraMouseInput().
  103067. */
  103068. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  103069. }
  103070. }
  103071. declare module BABYLON {
  103072. /**
  103073. * This is a flying camera, designed for 3D movement and rotation in all directions,
  103074. * such as in a 3D Space Shooter or a Flight Simulator.
  103075. */
  103076. export class FlyCamera extends TargetCamera {
  103077. /**
  103078. * Define the collision ellipsoid of the camera.
  103079. * This is helpful for simulating a camera body, like a player's body.
  103080. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  103081. */
  103082. ellipsoid: Vector3;
  103083. /**
  103084. * Define an offset for the position of the ellipsoid around the camera.
  103085. * This can be helpful if the camera is attached away from the player's body center,
  103086. * such as at its head.
  103087. */
  103088. ellipsoidOffset: Vector3;
  103089. /**
  103090. * Enable or disable collisions of the camera with the rest of the scene objects.
  103091. */
  103092. checkCollisions: boolean;
  103093. /**
  103094. * Enable or disable gravity on the camera.
  103095. */
  103096. applyGravity: boolean;
  103097. /**
  103098. * Define the current direction the camera is moving to.
  103099. */
  103100. cameraDirection: Vector3;
  103101. /**
  103102. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  103103. * This overrides and empties cameraRotation.
  103104. */
  103105. rotationQuaternion: Quaternion;
  103106. /**
  103107. * Track Roll to maintain the wanted Rolling when looking around.
  103108. */
  103109. _trackRoll: number;
  103110. /**
  103111. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  103112. */
  103113. rollCorrect: number;
  103114. /**
  103115. * Mimic a banked turn, Rolling the camera when Yawing.
  103116. * It's recommended to use rollCorrect = 10 for faster banking correction.
  103117. */
  103118. bankedTurn: boolean;
  103119. /**
  103120. * Limit in radians for how much Roll banking will add. (Default: 90°)
  103121. */
  103122. bankedTurnLimit: number;
  103123. /**
  103124. * Value of 0 disables the banked Roll.
  103125. * Value of 1 is equal to the Yaw angle in radians.
  103126. */
  103127. bankedTurnMultiplier: number;
  103128. /**
  103129. * The inputs manager loads all the input sources, such as keyboard and mouse.
  103130. */
  103131. inputs: FlyCameraInputsManager;
  103132. /**
  103133. * Gets the input sensibility for mouse input.
  103134. * Higher values reduce sensitivity.
  103135. */
  103136. /**
  103137. * Sets the input sensibility for a mouse input.
  103138. * Higher values reduce sensitivity.
  103139. */
  103140. angularSensibility: number;
  103141. /**
  103142. * Get the keys for camera movement forward.
  103143. */
  103144. /**
  103145. * Set the keys for camera movement forward.
  103146. */
  103147. keysForward: number[];
  103148. /**
  103149. * Get the keys for camera movement backward.
  103150. */
  103151. keysBackward: number[];
  103152. /**
  103153. * Get the keys for camera movement up.
  103154. */
  103155. /**
  103156. * Set the keys for camera movement up.
  103157. */
  103158. keysUp: number[];
  103159. /**
  103160. * Get the keys for camera movement down.
  103161. */
  103162. /**
  103163. * Set the keys for camera movement down.
  103164. */
  103165. keysDown: number[];
  103166. /**
  103167. * Get the keys for camera movement left.
  103168. */
  103169. /**
  103170. * Set the keys for camera movement left.
  103171. */
  103172. keysLeft: number[];
  103173. /**
  103174. * Set the keys for camera movement right.
  103175. */
  103176. /**
  103177. * Set the keys for camera movement right.
  103178. */
  103179. keysRight: number[];
  103180. /**
  103181. * Event raised when the camera collides with a mesh in the scene.
  103182. */
  103183. onCollide: (collidedMesh: AbstractMesh) => void;
  103184. private _collider;
  103185. private _needMoveForGravity;
  103186. private _oldPosition;
  103187. private _diffPosition;
  103188. private _newPosition;
  103189. /** @hidden */
  103190. _localDirection: Vector3;
  103191. /** @hidden */
  103192. _transformedDirection: Vector3;
  103193. /**
  103194. * Instantiates a FlyCamera.
  103195. * This is a flying camera, designed for 3D movement and rotation in all directions,
  103196. * such as in a 3D Space Shooter or a Flight Simulator.
  103197. * @param name Define the name of the camera in the scene.
  103198. * @param position Define the starting position of the camera in the scene.
  103199. * @param scene Define the scene the camera belongs to.
  103200. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  103201. */
  103202. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  103203. /**
  103204. * Attach a control to the HTML DOM element.
  103205. * @param element Defines the element that listens to the input events.
  103206. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  103207. */
  103208. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103209. /**
  103210. * Detach a control from the HTML DOM element.
  103211. * The camera will stop reacting to that input.
  103212. * @param element Defines the element that listens to the input events.
  103213. */
  103214. detachControl(element: HTMLElement): void;
  103215. private _collisionMask;
  103216. /**
  103217. * Get the mask that the camera ignores in collision events.
  103218. */
  103219. /**
  103220. * Set the mask that the camera ignores in collision events.
  103221. */
  103222. collisionMask: number;
  103223. /** @hidden */
  103224. _collideWithWorld(displacement: Vector3): void;
  103225. /** @hidden */
  103226. private _onCollisionPositionChange;
  103227. /** @hidden */
  103228. _checkInputs(): void;
  103229. /** @hidden */
  103230. _decideIfNeedsToMove(): boolean;
  103231. /** @hidden */
  103232. _updatePosition(): void;
  103233. /**
  103234. * Restore the Roll to its target value at the rate specified.
  103235. * @param rate - Higher means slower restoring.
  103236. * @hidden
  103237. */
  103238. restoreRoll(rate: number): void;
  103239. /**
  103240. * Destroy the camera and release the current resources held by it.
  103241. */
  103242. dispose(): void;
  103243. /**
  103244. * Get the current object class name.
  103245. * @returns the class name.
  103246. */
  103247. getClassName(): string;
  103248. }
  103249. }
  103250. declare module BABYLON {
  103251. /**
  103252. * Listen to keyboard events to control the camera.
  103253. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103254. */
  103255. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  103256. /**
  103257. * Defines the camera the input is attached to.
  103258. */
  103259. camera: FlyCamera;
  103260. /**
  103261. * The list of keyboard keys used to control the forward move of the camera.
  103262. */
  103263. keysForward: number[];
  103264. /**
  103265. * The list of keyboard keys used to control the backward move of the camera.
  103266. */
  103267. keysBackward: number[];
  103268. /**
  103269. * The list of keyboard keys used to control the forward move of the camera.
  103270. */
  103271. keysUp: number[];
  103272. /**
  103273. * The list of keyboard keys used to control the backward move of the camera.
  103274. */
  103275. keysDown: number[];
  103276. /**
  103277. * The list of keyboard keys used to control the right strafe move of the camera.
  103278. */
  103279. keysRight: number[];
  103280. /**
  103281. * The list of keyboard keys used to control the left strafe move of the camera.
  103282. */
  103283. keysLeft: number[];
  103284. private _keys;
  103285. private _onCanvasBlurObserver;
  103286. private _onKeyboardObserver;
  103287. private _engine;
  103288. private _scene;
  103289. /**
  103290. * Attach the input controls to a specific dom element to get the input from.
  103291. * @param element Defines the element the controls should be listened from
  103292. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103293. */
  103294. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103295. /**
  103296. * Detach the current controls from the specified dom element.
  103297. * @param element Defines the element to stop listening the inputs from
  103298. */
  103299. detachControl(element: Nullable<HTMLElement>): void;
  103300. /**
  103301. * Gets the class name of the current intput.
  103302. * @returns the class name
  103303. */
  103304. getClassName(): string;
  103305. /** @hidden */
  103306. _onLostFocus(e: FocusEvent): void;
  103307. /**
  103308. * Get the friendly name associated with the input class.
  103309. * @returns the input friendly name
  103310. */
  103311. getSimpleName(): string;
  103312. /**
  103313. * Update the current camera state depending on the inputs that have been used this frame.
  103314. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103315. */
  103316. checkInputs(): void;
  103317. }
  103318. }
  103319. declare module BABYLON {
  103320. /**
  103321. * Manage the mouse wheel inputs to control a follow camera.
  103322. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103323. */
  103324. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  103325. /**
  103326. * Defines the camera the input is attached to.
  103327. */
  103328. camera: FollowCamera;
  103329. /**
  103330. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  103331. */
  103332. axisControlRadius: boolean;
  103333. /**
  103334. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  103335. */
  103336. axisControlHeight: boolean;
  103337. /**
  103338. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  103339. */
  103340. axisControlRotation: boolean;
  103341. /**
  103342. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  103343. * relation to mouseWheel events.
  103344. */
  103345. wheelPrecision: number;
  103346. /**
  103347. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  103348. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  103349. */
  103350. wheelDeltaPercentage: number;
  103351. private _wheel;
  103352. private _observer;
  103353. /**
  103354. * Attach the input controls to a specific dom element to get the input from.
  103355. * @param element Defines the element the controls should be listened from
  103356. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103357. */
  103358. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103359. /**
  103360. * Detach the current controls from the specified dom element.
  103361. * @param element Defines the element to stop listening the inputs from
  103362. */
  103363. detachControl(element: Nullable<HTMLElement>): void;
  103364. /**
  103365. * Gets the class name of the current intput.
  103366. * @returns the class name
  103367. */
  103368. getClassName(): string;
  103369. /**
  103370. * Get the friendly name associated with the input class.
  103371. * @returns the input friendly name
  103372. */
  103373. getSimpleName(): string;
  103374. }
  103375. }
  103376. declare module BABYLON {
  103377. /**
  103378. * Manage the pointers inputs to control an follow camera.
  103379. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103380. */
  103381. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  103382. /**
  103383. * Defines the camera the input is attached to.
  103384. */
  103385. camera: FollowCamera;
  103386. /**
  103387. * Gets the class name of the current input.
  103388. * @returns the class name
  103389. */
  103390. getClassName(): string;
  103391. /**
  103392. * Defines the pointer angular sensibility along the X axis or how fast is
  103393. * the camera rotating.
  103394. * A negative number will reverse the axis direction.
  103395. */
  103396. angularSensibilityX: number;
  103397. /**
  103398. * Defines the pointer angular sensibility along the Y axis or how fast is
  103399. * the camera rotating.
  103400. * A negative number will reverse the axis direction.
  103401. */
  103402. angularSensibilityY: number;
  103403. /**
  103404. * Defines the pointer pinch precision or how fast is the camera zooming.
  103405. * A negative number will reverse the axis direction.
  103406. */
  103407. pinchPrecision: number;
  103408. /**
  103409. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  103410. * from 0.
  103411. * It defines the percentage of current camera.radius to use as delta when
  103412. * pinch zoom is used.
  103413. */
  103414. pinchDeltaPercentage: number;
  103415. /**
  103416. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  103417. */
  103418. axisXControlRadius: boolean;
  103419. /**
  103420. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  103421. */
  103422. axisXControlHeight: boolean;
  103423. /**
  103424. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  103425. */
  103426. axisXControlRotation: boolean;
  103427. /**
  103428. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  103429. */
  103430. axisYControlRadius: boolean;
  103431. /**
  103432. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  103433. */
  103434. axisYControlHeight: boolean;
  103435. /**
  103436. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  103437. */
  103438. axisYControlRotation: boolean;
  103439. /**
  103440. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  103441. */
  103442. axisPinchControlRadius: boolean;
  103443. /**
  103444. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  103445. */
  103446. axisPinchControlHeight: boolean;
  103447. /**
  103448. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  103449. */
  103450. axisPinchControlRotation: boolean;
  103451. /**
  103452. * Log error messages if basic misconfiguration has occurred.
  103453. */
  103454. warningEnable: boolean;
  103455. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  103456. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  103457. private _warningCounter;
  103458. private _warning;
  103459. }
  103460. }
  103461. declare module BABYLON {
  103462. /**
  103463. * Default Inputs manager for the FollowCamera.
  103464. * It groups all the default supported inputs for ease of use.
  103465. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103466. */
  103467. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  103468. /**
  103469. * Instantiates a new FollowCameraInputsManager.
  103470. * @param camera Defines the camera the inputs belong to
  103471. */
  103472. constructor(camera: FollowCamera);
  103473. /**
  103474. * Add keyboard input support to the input manager.
  103475. * @returns the current input manager
  103476. */
  103477. addKeyboard(): FollowCameraInputsManager;
  103478. /**
  103479. * Add mouse wheel input support to the input manager.
  103480. * @returns the current input manager
  103481. */
  103482. addMouseWheel(): FollowCameraInputsManager;
  103483. /**
  103484. * Add pointers input support to the input manager.
  103485. * @returns the current input manager
  103486. */
  103487. addPointers(): FollowCameraInputsManager;
  103488. /**
  103489. * Add orientation input support to the input manager.
  103490. * @returns the current input manager
  103491. */
  103492. addVRDeviceOrientation(): FollowCameraInputsManager;
  103493. }
  103494. }
  103495. declare module BABYLON {
  103496. /**
  103497. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  103498. * an arc rotate version arcFollowCamera are available.
  103499. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103500. */
  103501. export class FollowCamera extends TargetCamera {
  103502. /**
  103503. * Distance the follow camera should follow an object at
  103504. */
  103505. radius: number;
  103506. /**
  103507. * Minimum allowed distance of the camera to the axis of rotation
  103508. * (The camera can not get closer).
  103509. * This can help limiting how the Camera is able to move in the scene.
  103510. */
  103511. lowerRadiusLimit: Nullable<number>;
  103512. /**
  103513. * Maximum allowed distance of the camera to the axis of rotation
  103514. * (The camera can not get further).
  103515. * This can help limiting how the Camera is able to move in the scene.
  103516. */
  103517. upperRadiusLimit: Nullable<number>;
  103518. /**
  103519. * Define a rotation offset between the camera and the object it follows
  103520. */
  103521. rotationOffset: number;
  103522. /**
  103523. * Minimum allowed angle to camera position relative to target object.
  103524. * This can help limiting how the Camera is able to move in the scene.
  103525. */
  103526. lowerRotationOffsetLimit: Nullable<number>;
  103527. /**
  103528. * Maximum allowed angle to camera position relative to target object.
  103529. * This can help limiting how the Camera is able to move in the scene.
  103530. */
  103531. upperRotationOffsetLimit: Nullable<number>;
  103532. /**
  103533. * Define a height offset between the camera and the object it follows.
  103534. * It can help following an object from the top (like a car chaing a plane)
  103535. */
  103536. heightOffset: number;
  103537. /**
  103538. * Minimum allowed height of camera position relative to target object.
  103539. * This can help limiting how the Camera is able to move in the scene.
  103540. */
  103541. lowerHeightOffsetLimit: Nullable<number>;
  103542. /**
  103543. * Maximum allowed height of camera position relative to target object.
  103544. * This can help limiting how the Camera is able to move in the scene.
  103545. */
  103546. upperHeightOffsetLimit: Nullable<number>;
  103547. /**
  103548. * Define how fast the camera can accelerate to follow it s target.
  103549. */
  103550. cameraAcceleration: number;
  103551. /**
  103552. * Define the speed limit of the camera following an object.
  103553. */
  103554. maxCameraSpeed: number;
  103555. /**
  103556. * Define the target of the camera.
  103557. */
  103558. lockedTarget: Nullable<AbstractMesh>;
  103559. /**
  103560. * Defines the input associated with the camera.
  103561. */
  103562. inputs: FollowCameraInputsManager;
  103563. /**
  103564. * Instantiates the follow camera.
  103565. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103566. * @param name Define the name of the camera in the scene
  103567. * @param position Define the position of the camera
  103568. * @param scene Define the scene the camera belong to
  103569. * @param lockedTarget Define the target of the camera
  103570. */
  103571. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  103572. private _follow;
  103573. /**
  103574. * Attached controls to the current camera.
  103575. * @param element Defines the element the controls should be listened from
  103576. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103577. */
  103578. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103579. /**
  103580. * Detach the current controls from the camera.
  103581. * The camera will stop reacting to inputs.
  103582. * @param element Defines the element to stop listening the inputs from
  103583. */
  103584. detachControl(element: HTMLElement): void;
  103585. /** @hidden */
  103586. _checkInputs(): void;
  103587. private _checkLimits;
  103588. /**
  103589. * Gets the camera class name.
  103590. * @returns the class name
  103591. */
  103592. getClassName(): string;
  103593. }
  103594. /**
  103595. * Arc Rotate version of the follow camera.
  103596. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  103597. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103598. */
  103599. export class ArcFollowCamera extends TargetCamera {
  103600. /** The longitudinal angle of the camera */
  103601. alpha: number;
  103602. /** The latitudinal angle of the camera */
  103603. beta: number;
  103604. /** The radius of the camera from its target */
  103605. radius: number;
  103606. /** Define the camera target (the messh it should follow) */
  103607. target: Nullable<AbstractMesh>;
  103608. private _cartesianCoordinates;
  103609. /**
  103610. * Instantiates a new ArcFollowCamera
  103611. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103612. * @param name Define the name of the camera
  103613. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  103614. * @param beta Define the rotation angle of the camera around the elevation axis
  103615. * @param radius Define the radius of the camera from its target point
  103616. * @param target Define the target of the camera
  103617. * @param scene Define the scene the camera belongs to
  103618. */
  103619. constructor(name: string,
  103620. /** The longitudinal angle of the camera */
  103621. alpha: number,
  103622. /** The latitudinal angle of the camera */
  103623. beta: number,
  103624. /** The radius of the camera from its target */
  103625. radius: number,
  103626. /** Define the camera target (the messh it should follow) */
  103627. target: Nullable<AbstractMesh>, scene: Scene);
  103628. private _follow;
  103629. /** @hidden */
  103630. _checkInputs(): void;
  103631. /**
  103632. * Returns the class name of the object.
  103633. * It is mostly used internally for serialization purposes.
  103634. */
  103635. getClassName(): string;
  103636. }
  103637. }
  103638. declare module BABYLON {
  103639. /**
  103640. * Manage the keyboard inputs to control the movement of a follow camera.
  103641. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103642. */
  103643. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  103644. /**
  103645. * Defines the camera the input is attached to.
  103646. */
  103647. camera: FollowCamera;
  103648. /**
  103649. * Defines the list of key codes associated with the up action (increase heightOffset)
  103650. */
  103651. keysHeightOffsetIncr: number[];
  103652. /**
  103653. * Defines the list of key codes associated with the down action (decrease heightOffset)
  103654. */
  103655. keysHeightOffsetDecr: number[];
  103656. /**
  103657. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  103658. */
  103659. keysHeightOffsetModifierAlt: boolean;
  103660. /**
  103661. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  103662. */
  103663. keysHeightOffsetModifierCtrl: boolean;
  103664. /**
  103665. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  103666. */
  103667. keysHeightOffsetModifierShift: boolean;
  103668. /**
  103669. * Defines the list of key codes associated with the left action (increase rotationOffset)
  103670. */
  103671. keysRotationOffsetIncr: number[];
  103672. /**
  103673. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  103674. */
  103675. keysRotationOffsetDecr: number[];
  103676. /**
  103677. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  103678. */
  103679. keysRotationOffsetModifierAlt: boolean;
  103680. /**
  103681. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  103682. */
  103683. keysRotationOffsetModifierCtrl: boolean;
  103684. /**
  103685. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  103686. */
  103687. keysRotationOffsetModifierShift: boolean;
  103688. /**
  103689. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  103690. */
  103691. keysRadiusIncr: number[];
  103692. /**
  103693. * Defines the list of key codes associated with the zoom-out action (increase radius)
  103694. */
  103695. keysRadiusDecr: number[];
  103696. /**
  103697. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  103698. */
  103699. keysRadiusModifierAlt: boolean;
  103700. /**
  103701. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  103702. */
  103703. keysRadiusModifierCtrl: boolean;
  103704. /**
  103705. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  103706. */
  103707. keysRadiusModifierShift: boolean;
  103708. /**
  103709. * Defines the rate of change of heightOffset.
  103710. */
  103711. heightSensibility: number;
  103712. /**
  103713. * Defines the rate of change of rotationOffset.
  103714. */
  103715. rotationSensibility: number;
  103716. /**
  103717. * Defines the rate of change of radius.
  103718. */
  103719. radiusSensibility: number;
  103720. private _keys;
  103721. private _ctrlPressed;
  103722. private _altPressed;
  103723. private _shiftPressed;
  103724. private _onCanvasBlurObserver;
  103725. private _onKeyboardObserver;
  103726. private _engine;
  103727. private _scene;
  103728. /**
  103729. * Attach the input controls to a specific dom element to get the input from.
  103730. * @param element Defines the element the controls should be listened from
  103731. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103732. */
  103733. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103734. /**
  103735. * Detach the current controls from the specified dom element.
  103736. * @param element Defines the element to stop listening the inputs from
  103737. */
  103738. detachControl(element: Nullable<HTMLElement>): void;
  103739. /**
  103740. * Update the current camera state depending on the inputs that have been used this frame.
  103741. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103742. */
  103743. checkInputs(): void;
  103744. /**
  103745. * Gets the class name of the current input.
  103746. * @returns the class name
  103747. */
  103748. getClassName(): string;
  103749. /**
  103750. * Get the friendly name associated with the input class.
  103751. * @returns the input friendly name
  103752. */
  103753. getSimpleName(): string;
  103754. /**
  103755. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  103756. * allow modification of the heightOffset value.
  103757. */
  103758. private _modifierHeightOffset;
  103759. /**
  103760. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  103761. * allow modification of the rotationOffset value.
  103762. */
  103763. private _modifierRotationOffset;
  103764. /**
  103765. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  103766. * allow modification of the radius value.
  103767. */
  103768. private _modifierRadius;
  103769. }
  103770. }
  103771. declare module BABYLON {
  103772. interface FreeCameraInputsManager {
  103773. /**
  103774. * @hidden
  103775. */
  103776. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  103777. /**
  103778. * Add orientation input support to the input manager.
  103779. * @returns the current input manager
  103780. */
  103781. addDeviceOrientation(): FreeCameraInputsManager;
  103782. }
  103783. /**
  103784. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  103785. * Screen rotation is taken into account.
  103786. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103787. */
  103788. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  103789. private _camera;
  103790. private _screenOrientationAngle;
  103791. private _constantTranform;
  103792. private _screenQuaternion;
  103793. private _alpha;
  103794. private _beta;
  103795. private _gamma;
  103796. /**
  103797. * Can be used to detect if a device orientation sensor is availible on a device
  103798. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  103799. * @returns a promise that will resolve on orientation change
  103800. */
  103801. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  103802. /**
  103803. * @hidden
  103804. */
  103805. _onDeviceOrientationChangedObservable: Observable<void>;
  103806. /**
  103807. * Instantiates a new input
  103808. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103809. */
  103810. constructor();
  103811. /**
  103812. * Define the camera controlled by the input.
  103813. */
  103814. camera: FreeCamera;
  103815. /**
  103816. * Attach the input controls to a specific dom element to get the input from.
  103817. * @param element Defines the element the controls should be listened from
  103818. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103819. */
  103820. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103821. private _orientationChanged;
  103822. private _deviceOrientation;
  103823. /**
  103824. * Detach the current controls from the specified dom element.
  103825. * @param element Defines the element to stop listening the inputs from
  103826. */
  103827. detachControl(element: Nullable<HTMLElement>): void;
  103828. /**
  103829. * Update the current camera state depending on the inputs that have been used this frame.
  103830. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103831. */
  103832. checkInputs(): void;
  103833. /**
  103834. * Gets the class name of the current intput.
  103835. * @returns the class name
  103836. */
  103837. getClassName(): string;
  103838. /**
  103839. * Get the friendly name associated with the input class.
  103840. * @returns the input friendly name
  103841. */
  103842. getSimpleName(): string;
  103843. }
  103844. }
  103845. declare module BABYLON {
  103846. /**
  103847. * Manage the gamepad inputs to control a free camera.
  103848. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103849. */
  103850. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  103851. /**
  103852. * Define the camera the input is attached to.
  103853. */
  103854. camera: FreeCamera;
  103855. /**
  103856. * Define the Gamepad controlling the input
  103857. */
  103858. gamepad: Nullable<Gamepad>;
  103859. /**
  103860. * Defines the gamepad rotation sensiblity.
  103861. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  103862. */
  103863. gamepadAngularSensibility: number;
  103864. /**
  103865. * Defines the gamepad move sensiblity.
  103866. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  103867. */
  103868. gamepadMoveSensibility: number;
  103869. private _onGamepadConnectedObserver;
  103870. private _onGamepadDisconnectedObserver;
  103871. private _cameraTransform;
  103872. private _deltaTransform;
  103873. private _vector3;
  103874. private _vector2;
  103875. /**
  103876. * Attach the input controls to a specific dom element to get the input from.
  103877. * @param element Defines the element the controls should be listened from
  103878. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103879. */
  103880. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103881. /**
  103882. * Detach the current controls from the specified dom element.
  103883. * @param element Defines the element to stop listening the inputs from
  103884. */
  103885. detachControl(element: Nullable<HTMLElement>): void;
  103886. /**
  103887. * Update the current camera state depending on the inputs that have been used this frame.
  103888. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103889. */
  103890. checkInputs(): void;
  103891. /**
  103892. * Gets the class name of the current intput.
  103893. * @returns the class name
  103894. */
  103895. getClassName(): string;
  103896. /**
  103897. * Get the friendly name associated with the input class.
  103898. * @returns the input friendly name
  103899. */
  103900. getSimpleName(): string;
  103901. }
  103902. }
  103903. declare module BABYLON {
  103904. /**
  103905. * Defines the potential axis of a Joystick
  103906. */
  103907. export enum JoystickAxis {
  103908. /** X axis */
  103909. X = 0,
  103910. /** Y axis */
  103911. Y = 1,
  103912. /** Z axis */
  103913. Z = 2
  103914. }
  103915. /**
  103916. * Class used to define virtual joystick (used in touch mode)
  103917. */
  103918. export class VirtualJoystick {
  103919. /**
  103920. * Gets or sets a boolean indicating that left and right values must be inverted
  103921. */
  103922. reverseLeftRight: boolean;
  103923. /**
  103924. * Gets or sets a boolean indicating that up and down values must be inverted
  103925. */
  103926. reverseUpDown: boolean;
  103927. /**
  103928. * Gets the offset value for the position (ie. the change of the position value)
  103929. */
  103930. deltaPosition: Vector3;
  103931. /**
  103932. * Gets a boolean indicating if the virtual joystick was pressed
  103933. */
  103934. pressed: boolean;
  103935. /**
  103936. * Canvas the virtual joystick will render onto, default z-index of this is 5
  103937. */
  103938. static Canvas: Nullable<HTMLCanvasElement>;
  103939. private static _globalJoystickIndex;
  103940. private static vjCanvasContext;
  103941. private static vjCanvasWidth;
  103942. private static vjCanvasHeight;
  103943. private static halfWidth;
  103944. private _action;
  103945. private _axisTargetedByLeftAndRight;
  103946. private _axisTargetedByUpAndDown;
  103947. private _joystickSensibility;
  103948. private _inversedSensibility;
  103949. private _joystickPointerID;
  103950. private _joystickColor;
  103951. private _joystickPointerPos;
  103952. private _joystickPreviousPointerPos;
  103953. private _joystickPointerStartPos;
  103954. private _deltaJoystickVector;
  103955. private _leftJoystick;
  103956. private _touches;
  103957. private _onPointerDownHandlerRef;
  103958. private _onPointerMoveHandlerRef;
  103959. private _onPointerUpHandlerRef;
  103960. private _onResize;
  103961. /**
  103962. * Creates a new virtual joystick
  103963. * @param leftJoystick defines that the joystick is for left hand (false by default)
  103964. */
  103965. constructor(leftJoystick?: boolean);
  103966. /**
  103967. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  103968. * @param newJoystickSensibility defines the new sensibility
  103969. */
  103970. setJoystickSensibility(newJoystickSensibility: number): void;
  103971. private _onPointerDown;
  103972. private _onPointerMove;
  103973. private _onPointerUp;
  103974. /**
  103975. * Change the color of the virtual joystick
  103976. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  103977. */
  103978. setJoystickColor(newColor: string): void;
  103979. /**
  103980. * Defines a callback to call when the joystick is touched
  103981. * @param action defines the callback
  103982. */
  103983. setActionOnTouch(action: () => any): void;
  103984. /**
  103985. * Defines which axis you'd like to control for left & right
  103986. * @param axis defines the axis to use
  103987. */
  103988. setAxisForLeftRight(axis: JoystickAxis): void;
  103989. /**
  103990. * Defines which axis you'd like to control for up & down
  103991. * @param axis defines the axis to use
  103992. */
  103993. setAxisForUpDown(axis: JoystickAxis): void;
  103994. private _drawVirtualJoystick;
  103995. /**
  103996. * Release internal HTML canvas
  103997. */
  103998. releaseCanvas(): void;
  103999. }
  104000. }
  104001. declare module BABYLON {
  104002. interface FreeCameraInputsManager {
  104003. /**
  104004. * Add virtual joystick input support to the input manager.
  104005. * @returns the current input manager
  104006. */
  104007. addVirtualJoystick(): FreeCameraInputsManager;
  104008. }
  104009. /**
  104010. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  104011. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104012. */
  104013. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  104014. /**
  104015. * Defines the camera the input is attached to.
  104016. */
  104017. camera: FreeCamera;
  104018. private _leftjoystick;
  104019. private _rightjoystick;
  104020. /**
  104021. * Gets the left stick of the virtual joystick.
  104022. * @returns The virtual Joystick
  104023. */
  104024. getLeftJoystick(): VirtualJoystick;
  104025. /**
  104026. * Gets the right stick of the virtual joystick.
  104027. * @returns The virtual Joystick
  104028. */
  104029. getRightJoystick(): VirtualJoystick;
  104030. /**
  104031. * Update the current camera state depending on the inputs that have been used this frame.
  104032. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  104033. */
  104034. checkInputs(): void;
  104035. /**
  104036. * Attach the input controls to a specific dom element to get the input from.
  104037. * @param element Defines the element the controls should be listened from
  104038. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104039. */
  104040. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  104041. /**
  104042. * Detach the current controls from the specified dom element.
  104043. * @param element Defines the element to stop listening the inputs from
  104044. */
  104045. detachControl(element: Nullable<HTMLElement>): void;
  104046. /**
  104047. * Gets the class name of the current intput.
  104048. * @returns the class name
  104049. */
  104050. getClassName(): string;
  104051. /**
  104052. * Get the friendly name associated with the input class.
  104053. * @returns the input friendly name
  104054. */
  104055. getSimpleName(): string;
  104056. }
  104057. }
  104058. declare module BABYLON {
  104059. /**
  104060. * This represents a FPS type of camera controlled by touch.
  104061. * This is like a universal camera minus the Gamepad controls.
  104062. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104063. */
  104064. export class TouchCamera extends FreeCamera {
  104065. /**
  104066. * Defines the touch sensibility for rotation.
  104067. * The higher the faster.
  104068. */
  104069. touchAngularSensibility: number;
  104070. /**
  104071. * Defines the touch sensibility for move.
  104072. * The higher the faster.
  104073. */
  104074. touchMoveSensibility: number;
  104075. /**
  104076. * Instantiates a new touch camera.
  104077. * This represents a FPS type of camera controlled by touch.
  104078. * This is like a universal camera minus the Gamepad controls.
  104079. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104080. * @param name Define the name of the camera in the scene
  104081. * @param position Define the start position of the camera in the scene
  104082. * @param scene Define the scene the camera belongs to
  104083. */
  104084. constructor(name: string, position: Vector3, scene: Scene);
  104085. /**
  104086. * Gets the current object class name.
  104087. * @return the class name
  104088. */
  104089. getClassName(): string;
  104090. /** @hidden */
  104091. _setupInputs(): void;
  104092. }
  104093. }
  104094. declare module BABYLON {
  104095. /**
  104096. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  104097. * being tilted forward or back and left or right.
  104098. */
  104099. export class DeviceOrientationCamera extends FreeCamera {
  104100. private _initialQuaternion;
  104101. private _quaternionCache;
  104102. private _tmpDragQuaternion;
  104103. private _disablePointerInputWhenUsingDeviceOrientation;
  104104. /**
  104105. * Creates a new device orientation camera
  104106. * @param name The name of the camera
  104107. * @param position The start position camera
  104108. * @param scene The scene the camera belongs to
  104109. */
  104110. constructor(name: string, position: Vector3, scene: Scene);
  104111. /**
  104112. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  104113. */
  104114. disablePointerInputWhenUsingDeviceOrientation: boolean;
  104115. private _dragFactor;
  104116. /**
  104117. * Enabled turning on the y axis when the orientation sensor is active
  104118. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  104119. */
  104120. enableHorizontalDragging(dragFactor?: number): void;
  104121. /**
  104122. * Gets the current instance class name ("DeviceOrientationCamera").
  104123. * This helps avoiding instanceof at run time.
  104124. * @returns the class name
  104125. */
  104126. getClassName(): string;
  104127. /**
  104128. * @hidden
  104129. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  104130. */
  104131. _checkInputs(): void;
  104132. /**
  104133. * Reset the camera to its default orientation on the specified axis only.
  104134. * @param axis The axis to reset
  104135. */
  104136. resetToCurrentRotation(axis?: Axis): void;
  104137. }
  104138. }
  104139. declare module BABYLON {
  104140. /**
  104141. * Defines supported buttons for XBox360 compatible gamepads
  104142. */
  104143. export enum Xbox360Button {
  104144. /** A */
  104145. A = 0,
  104146. /** B */
  104147. B = 1,
  104148. /** X */
  104149. X = 2,
  104150. /** Y */
  104151. Y = 3,
  104152. /** Start */
  104153. Start = 4,
  104154. /** Back */
  104155. Back = 5,
  104156. /** Left button */
  104157. LB = 6,
  104158. /** Right button */
  104159. RB = 7,
  104160. /** Left stick */
  104161. LeftStick = 8,
  104162. /** Right stick */
  104163. RightStick = 9
  104164. }
  104165. /** Defines values for XBox360 DPad */
  104166. export enum Xbox360Dpad {
  104167. /** Up */
  104168. Up = 0,
  104169. /** Down */
  104170. Down = 1,
  104171. /** Left */
  104172. Left = 2,
  104173. /** Right */
  104174. Right = 3
  104175. }
  104176. /**
  104177. * Defines a XBox360 gamepad
  104178. */
  104179. export class Xbox360Pad extends Gamepad {
  104180. private _leftTrigger;
  104181. private _rightTrigger;
  104182. private _onlefttriggerchanged;
  104183. private _onrighttriggerchanged;
  104184. private _onbuttondown;
  104185. private _onbuttonup;
  104186. private _ondpaddown;
  104187. private _ondpadup;
  104188. /** Observable raised when a button is pressed */
  104189. onButtonDownObservable: Observable<Xbox360Button>;
  104190. /** Observable raised when a button is released */
  104191. onButtonUpObservable: Observable<Xbox360Button>;
  104192. /** Observable raised when a pad is pressed */
  104193. onPadDownObservable: Observable<Xbox360Dpad>;
  104194. /** Observable raised when a pad is released */
  104195. onPadUpObservable: Observable<Xbox360Dpad>;
  104196. private _buttonA;
  104197. private _buttonB;
  104198. private _buttonX;
  104199. private _buttonY;
  104200. private _buttonBack;
  104201. private _buttonStart;
  104202. private _buttonLB;
  104203. private _buttonRB;
  104204. private _buttonLeftStick;
  104205. private _buttonRightStick;
  104206. private _dPadUp;
  104207. private _dPadDown;
  104208. private _dPadLeft;
  104209. private _dPadRight;
  104210. private _isXboxOnePad;
  104211. /**
  104212. * Creates a new XBox360 gamepad object
  104213. * @param id defines the id of this gamepad
  104214. * @param index defines its index
  104215. * @param gamepad defines the internal HTML gamepad object
  104216. * @param xboxOne defines if it is a XBox One gamepad
  104217. */
  104218. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  104219. /**
  104220. * Defines the callback to call when left trigger is pressed
  104221. * @param callback defines the callback to use
  104222. */
  104223. onlefttriggerchanged(callback: (value: number) => void): void;
  104224. /**
  104225. * Defines the callback to call when right trigger is pressed
  104226. * @param callback defines the callback to use
  104227. */
  104228. onrighttriggerchanged(callback: (value: number) => void): void;
  104229. /**
  104230. * Gets the left trigger value
  104231. */
  104232. /**
  104233. * Sets the left trigger value
  104234. */
  104235. leftTrigger: number;
  104236. /**
  104237. * Gets the right trigger value
  104238. */
  104239. /**
  104240. * Sets the right trigger value
  104241. */
  104242. rightTrigger: number;
  104243. /**
  104244. * Defines the callback to call when a button is pressed
  104245. * @param callback defines the callback to use
  104246. */
  104247. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  104248. /**
  104249. * Defines the callback to call when a button is released
  104250. * @param callback defines the callback to use
  104251. */
  104252. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  104253. /**
  104254. * Defines the callback to call when a pad is pressed
  104255. * @param callback defines the callback to use
  104256. */
  104257. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  104258. /**
  104259. * Defines the callback to call when a pad is released
  104260. * @param callback defines the callback to use
  104261. */
  104262. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  104263. private _setButtonValue;
  104264. private _setDPadValue;
  104265. /**
  104266. * Gets the value of the `A` button
  104267. */
  104268. /**
  104269. * Sets the value of the `A` button
  104270. */
  104271. buttonA: number;
  104272. /**
  104273. * Gets the value of the `B` button
  104274. */
  104275. /**
  104276. * Sets the value of the `B` button
  104277. */
  104278. buttonB: number;
  104279. /**
  104280. * Gets the value of the `X` button
  104281. */
  104282. /**
  104283. * Sets the value of the `X` button
  104284. */
  104285. buttonX: number;
  104286. /**
  104287. * Gets the value of the `Y` button
  104288. */
  104289. /**
  104290. * Sets the value of the `Y` button
  104291. */
  104292. buttonY: number;
  104293. /**
  104294. * Gets the value of the `Start` button
  104295. */
  104296. /**
  104297. * Sets the value of the `Start` button
  104298. */
  104299. buttonStart: number;
  104300. /**
  104301. * Gets the value of the `Back` button
  104302. */
  104303. /**
  104304. * Sets the value of the `Back` button
  104305. */
  104306. buttonBack: number;
  104307. /**
  104308. * Gets the value of the `Left` button
  104309. */
  104310. /**
  104311. * Sets the value of the `Left` button
  104312. */
  104313. buttonLB: number;
  104314. /**
  104315. * Gets the value of the `Right` button
  104316. */
  104317. /**
  104318. * Sets the value of the `Right` button
  104319. */
  104320. buttonRB: number;
  104321. /**
  104322. * Gets the value of the Left joystick
  104323. */
  104324. /**
  104325. * Sets the value of the Left joystick
  104326. */
  104327. buttonLeftStick: number;
  104328. /**
  104329. * Gets the value of the Right joystick
  104330. */
  104331. /**
  104332. * Sets the value of the Right joystick
  104333. */
  104334. buttonRightStick: number;
  104335. /**
  104336. * Gets the value of D-pad up
  104337. */
  104338. /**
  104339. * Sets the value of D-pad up
  104340. */
  104341. dPadUp: number;
  104342. /**
  104343. * Gets the value of D-pad down
  104344. */
  104345. /**
  104346. * Sets the value of D-pad down
  104347. */
  104348. dPadDown: number;
  104349. /**
  104350. * Gets the value of D-pad left
  104351. */
  104352. /**
  104353. * Sets the value of D-pad left
  104354. */
  104355. dPadLeft: number;
  104356. /**
  104357. * Gets the value of D-pad right
  104358. */
  104359. /**
  104360. * Sets the value of D-pad right
  104361. */
  104362. dPadRight: number;
  104363. /**
  104364. * Force the gamepad to synchronize with device values
  104365. */
  104366. update(): void;
  104367. /**
  104368. * Disposes the gamepad
  104369. */
  104370. dispose(): void;
  104371. }
  104372. }
  104373. declare module BABYLON {
  104374. /**
  104375. * Defines supported buttons for DualShock compatible gamepads
  104376. */
  104377. export enum DualShockButton {
  104378. /** Cross */
  104379. Cross = 0,
  104380. /** Circle */
  104381. Circle = 1,
  104382. /** Square */
  104383. Square = 2,
  104384. /** Triangle */
  104385. Triangle = 3,
  104386. /** Options */
  104387. Options = 4,
  104388. /** Share */
  104389. Share = 5,
  104390. /** L1 */
  104391. L1 = 6,
  104392. /** R1 */
  104393. R1 = 7,
  104394. /** Left stick */
  104395. LeftStick = 8,
  104396. /** Right stick */
  104397. RightStick = 9
  104398. }
  104399. /** Defines values for DualShock DPad */
  104400. export enum DualShockDpad {
  104401. /** Up */
  104402. Up = 0,
  104403. /** Down */
  104404. Down = 1,
  104405. /** Left */
  104406. Left = 2,
  104407. /** Right */
  104408. Right = 3
  104409. }
  104410. /**
  104411. * Defines a DualShock gamepad
  104412. */
  104413. export class DualShockPad extends Gamepad {
  104414. private _leftTrigger;
  104415. private _rightTrigger;
  104416. private _onlefttriggerchanged;
  104417. private _onrighttriggerchanged;
  104418. private _onbuttondown;
  104419. private _onbuttonup;
  104420. private _ondpaddown;
  104421. private _ondpadup;
  104422. /** Observable raised when a button is pressed */
  104423. onButtonDownObservable: Observable<DualShockButton>;
  104424. /** Observable raised when a button is released */
  104425. onButtonUpObservable: Observable<DualShockButton>;
  104426. /** Observable raised when a pad is pressed */
  104427. onPadDownObservable: Observable<DualShockDpad>;
  104428. /** Observable raised when a pad is released */
  104429. onPadUpObservable: Observable<DualShockDpad>;
  104430. private _buttonCross;
  104431. private _buttonCircle;
  104432. private _buttonSquare;
  104433. private _buttonTriangle;
  104434. private _buttonShare;
  104435. private _buttonOptions;
  104436. private _buttonL1;
  104437. private _buttonR1;
  104438. private _buttonLeftStick;
  104439. private _buttonRightStick;
  104440. private _dPadUp;
  104441. private _dPadDown;
  104442. private _dPadLeft;
  104443. private _dPadRight;
  104444. /**
  104445. * Creates a new DualShock gamepad object
  104446. * @param id defines the id of this gamepad
  104447. * @param index defines its index
  104448. * @param gamepad defines the internal HTML gamepad object
  104449. */
  104450. constructor(id: string, index: number, gamepad: any);
  104451. /**
  104452. * Defines the callback to call when left trigger is pressed
  104453. * @param callback defines the callback to use
  104454. */
  104455. onlefttriggerchanged(callback: (value: number) => void): void;
  104456. /**
  104457. * Defines the callback to call when right trigger is pressed
  104458. * @param callback defines the callback to use
  104459. */
  104460. onrighttriggerchanged(callback: (value: number) => void): void;
  104461. /**
  104462. * Gets the left trigger value
  104463. */
  104464. /**
  104465. * Sets the left trigger value
  104466. */
  104467. leftTrigger: number;
  104468. /**
  104469. * Gets the right trigger value
  104470. */
  104471. /**
  104472. * Sets the right trigger value
  104473. */
  104474. rightTrigger: number;
  104475. /**
  104476. * Defines the callback to call when a button is pressed
  104477. * @param callback defines the callback to use
  104478. */
  104479. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  104480. /**
  104481. * Defines the callback to call when a button is released
  104482. * @param callback defines the callback to use
  104483. */
  104484. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  104485. /**
  104486. * Defines the callback to call when a pad is pressed
  104487. * @param callback defines the callback to use
  104488. */
  104489. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  104490. /**
  104491. * Defines the callback to call when a pad is released
  104492. * @param callback defines the callback to use
  104493. */
  104494. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  104495. private _setButtonValue;
  104496. private _setDPadValue;
  104497. /**
  104498. * Gets the value of the `Cross` button
  104499. */
  104500. /**
  104501. * Sets the value of the `Cross` button
  104502. */
  104503. buttonCross: number;
  104504. /**
  104505. * Gets the value of the `Circle` button
  104506. */
  104507. /**
  104508. * Sets the value of the `Circle` button
  104509. */
  104510. buttonCircle: number;
  104511. /**
  104512. * Gets the value of the `Square` button
  104513. */
  104514. /**
  104515. * Sets the value of the `Square` button
  104516. */
  104517. buttonSquare: number;
  104518. /**
  104519. * Gets the value of the `Triangle` button
  104520. */
  104521. /**
  104522. * Sets the value of the `Triangle` button
  104523. */
  104524. buttonTriangle: number;
  104525. /**
  104526. * Gets the value of the `Options` button
  104527. */
  104528. /**
  104529. * Sets the value of the `Options` button
  104530. */
  104531. buttonOptions: number;
  104532. /**
  104533. * Gets the value of the `Share` button
  104534. */
  104535. /**
  104536. * Sets the value of the `Share` button
  104537. */
  104538. buttonShare: number;
  104539. /**
  104540. * Gets the value of the `L1` button
  104541. */
  104542. /**
  104543. * Sets the value of the `L1` button
  104544. */
  104545. buttonL1: number;
  104546. /**
  104547. * Gets the value of the `R1` button
  104548. */
  104549. /**
  104550. * Sets the value of the `R1` button
  104551. */
  104552. buttonR1: number;
  104553. /**
  104554. * Gets the value of the Left joystick
  104555. */
  104556. /**
  104557. * Sets the value of the Left joystick
  104558. */
  104559. buttonLeftStick: number;
  104560. /**
  104561. * Gets the value of the Right joystick
  104562. */
  104563. /**
  104564. * Sets the value of the Right joystick
  104565. */
  104566. buttonRightStick: number;
  104567. /**
  104568. * Gets the value of D-pad up
  104569. */
  104570. /**
  104571. * Sets the value of D-pad up
  104572. */
  104573. dPadUp: number;
  104574. /**
  104575. * Gets the value of D-pad down
  104576. */
  104577. /**
  104578. * Sets the value of D-pad down
  104579. */
  104580. dPadDown: number;
  104581. /**
  104582. * Gets the value of D-pad left
  104583. */
  104584. /**
  104585. * Sets the value of D-pad left
  104586. */
  104587. dPadLeft: number;
  104588. /**
  104589. * Gets the value of D-pad right
  104590. */
  104591. /**
  104592. * Sets the value of D-pad right
  104593. */
  104594. dPadRight: number;
  104595. /**
  104596. * Force the gamepad to synchronize with device values
  104597. */
  104598. update(): void;
  104599. /**
  104600. * Disposes the gamepad
  104601. */
  104602. dispose(): void;
  104603. }
  104604. }
  104605. declare module BABYLON {
  104606. /**
  104607. * Manager for handling gamepads
  104608. */
  104609. export class GamepadManager {
  104610. private _scene?;
  104611. private _babylonGamepads;
  104612. private _oneGamepadConnected;
  104613. /** @hidden */
  104614. _isMonitoring: boolean;
  104615. private _gamepadEventSupported;
  104616. private _gamepadSupport;
  104617. /**
  104618. * observable to be triggered when the gamepad controller has been connected
  104619. */
  104620. onGamepadConnectedObservable: Observable<Gamepad>;
  104621. /**
  104622. * observable to be triggered when the gamepad controller has been disconnected
  104623. */
  104624. onGamepadDisconnectedObservable: Observable<Gamepad>;
  104625. private _onGamepadConnectedEvent;
  104626. private _onGamepadDisconnectedEvent;
  104627. /**
  104628. * Initializes the gamepad manager
  104629. * @param _scene BabylonJS scene
  104630. */
  104631. constructor(_scene?: Scene | undefined);
  104632. /**
  104633. * The gamepads in the game pad manager
  104634. */
  104635. readonly gamepads: Gamepad[];
  104636. /**
  104637. * Get the gamepad controllers based on type
  104638. * @param type The type of gamepad controller
  104639. * @returns Nullable gamepad
  104640. */
  104641. getGamepadByType(type?: number): Nullable<Gamepad>;
  104642. /**
  104643. * Disposes the gamepad manager
  104644. */
  104645. dispose(): void;
  104646. private _addNewGamepad;
  104647. private _startMonitoringGamepads;
  104648. private _stopMonitoringGamepads;
  104649. /** @hidden */
  104650. _checkGamepadsStatus(): void;
  104651. private _updateGamepadObjects;
  104652. }
  104653. }
  104654. declare module BABYLON {
  104655. interface Scene {
  104656. /** @hidden */
  104657. _gamepadManager: Nullable<GamepadManager>;
  104658. /**
  104659. * Gets the gamepad manager associated with the scene
  104660. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  104661. */
  104662. gamepadManager: GamepadManager;
  104663. }
  104664. /**
  104665. * Interface representing a free camera inputs manager
  104666. */
  104667. interface FreeCameraInputsManager {
  104668. /**
  104669. * Adds gamepad input support to the FreeCameraInputsManager.
  104670. * @returns the FreeCameraInputsManager
  104671. */
  104672. addGamepad(): FreeCameraInputsManager;
  104673. }
  104674. /**
  104675. * Interface representing an arc rotate camera inputs manager
  104676. */
  104677. interface ArcRotateCameraInputsManager {
  104678. /**
  104679. * Adds gamepad input support to the ArcRotateCamera InputManager.
  104680. * @returns the camera inputs manager
  104681. */
  104682. addGamepad(): ArcRotateCameraInputsManager;
  104683. }
  104684. /**
  104685. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  104686. */
  104687. export class GamepadSystemSceneComponent implements ISceneComponent {
  104688. /**
  104689. * The component name helpfull to identify the component in the list of scene components.
  104690. */
  104691. readonly name: string;
  104692. /**
  104693. * The scene the component belongs to.
  104694. */
  104695. scene: Scene;
  104696. /**
  104697. * Creates a new instance of the component for the given scene
  104698. * @param scene Defines the scene to register the component in
  104699. */
  104700. constructor(scene: Scene);
  104701. /**
  104702. * Registers the component in a given scene
  104703. */
  104704. register(): void;
  104705. /**
  104706. * Rebuilds the elements related to this component in case of
  104707. * context lost for instance.
  104708. */
  104709. rebuild(): void;
  104710. /**
  104711. * Disposes the component and the associated ressources
  104712. */
  104713. dispose(): void;
  104714. private _beforeCameraUpdate;
  104715. }
  104716. }
  104717. declare module BABYLON {
  104718. /**
  104719. * 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,
  104720. * which still works and will still be found in many Playgrounds.
  104721. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104722. */
  104723. export class UniversalCamera extends TouchCamera {
  104724. /**
  104725. * Defines the gamepad rotation sensiblity.
  104726. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  104727. */
  104728. gamepadAngularSensibility: number;
  104729. /**
  104730. * Defines the gamepad move sensiblity.
  104731. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  104732. */
  104733. gamepadMoveSensibility: number;
  104734. /**
  104735. * 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,
  104736. * which still works and will still be found in many Playgrounds.
  104737. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104738. * @param name Define the name of the camera in the scene
  104739. * @param position Define the start position of the camera in the scene
  104740. * @param scene Define the scene the camera belongs to
  104741. */
  104742. constructor(name: string, position: Vector3, scene: Scene);
  104743. /**
  104744. * Gets the current object class name.
  104745. * @return the class name
  104746. */
  104747. getClassName(): string;
  104748. }
  104749. }
  104750. declare module BABYLON {
  104751. /**
  104752. * This represents a FPS type of camera. This is only here for back compat purpose.
  104753. * Please use the UniversalCamera instead as both are identical.
  104754. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104755. */
  104756. export class GamepadCamera extends UniversalCamera {
  104757. /**
  104758. * Instantiates a new Gamepad Camera
  104759. * This represents a FPS type of camera. This is only here for back compat purpose.
  104760. * Please use the UniversalCamera instead as both are identical.
  104761. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104762. * @param name Define the name of the camera in the scene
  104763. * @param position Define the start position of the camera in the scene
  104764. * @param scene Define the scene the camera belongs to
  104765. */
  104766. constructor(name: string, position: Vector3, scene: Scene);
  104767. /**
  104768. * Gets the current object class name.
  104769. * @return the class name
  104770. */
  104771. getClassName(): string;
  104772. }
  104773. }
  104774. declare module BABYLON {
  104775. /** @hidden */
  104776. export var passPixelShader: {
  104777. name: string;
  104778. shader: string;
  104779. };
  104780. }
  104781. declare module BABYLON {
  104782. /** @hidden */
  104783. export var passCubePixelShader: {
  104784. name: string;
  104785. shader: string;
  104786. };
  104787. }
  104788. declare module BABYLON {
  104789. /**
  104790. * PassPostProcess which produces an output the same as it's input
  104791. */
  104792. export class PassPostProcess extends PostProcess {
  104793. /**
  104794. * Creates the PassPostProcess
  104795. * @param name The name of the effect.
  104796. * @param options The required width/height ratio to downsize to before computing the render pass.
  104797. * @param camera The camera to apply the render pass to.
  104798. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104799. * @param engine The engine which the post process will be applied. (default: current engine)
  104800. * @param reusable If the post process can be reused on the same frame. (default: false)
  104801. * @param textureType The type of texture to be used when performing the post processing.
  104802. * @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)
  104803. */
  104804. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  104805. }
  104806. /**
  104807. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  104808. */
  104809. export class PassCubePostProcess extends PostProcess {
  104810. private _face;
  104811. /**
  104812. * Gets or sets the cube face to display.
  104813. * * 0 is +X
  104814. * * 1 is -X
  104815. * * 2 is +Y
  104816. * * 3 is -Y
  104817. * * 4 is +Z
  104818. * * 5 is -Z
  104819. */
  104820. face: number;
  104821. /**
  104822. * Creates the PassCubePostProcess
  104823. * @param name The name of the effect.
  104824. * @param options The required width/height ratio to downsize to before computing the render pass.
  104825. * @param camera The camera to apply the render pass to.
  104826. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104827. * @param engine The engine which the post process will be applied. (default: current engine)
  104828. * @param reusable If the post process can be reused on the same frame. (default: false)
  104829. * @param textureType The type of texture to be used when performing the post processing.
  104830. * @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)
  104831. */
  104832. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  104833. }
  104834. }
  104835. declare module BABYLON {
  104836. /** @hidden */
  104837. export var anaglyphPixelShader: {
  104838. name: string;
  104839. shader: string;
  104840. };
  104841. }
  104842. declare module BABYLON {
  104843. /**
  104844. * Postprocess used to generate anaglyphic rendering
  104845. */
  104846. export class AnaglyphPostProcess extends PostProcess {
  104847. private _passedProcess;
  104848. /**
  104849. * Creates a new AnaglyphPostProcess
  104850. * @param name defines postprocess name
  104851. * @param options defines creation options or target ratio scale
  104852. * @param rigCameras defines cameras using this postprocess
  104853. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  104854. * @param engine defines hosting engine
  104855. * @param reusable defines if the postprocess will be reused multiple times per frame
  104856. */
  104857. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  104858. }
  104859. }
  104860. declare module BABYLON {
  104861. /**
  104862. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  104863. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104864. */
  104865. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  104866. /**
  104867. * Creates a new AnaglyphArcRotateCamera
  104868. * @param name defines camera name
  104869. * @param alpha defines alpha angle (in radians)
  104870. * @param beta defines beta angle (in radians)
  104871. * @param radius defines radius
  104872. * @param target defines camera target
  104873. * @param interaxialDistance defines distance between each color axis
  104874. * @param scene defines the hosting scene
  104875. */
  104876. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  104877. /**
  104878. * Gets camera class name
  104879. * @returns AnaglyphArcRotateCamera
  104880. */
  104881. getClassName(): string;
  104882. }
  104883. }
  104884. declare module BABYLON {
  104885. /**
  104886. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  104887. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104888. */
  104889. export class AnaglyphFreeCamera extends FreeCamera {
  104890. /**
  104891. * Creates a new AnaglyphFreeCamera
  104892. * @param name defines camera name
  104893. * @param position defines initial position
  104894. * @param interaxialDistance defines distance between each color axis
  104895. * @param scene defines the hosting scene
  104896. */
  104897. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  104898. /**
  104899. * Gets camera class name
  104900. * @returns AnaglyphFreeCamera
  104901. */
  104902. getClassName(): string;
  104903. }
  104904. }
  104905. declare module BABYLON {
  104906. /**
  104907. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  104908. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104909. */
  104910. export class AnaglyphGamepadCamera extends GamepadCamera {
  104911. /**
  104912. * Creates a new AnaglyphGamepadCamera
  104913. * @param name defines camera name
  104914. * @param position defines initial position
  104915. * @param interaxialDistance defines distance between each color axis
  104916. * @param scene defines the hosting scene
  104917. */
  104918. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  104919. /**
  104920. * Gets camera class name
  104921. * @returns AnaglyphGamepadCamera
  104922. */
  104923. getClassName(): string;
  104924. }
  104925. }
  104926. declare module BABYLON {
  104927. /**
  104928. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  104929. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104930. */
  104931. export class AnaglyphUniversalCamera extends UniversalCamera {
  104932. /**
  104933. * Creates a new AnaglyphUniversalCamera
  104934. * @param name defines camera name
  104935. * @param position defines initial position
  104936. * @param interaxialDistance defines distance between each color axis
  104937. * @param scene defines the hosting scene
  104938. */
  104939. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  104940. /**
  104941. * Gets camera class name
  104942. * @returns AnaglyphUniversalCamera
  104943. */
  104944. getClassName(): string;
  104945. }
  104946. }
  104947. declare module BABYLON {
  104948. /** @hidden */
  104949. export var stereoscopicInterlacePixelShader: {
  104950. name: string;
  104951. shader: string;
  104952. };
  104953. }
  104954. declare module BABYLON {
  104955. /**
  104956. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  104957. */
  104958. export class StereoscopicInterlacePostProcess extends PostProcess {
  104959. private _stepSize;
  104960. private _passedProcess;
  104961. /**
  104962. * Initializes a StereoscopicInterlacePostProcess
  104963. * @param name The name of the effect.
  104964. * @param rigCameras The rig cameras to be appled to the post process
  104965. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  104966. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104967. * @param engine The engine which the post process will be applied. (default: current engine)
  104968. * @param reusable If the post process can be reused on the same frame. (default: false)
  104969. */
  104970. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  104971. }
  104972. }
  104973. declare module BABYLON {
  104974. /**
  104975. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  104976. * @see http://doc.babylonjs.com/features/cameras
  104977. */
  104978. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  104979. /**
  104980. * Creates a new StereoscopicArcRotateCamera
  104981. * @param name defines camera name
  104982. * @param alpha defines alpha angle (in radians)
  104983. * @param beta defines beta angle (in radians)
  104984. * @param radius defines radius
  104985. * @param target defines camera target
  104986. * @param interaxialDistance defines distance between each color axis
  104987. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104988. * @param scene defines the hosting scene
  104989. */
  104990. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104991. /**
  104992. * Gets camera class name
  104993. * @returns StereoscopicArcRotateCamera
  104994. */
  104995. getClassName(): string;
  104996. }
  104997. }
  104998. declare module BABYLON {
  104999. /**
  105000. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  105001. * @see http://doc.babylonjs.com/features/cameras
  105002. */
  105003. export class StereoscopicFreeCamera extends FreeCamera {
  105004. /**
  105005. * Creates a new StereoscopicFreeCamera
  105006. * @param name defines camera name
  105007. * @param position defines initial position
  105008. * @param interaxialDistance defines distance between each color axis
  105009. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105010. * @param scene defines the hosting scene
  105011. */
  105012. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  105013. /**
  105014. * Gets camera class name
  105015. * @returns StereoscopicFreeCamera
  105016. */
  105017. getClassName(): string;
  105018. }
  105019. }
  105020. declare module BABYLON {
  105021. /**
  105022. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  105023. * @see http://doc.babylonjs.com/features/cameras
  105024. */
  105025. export class StereoscopicGamepadCamera extends GamepadCamera {
  105026. /**
  105027. * Creates a new StereoscopicGamepadCamera
  105028. * @param name defines camera name
  105029. * @param position defines initial position
  105030. * @param interaxialDistance defines distance between each color axis
  105031. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105032. * @param scene defines the hosting scene
  105033. */
  105034. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  105035. /**
  105036. * Gets camera class name
  105037. * @returns StereoscopicGamepadCamera
  105038. */
  105039. getClassName(): string;
  105040. }
  105041. }
  105042. declare module BABYLON {
  105043. /**
  105044. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  105045. * @see http://doc.babylonjs.com/features/cameras
  105046. */
  105047. export class StereoscopicUniversalCamera extends UniversalCamera {
  105048. /**
  105049. * Creates a new StereoscopicUniversalCamera
  105050. * @param name defines camera name
  105051. * @param position defines initial position
  105052. * @param interaxialDistance defines distance between each color axis
  105053. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105054. * @param scene defines the hosting scene
  105055. */
  105056. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  105057. /**
  105058. * Gets camera class name
  105059. * @returns StereoscopicUniversalCamera
  105060. */
  105061. getClassName(): string;
  105062. }
  105063. }
  105064. declare module BABYLON {
  105065. /**
  105066. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  105067. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  105068. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  105069. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  105070. */
  105071. export class VirtualJoysticksCamera extends FreeCamera {
  105072. /**
  105073. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  105074. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  105075. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  105076. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  105077. * @param name Define the name of the camera in the scene
  105078. * @param position Define the start position of the camera in the scene
  105079. * @param scene Define the scene the camera belongs to
  105080. */
  105081. constructor(name: string, position: Vector3, scene: Scene);
  105082. /**
  105083. * Gets the current object class name.
  105084. * @return the class name
  105085. */
  105086. getClassName(): string;
  105087. }
  105088. }
  105089. declare module BABYLON {
  105090. /**
  105091. * This represents all the required metrics to create a VR camera.
  105092. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  105093. */
  105094. export class VRCameraMetrics {
  105095. /**
  105096. * Define the horizontal resolution off the screen.
  105097. */
  105098. hResolution: number;
  105099. /**
  105100. * Define the vertical resolution off the screen.
  105101. */
  105102. vResolution: number;
  105103. /**
  105104. * Define the horizontal screen size.
  105105. */
  105106. hScreenSize: number;
  105107. /**
  105108. * Define the vertical screen size.
  105109. */
  105110. vScreenSize: number;
  105111. /**
  105112. * Define the vertical screen center position.
  105113. */
  105114. vScreenCenter: number;
  105115. /**
  105116. * Define the distance of the eyes to the screen.
  105117. */
  105118. eyeToScreenDistance: number;
  105119. /**
  105120. * Define the distance between both lenses
  105121. */
  105122. lensSeparationDistance: number;
  105123. /**
  105124. * Define the distance between both viewer's eyes.
  105125. */
  105126. interpupillaryDistance: number;
  105127. /**
  105128. * Define the distortion factor of the VR postprocess.
  105129. * Please, touch with care.
  105130. */
  105131. distortionK: number[];
  105132. /**
  105133. * Define the chromatic aberration correction factors for the VR post process.
  105134. */
  105135. chromaAbCorrection: number[];
  105136. /**
  105137. * Define the scale factor of the post process.
  105138. * The smaller the better but the slower.
  105139. */
  105140. postProcessScaleFactor: number;
  105141. /**
  105142. * Define an offset for the lens center.
  105143. */
  105144. lensCenterOffset: number;
  105145. /**
  105146. * Define if the current vr camera should compensate the distortion of the lense or not.
  105147. */
  105148. compensateDistortion: boolean;
  105149. /**
  105150. * Defines if multiview should be enabled when rendering (Default: false)
  105151. */
  105152. multiviewEnabled: boolean;
  105153. /**
  105154. * Gets the rendering aspect ratio based on the provided resolutions.
  105155. */
  105156. readonly aspectRatio: number;
  105157. /**
  105158. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  105159. */
  105160. readonly aspectRatioFov: number;
  105161. /**
  105162. * @hidden
  105163. */
  105164. readonly leftHMatrix: Matrix;
  105165. /**
  105166. * @hidden
  105167. */
  105168. readonly rightHMatrix: Matrix;
  105169. /**
  105170. * @hidden
  105171. */
  105172. readonly leftPreViewMatrix: Matrix;
  105173. /**
  105174. * @hidden
  105175. */
  105176. readonly rightPreViewMatrix: Matrix;
  105177. /**
  105178. * Get the default VRMetrics based on the most generic setup.
  105179. * @returns the default vr metrics
  105180. */
  105181. static GetDefault(): VRCameraMetrics;
  105182. }
  105183. }
  105184. declare module BABYLON {
  105185. /** @hidden */
  105186. export var vrDistortionCorrectionPixelShader: {
  105187. name: string;
  105188. shader: string;
  105189. };
  105190. }
  105191. declare module BABYLON {
  105192. /**
  105193. * VRDistortionCorrectionPostProcess used for mobile VR
  105194. */
  105195. export class VRDistortionCorrectionPostProcess extends PostProcess {
  105196. private _isRightEye;
  105197. private _distortionFactors;
  105198. private _postProcessScaleFactor;
  105199. private _lensCenterOffset;
  105200. private _scaleIn;
  105201. private _scaleFactor;
  105202. private _lensCenter;
  105203. /**
  105204. * Initializes the VRDistortionCorrectionPostProcess
  105205. * @param name The name of the effect.
  105206. * @param camera The camera to apply the render pass to.
  105207. * @param isRightEye If this is for the right eye distortion
  105208. * @param vrMetrics All the required metrics for the VR camera
  105209. */
  105210. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  105211. }
  105212. }
  105213. declare module BABYLON {
  105214. /**
  105215. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  105216. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105217. */
  105218. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  105219. /**
  105220. * Creates a new VRDeviceOrientationArcRotateCamera
  105221. * @param name defines camera name
  105222. * @param alpha defines the camera rotation along the logitudinal axis
  105223. * @param beta defines the camera rotation along the latitudinal axis
  105224. * @param radius defines the camera distance from its target
  105225. * @param target defines the camera target
  105226. * @param scene defines the scene the camera belongs to
  105227. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105228. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105229. */
  105230. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  105231. /**
  105232. * Gets camera class name
  105233. * @returns VRDeviceOrientationArcRotateCamera
  105234. */
  105235. getClassName(): string;
  105236. }
  105237. }
  105238. declare module BABYLON {
  105239. /**
  105240. * Camera used to simulate VR rendering (based on FreeCamera)
  105241. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105242. */
  105243. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  105244. /**
  105245. * Creates a new VRDeviceOrientationFreeCamera
  105246. * @param name defines camera name
  105247. * @param position defines the start position of the camera
  105248. * @param scene defines the scene the camera belongs to
  105249. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105250. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105251. */
  105252. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  105253. /**
  105254. * Gets camera class name
  105255. * @returns VRDeviceOrientationFreeCamera
  105256. */
  105257. getClassName(): string;
  105258. }
  105259. }
  105260. declare module BABYLON {
  105261. /**
  105262. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  105263. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105264. */
  105265. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  105266. /**
  105267. * Creates a new VRDeviceOrientationGamepadCamera
  105268. * @param name defines camera name
  105269. * @param position defines the start position of the camera
  105270. * @param scene defines the scene the camera belongs to
  105271. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105272. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105273. */
  105274. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  105275. /**
  105276. * Gets camera class name
  105277. * @returns VRDeviceOrientationGamepadCamera
  105278. */
  105279. getClassName(): string;
  105280. }
  105281. }
  105282. declare module BABYLON {
  105283. /**
  105284. * Base class of materials working in push mode in babylon JS
  105285. * @hidden
  105286. */
  105287. export class PushMaterial extends Material {
  105288. protected _activeEffect: Effect;
  105289. protected _normalMatrix: Matrix;
  105290. /**
  105291. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  105292. * This means that the material can keep using a previous shader while a new one is being compiled.
  105293. * This is mostly used when shader parallel compilation is supported (true by default)
  105294. */
  105295. allowShaderHotSwapping: boolean;
  105296. constructor(name: string, scene: Scene);
  105297. getEffect(): Effect;
  105298. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  105299. /**
  105300. * Binds the given world matrix to the active effect
  105301. *
  105302. * @param world the matrix to bind
  105303. */
  105304. bindOnlyWorldMatrix(world: Matrix): void;
  105305. /**
  105306. * Binds the given normal matrix to the active effect
  105307. *
  105308. * @param normalMatrix the matrix to bind
  105309. */
  105310. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  105311. bind(world: Matrix, mesh?: Mesh): void;
  105312. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  105313. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  105314. }
  105315. }
  105316. declare module BABYLON {
  105317. /**
  105318. * This groups all the flags used to control the materials channel.
  105319. */
  105320. export class MaterialFlags {
  105321. private static _DiffuseTextureEnabled;
  105322. /**
  105323. * Are diffuse textures enabled in the application.
  105324. */
  105325. static DiffuseTextureEnabled: boolean;
  105326. private static _AmbientTextureEnabled;
  105327. /**
  105328. * Are ambient textures enabled in the application.
  105329. */
  105330. static AmbientTextureEnabled: boolean;
  105331. private static _OpacityTextureEnabled;
  105332. /**
  105333. * Are opacity textures enabled in the application.
  105334. */
  105335. static OpacityTextureEnabled: boolean;
  105336. private static _ReflectionTextureEnabled;
  105337. /**
  105338. * Are reflection textures enabled in the application.
  105339. */
  105340. static ReflectionTextureEnabled: boolean;
  105341. private static _EmissiveTextureEnabled;
  105342. /**
  105343. * Are emissive textures enabled in the application.
  105344. */
  105345. static EmissiveTextureEnabled: boolean;
  105346. private static _SpecularTextureEnabled;
  105347. /**
  105348. * Are specular textures enabled in the application.
  105349. */
  105350. static SpecularTextureEnabled: boolean;
  105351. private static _BumpTextureEnabled;
  105352. /**
  105353. * Are bump textures enabled in the application.
  105354. */
  105355. static BumpTextureEnabled: boolean;
  105356. private static _LightmapTextureEnabled;
  105357. /**
  105358. * Are lightmap textures enabled in the application.
  105359. */
  105360. static LightmapTextureEnabled: boolean;
  105361. private static _RefractionTextureEnabled;
  105362. /**
  105363. * Are refraction textures enabled in the application.
  105364. */
  105365. static RefractionTextureEnabled: boolean;
  105366. private static _ColorGradingTextureEnabled;
  105367. /**
  105368. * Are color grading textures enabled in the application.
  105369. */
  105370. static ColorGradingTextureEnabled: boolean;
  105371. private static _FresnelEnabled;
  105372. /**
  105373. * Are fresnels enabled in the application.
  105374. */
  105375. static FresnelEnabled: boolean;
  105376. private static _ClearCoatTextureEnabled;
  105377. /**
  105378. * Are clear coat textures enabled in the application.
  105379. */
  105380. static ClearCoatTextureEnabled: boolean;
  105381. private static _ClearCoatBumpTextureEnabled;
  105382. /**
  105383. * Are clear coat bump textures enabled in the application.
  105384. */
  105385. static ClearCoatBumpTextureEnabled: boolean;
  105386. private static _ClearCoatTintTextureEnabled;
  105387. /**
  105388. * Are clear coat tint textures enabled in the application.
  105389. */
  105390. static ClearCoatTintTextureEnabled: boolean;
  105391. private static _SheenTextureEnabled;
  105392. /**
  105393. * Are sheen textures enabled in the application.
  105394. */
  105395. static SheenTextureEnabled: boolean;
  105396. private static _AnisotropicTextureEnabled;
  105397. /**
  105398. * Are anisotropic textures enabled in the application.
  105399. */
  105400. static AnisotropicTextureEnabled: boolean;
  105401. private static _ThicknessTextureEnabled;
  105402. /**
  105403. * Are thickness textures enabled in the application.
  105404. */
  105405. static ThicknessTextureEnabled: boolean;
  105406. }
  105407. }
  105408. declare module BABYLON {
  105409. /** @hidden */
  105410. export var defaultFragmentDeclaration: {
  105411. name: string;
  105412. shader: string;
  105413. };
  105414. }
  105415. declare module BABYLON {
  105416. /** @hidden */
  105417. export var defaultUboDeclaration: {
  105418. name: string;
  105419. shader: string;
  105420. };
  105421. }
  105422. declare module BABYLON {
  105423. /** @hidden */
  105424. export var lightFragmentDeclaration: {
  105425. name: string;
  105426. shader: string;
  105427. };
  105428. }
  105429. declare module BABYLON {
  105430. /** @hidden */
  105431. export var lightUboDeclaration: {
  105432. name: string;
  105433. shader: string;
  105434. };
  105435. }
  105436. declare module BABYLON {
  105437. /** @hidden */
  105438. export var lightsFragmentFunctions: {
  105439. name: string;
  105440. shader: string;
  105441. };
  105442. }
  105443. declare module BABYLON {
  105444. /** @hidden */
  105445. export var shadowsFragmentFunctions: {
  105446. name: string;
  105447. shader: string;
  105448. };
  105449. }
  105450. declare module BABYLON {
  105451. /** @hidden */
  105452. export var fresnelFunction: {
  105453. name: string;
  105454. shader: string;
  105455. };
  105456. }
  105457. declare module BABYLON {
  105458. /** @hidden */
  105459. export var reflectionFunction: {
  105460. name: string;
  105461. shader: string;
  105462. };
  105463. }
  105464. declare module BABYLON {
  105465. /** @hidden */
  105466. export var bumpFragmentFunctions: {
  105467. name: string;
  105468. shader: string;
  105469. };
  105470. }
  105471. declare module BABYLON {
  105472. /** @hidden */
  105473. export var logDepthDeclaration: {
  105474. name: string;
  105475. shader: string;
  105476. };
  105477. }
  105478. declare module BABYLON {
  105479. /** @hidden */
  105480. export var bumpFragment: {
  105481. name: string;
  105482. shader: string;
  105483. };
  105484. }
  105485. declare module BABYLON {
  105486. /** @hidden */
  105487. export var depthPrePass: {
  105488. name: string;
  105489. shader: string;
  105490. };
  105491. }
  105492. declare module BABYLON {
  105493. /** @hidden */
  105494. export var lightFragment: {
  105495. name: string;
  105496. shader: string;
  105497. };
  105498. }
  105499. declare module BABYLON {
  105500. /** @hidden */
  105501. export var logDepthFragment: {
  105502. name: string;
  105503. shader: string;
  105504. };
  105505. }
  105506. declare module BABYLON {
  105507. /** @hidden */
  105508. export var defaultPixelShader: {
  105509. name: string;
  105510. shader: string;
  105511. };
  105512. }
  105513. declare module BABYLON {
  105514. /** @hidden */
  105515. export var defaultVertexDeclaration: {
  105516. name: string;
  105517. shader: string;
  105518. };
  105519. }
  105520. declare module BABYLON {
  105521. /** @hidden */
  105522. export var bumpVertexDeclaration: {
  105523. name: string;
  105524. shader: string;
  105525. };
  105526. }
  105527. declare module BABYLON {
  105528. /** @hidden */
  105529. export var bumpVertex: {
  105530. name: string;
  105531. shader: string;
  105532. };
  105533. }
  105534. declare module BABYLON {
  105535. /** @hidden */
  105536. export var fogVertex: {
  105537. name: string;
  105538. shader: string;
  105539. };
  105540. }
  105541. declare module BABYLON {
  105542. /** @hidden */
  105543. export var shadowsVertex: {
  105544. name: string;
  105545. shader: string;
  105546. };
  105547. }
  105548. declare module BABYLON {
  105549. /** @hidden */
  105550. export var pointCloudVertex: {
  105551. name: string;
  105552. shader: string;
  105553. };
  105554. }
  105555. declare module BABYLON {
  105556. /** @hidden */
  105557. export var logDepthVertex: {
  105558. name: string;
  105559. shader: string;
  105560. };
  105561. }
  105562. declare module BABYLON {
  105563. /** @hidden */
  105564. export var defaultVertexShader: {
  105565. name: string;
  105566. shader: string;
  105567. };
  105568. }
  105569. declare module BABYLON {
  105570. /** @hidden */
  105571. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  105572. MAINUV1: boolean;
  105573. MAINUV2: boolean;
  105574. DIFFUSE: boolean;
  105575. DIFFUSEDIRECTUV: number;
  105576. AMBIENT: boolean;
  105577. AMBIENTDIRECTUV: number;
  105578. OPACITY: boolean;
  105579. OPACITYDIRECTUV: number;
  105580. OPACITYRGB: boolean;
  105581. REFLECTION: boolean;
  105582. EMISSIVE: boolean;
  105583. EMISSIVEDIRECTUV: number;
  105584. SPECULAR: boolean;
  105585. SPECULARDIRECTUV: number;
  105586. BUMP: boolean;
  105587. BUMPDIRECTUV: number;
  105588. PARALLAX: boolean;
  105589. PARALLAXOCCLUSION: boolean;
  105590. SPECULAROVERALPHA: boolean;
  105591. CLIPPLANE: boolean;
  105592. CLIPPLANE2: boolean;
  105593. CLIPPLANE3: boolean;
  105594. CLIPPLANE4: boolean;
  105595. ALPHATEST: boolean;
  105596. DEPTHPREPASS: boolean;
  105597. ALPHAFROMDIFFUSE: boolean;
  105598. POINTSIZE: boolean;
  105599. FOG: boolean;
  105600. SPECULARTERM: boolean;
  105601. DIFFUSEFRESNEL: boolean;
  105602. OPACITYFRESNEL: boolean;
  105603. REFLECTIONFRESNEL: boolean;
  105604. REFRACTIONFRESNEL: boolean;
  105605. EMISSIVEFRESNEL: boolean;
  105606. FRESNEL: boolean;
  105607. NORMAL: boolean;
  105608. UV1: boolean;
  105609. UV2: boolean;
  105610. VERTEXCOLOR: boolean;
  105611. VERTEXALPHA: boolean;
  105612. NUM_BONE_INFLUENCERS: number;
  105613. BonesPerMesh: number;
  105614. BONETEXTURE: boolean;
  105615. INSTANCES: boolean;
  105616. GLOSSINESS: boolean;
  105617. ROUGHNESS: boolean;
  105618. EMISSIVEASILLUMINATION: boolean;
  105619. LINKEMISSIVEWITHDIFFUSE: boolean;
  105620. REFLECTIONFRESNELFROMSPECULAR: boolean;
  105621. LIGHTMAP: boolean;
  105622. LIGHTMAPDIRECTUV: number;
  105623. OBJECTSPACE_NORMALMAP: boolean;
  105624. USELIGHTMAPASSHADOWMAP: boolean;
  105625. REFLECTIONMAP_3D: boolean;
  105626. REFLECTIONMAP_SPHERICAL: boolean;
  105627. REFLECTIONMAP_PLANAR: boolean;
  105628. REFLECTIONMAP_CUBIC: boolean;
  105629. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  105630. REFLECTIONMAP_PROJECTION: boolean;
  105631. REFLECTIONMAP_SKYBOX: boolean;
  105632. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  105633. REFLECTIONMAP_EXPLICIT: boolean;
  105634. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  105635. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  105636. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  105637. INVERTCUBICMAP: boolean;
  105638. LOGARITHMICDEPTH: boolean;
  105639. REFRACTION: boolean;
  105640. REFRACTIONMAP_3D: boolean;
  105641. REFLECTIONOVERALPHA: boolean;
  105642. TWOSIDEDLIGHTING: boolean;
  105643. SHADOWFLOAT: boolean;
  105644. MORPHTARGETS: boolean;
  105645. MORPHTARGETS_NORMAL: boolean;
  105646. MORPHTARGETS_TANGENT: boolean;
  105647. MORPHTARGETS_UV: boolean;
  105648. NUM_MORPH_INFLUENCERS: number;
  105649. NONUNIFORMSCALING: boolean;
  105650. PREMULTIPLYALPHA: boolean;
  105651. IMAGEPROCESSING: boolean;
  105652. VIGNETTE: boolean;
  105653. VIGNETTEBLENDMODEMULTIPLY: boolean;
  105654. VIGNETTEBLENDMODEOPAQUE: boolean;
  105655. TONEMAPPING: boolean;
  105656. TONEMAPPING_ACES: boolean;
  105657. CONTRAST: boolean;
  105658. COLORCURVES: boolean;
  105659. COLORGRADING: boolean;
  105660. COLORGRADING3D: boolean;
  105661. SAMPLER3DGREENDEPTH: boolean;
  105662. SAMPLER3DBGRMAP: boolean;
  105663. IMAGEPROCESSINGPOSTPROCESS: boolean;
  105664. MULTIVIEW: boolean;
  105665. /**
  105666. * If the reflection texture on this material is in linear color space
  105667. * @hidden
  105668. */
  105669. IS_REFLECTION_LINEAR: boolean;
  105670. /**
  105671. * If the refraction texture on this material is in linear color space
  105672. * @hidden
  105673. */
  105674. IS_REFRACTION_LINEAR: boolean;
  105675. EXPOSURE: boolean;
  105676. constructor();
  105677. setReflectionMode(modeToEnable: string): void;
  105678. }
  105679. /**
  105680. * This is the default material used in Babylon. It is the best trade off between quality
  105681. * and performances.
  105682. * @see http://doc.babylonjs.com/babylon101/materials
  105683. */
  105684. export class StandardMaterial extends PushMaterial {
  105685. private _diffuseTexture;
  105686. /**
  105687. * The basic texture of the material as viewed under a light.
  105688. */
  105689. diffuseTexture: Nullable<BaseTexture>;
  105690. private _ambientTexture;
  105691. /**
  105692. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  105693. */
  105694. ambientTexture: Nullable<BaseTexture>;
  105695. private _opacityTexture;
  105696. /**
  105697. * Define the transparency of the material from a texture.
  105698. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  105699. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  105700. */
  105701. opacityTexture: Nullable<BaseTexture>;
  105702. private _reflectionTexture;
  105703. /**
  105704. * Define the texture used to display the reflection.
  105705. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105706. */
  105707. reflectionTexture: Nullable<BaseTexture>;
  105708. private _emissiveTexture;
  105709. /**
  105710. * Define texture of the material as if self lit.
  105711. * This will be mixed in the final result even in the absence of light.
  105712. */
  105713. emissiveTexture: Nullable<BaseTexture>;
  105714. private _specularTexture;
  105715. /**
  105716. * Define how the color and intensity of the highlight given by the light in the material.
  105717. */
  105718. specularTexture: Nullable<BaseTexture>;
  105719. private _bumpTexture;
  105720. /**
  105721. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  105722. * 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.
  105723. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  105724. */
  105725. bumpTexture: Nullable<BaseTexture>;
  105726. private _lightmapTexture;
  105727. /**
  105728. * Complex lighting can be computationally expensive to compute at runtime.
  105729. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  105730. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  105731. */
  105732. lightmapTexture: Nullable<BaseTexture>;
  105733. private _refractionTexture;
  105734. /**
  105735. * Define the texture used to display the refraction.
  105736. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105737. */
  105738. refractionTexture: Nullable<BaseTexture>;
  105739. /**
  105740. * The color of the material lit by the environmental background lighting.
  105741. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  105742. */
  105743. ambientColor: Color3;
  105744. /**
  105745. * The basic color of the material as viewed under a light.
  105746. */
  105747. diffuseColor: Color3;
  105748. /**
  105749. * Define how the color and intensity of the highlight given by the light in the material.
  105750. */
  105751. specularColor: Color3;
  105752. /**
  105753. * Define the color of the material as if self lit.
  105754. * This will be mixed in the final result even in the absence of light.
  105755. */
  105756. emissiveColor: Color3;
  105757. /**
  105758. * Defines how sharp are the highlights in the material.
  105759. * The bigger the value the sharper giving a more glossy feeling to the result.
  105760. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  105761. */
  105762. specularPower: number;
  105763. private _useAlphaFromDiffuseTexture;
  105764. /**
  105765. * Does the transparency come from the diffuse texture alpha channel.
  105766. */
  105767. useAlphaFromDiffuseTexture: boolean;
  105768. private _useEmissiveAsIllumination;
  105769. /**
  105770. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  105771. */
  105772. useEmissiveAsIllumination: boolean;
  105773. private _linkEmissiveWithDiffuse;
  105774. /**
  105775. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  105776. * the emissive level when the final color is close to one.
  105777. */
  105778. linkEmissiveWithDiffuse: boolean;
  105779. private _useSpecularOverAlpha;
  105780. /**
  105781. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  105782. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  105783. */
  105784. useSpecularOverAlpha: boolean;
  105785. private _useReflectionOverAlpha;
  105786. /**
  105787. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  105788. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  105789. */
  105790. useReflectionOverAlpha: boolean;
  105791. private _disableLighting;
  105792. /**
  105793. * Does lights from the scene impacts this material.
  105794. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  105795. */
  105796. disableLighting: boolean;
  105797. private _useObjectSpaceNormalMap;
  105798. /**
  105799. * Allows using an object space normal map (instead of tangent space).
  105800. */
  105801. useObjectSpaceNormalMap: boolean;
  105802. private _useParallax;
  105803. /**
  105804. * Is parallax enabled or not.
  105805. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  105806. */
  105807. useParallax: boolean;
  105808. private _useParallaxOcclusion;
  105809. /**
  105810. * Is parallax occlusion enabled or not.
  105811. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  105812. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  105813. */
  105814. useParallaxOcclusion: boolean;
  105815. /**
  105816. * 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.
  105817. */
  105818. parallaxScaleBias: number;
  105819. private _roughness;
  105820. /**
  105821. * Helps to define how blurry the reflections should appears in the material.
  105822. */
  105823. roughness: number;
  105824. /**
  105825. * In case of refraction, define the value of the index of refraction.
  105826. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105827. */
  105828. indexOfRefraction: number;
  105829. /**
  105830. * Invert the refraction texture alongside the y axis.
  105831. * It can be useful with procedural textures or probe for instance.
  105832. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105833. */
  105834. invertRefractionY: boolean;
  105835. /**
  105836. * Defines the alpha limits in alpha test mode.
  105837. */
  105838. alphaCutOff: number;
  105839. private _useLightmapAsShadowmap;
  105840. /**
  105841. * In case of light mapping, define whether the map contains light or shadow informations.
  105842. */
  105843. useLightmapAsShadowmap: boolean;
  105844. private _diffuseFresnelParameters;
  105845. /**
  105846. * Define the diffuse fresnel parameters of the material.
  105847. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105848. */
  105849. diffuseFresnelParameters: FresnelParameters;
  105850. private _opacityFresnelParameters;
  105851. /**
  105852. * Define the opacity fresnel parameters of the material.
  105853. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105854. */
  105855. opacityFresnelParameters: FresnelParameters;
  105856. private _reflectionFresnelParameters;
  105857. /**
  105858. * Define the reflection fresnel parameters of the material.
  105859. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105860. */
  105861. reflectionFresnelParameters: FresnelParameters;
  105862. private _refractionFresnelParameters;
  105863. /**
  105864. * Define the refraction fresnel parameters of the material.
  105865. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105866. */
  105867. refractionFresnelParameters: FresnelParameters;
  105868. private _emissiveFresnelParameters;
  105869. /**
  105870. * Define the emissive fresnel parameters of the material.
  105871. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105872. */
  105873. emissiveFresnelParameters: FresnelParameters;
  105874. private _useReflectionFresnelFromSpecular;
  105875. /**
  105876. * If true automatically deducts the fresnels values from the material specularity.
  105877. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105878. */
  105879. useReflectionFresnelFromSpecular: boolean;
  105880. private _useGlossinessFromSpecularMapAlpha;
  105881. /**
  105882. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  105883. */
  105884. useGlossinessFromSpecularMapAlpha: boolean;
  105885. private _maxSimultaneousLights;
  105886. /**
  105887. * Defines the maximum number of lights that can be used in the material
  105888. */
  105889. maxSimultaneousLights: number;
  105890. private _invertNormalMapX;
  105891. /**
  105892. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  105893. */
  105894. invertNormalMapX: boolean;
  105895. private _invertNormalMapY;
  105896. /**
  105897. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  105898. */
  105899. invertNormalMapY: boolean;
  105900. private _twoSidedLighting;
  105901. /**
  105902. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  105903. */
  105904. twoSidedLighting: boolean;
  105905. /**
  105906. * Default configuration related to image processing available in the standard Material.
  105907. */
  105908. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  105909. /**
  105910. * Gets the image processing configuration used either in this material.
  105911. */
  105912. /**
  105913. * Sets the Default image processing configuration used either in the this material.
  105914. *
  105915. * If sets to null, the scene one is in use.
  105916. */
  105917. imageProcessingConfiguration: ImageProcessingConfiguration;
  105918. /**
  105919. * Keep track of the image processing observer to allow dispose and replace.
  105920. */
  105921. private _imageProcessingObserver;
  105922. /**
  105923. * Attaches a new image processing configuration to the Standard Material.
  105924. * @param configuration
  105925. */
  105926. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  105927. /**
  105928. * Gets wether the color curves effect is enabled.
  105929. */
  105930. /**
  105931. * Sets wether the color curves effect is enabled.
  105932. */
  105933. cameraColorCurvesEnabled: boolean;
  105934. /**
  105935. * Gets wether the color grading effect is enabled.
  105936. */
  105937. /**
  105938. * Gets wether the color grading effect is enabled.
  105939. */
  105940. cameraColorGradingEnabled: boolean;
  105941. /**
  105942. * Gets wether tonemapping is enabled or not.
  105943. */
  105944. /**
  105945. * Sets wether tonemapping is enabled or not
  105946. */
  105947. cameraToneMappingEnabled: boolean;
  105948. /**
  105949. * The camera exposure used on this material.
  105950. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  105951. * This corresponds to a photographic exposure.
  105952. */
  105953. /**
  105954. * The camera exposure used on this material.
  105955. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  105956. * This corresponds to a photographic exposure.
  105957. */
  105958. cameraExposure: number;
  105959. /**
  105960. * Gets The camera contrast used on this material.
  105961. */
  105962. /**
  105963. * Sets The camera contrast used on this material.
  105964. */
  105965. cameraContrast: number;
  105966. /**
  105967. * Gets the Color Grading 2D Lookup Texture.
  105968. */
  105969. /**
  105970. * Sets the Color Grading 2D Lookup Texture.
  105971. */
  105972. cameraColorGradingTexture: Nullable<BaseTexture>;
  105973. /**
  105974. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  105975. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  105976. * 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;
  105977. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  105978. */
  105979. /**
  105980. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  105981. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  105982. * 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;
  105983. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  105984. */
  105985. cameraColorCurves: Nullable<ColorCurves>;
  105986. /**
  105987. * Custom callback helping to override the default shader used in the material.
  105988. */
  105989. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  105990. protected _renderTargets: SmartArray<RenderTargetTexture>;
  105991. protected _worldViewProjectionMatrix: Matrix;
  105992. protected _globalAmbientColor: Color3;
  105993. protected _useLogarithmicDepth: boolean;
  105994. protected _rebuildInParallel: boolean;
  105995. /**
  105996. * Instantiates a new standard material.
  105997. * This is the default material used in Babylon. It is the best trade off between quality
  105998. * and performances.
  105999. * @see http://doc.babylonjs.com/babylon101/materials
  106000. * @param name Define the name of the material in the scene
  106001. * @param scene Define the scene the material belong to
  106002. */
  106003. constructor(name: string, scene: Scene);
  106004. /**
  106005. * Gets a boolean indicating that current material needs to register RTT
  106006. */
  106007. readonly hasRenderTargetTextures: boolean;
  106008. /**
  106009. * Gets the current class name of the material e.g. "StandardMaterial"
  106010. * Mainly use in serialization.
  106011. * @returns the class name
  106012. */
  106013. getClassName(): string;
  106014. /**
  106015. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  106016. * You can try switching to logarithmic depth.
  106017. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  106018. */
  106019. useLogarithmicDepth: boolean;
  106020. /**
  106021. * Specifies if the material will require alpha blending
  106022. * @returns a boolean specifying if alpha blending is needed
  106023. */
  106024. needAlphaBlending(): boolean;
  106025. /**
  106026. * Specifies if this material should be rendered in alpha test mode
  106027. * @returns a boolean specifying if an alpha test is needed.
  106028. */
  106029. needAlphaTesting(): boolean;
  106030. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  106031. /**
  106032. * Get the texture used for alpha test purpose.
  106033. * @returns the diffuse texture in case of the standard material.
  106034. */
  106035. getAlphaTestTexture(): Nullable<BaseTexture>;
  106036. /**
  106037. * Get if the submesh is ready to be used and all its information available.
  106038. * Child classes can use it to update shaders
  106039. * @param mesh defines the mesh to check
  106040. * @param subMesh defines which submesh to check
  106041. * @param useInstances specifies that instances should be used
  106042. * @returns a boolean indicating that the submesh is ready or not
  106043. */
  106044. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  106045. /**
  106046. * Builds the material UBO layouts.
  106047. * Used internally during the effect preparation.
  106048. */
  106049. buildUniformLayout(): void;
  106050. /**
  106051. * Unbinds the material from the mesh
  106052. */
  106053. unbind(): void;
  106054. /**
  106055. * Binds the submesh to this material by preparing the effect and shader to draw
  106056. * @param world defines the world transformation matrix
  106057. * @param mesh defines the mesh containing the submesh
  106058. * @param subMesh defines the submesh to bind the material to
  106059. */
  106060. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  106061. /**
  106062. * Get the list of animatables in the material.
  106063. * @returns the list of animatables object used in the material
  106064. */
  106065. getAnimatables(): IAnimatable[];
  106066. /**
  106067. * Gets the active textures from the material
  106068. * @returns an array of textures
  106069. */
  106070. getActiveTextures(): BaseTexture[];
  106071. /**
  106072. * Specifies if the material uses a texture
  106073. * @param texture defines the texture to check against the material
  106074. * @returns a boolean specifying if the material uses the texture
  106075. */
  106076. hasTexture(texture: BaseTexture): boolean;
  106077. /**
  106078. * Disposes the material
  106079. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  106080. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  106081. */
  106082. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  106083. /**
  106084. * Makes a duplicate of the material, and gives it a new name
  106085. * @param name defines the new name for the duplicated material
  106086. * @returns the cloned material
  106087. */
  106088. clone(name: string): StandardMaterial;
  106089. /**
  106090. * Serializes this material in a JSON representation
  106091. * @returns the serialized material object
  106092. */
  106093. serialize(): any;
  106094. /**
  106095. * Creates a standard material from parsed material data
  106096. * @param source defines the JSON representation of the material
  106097. * @param scene defines the hosting scene
  106098. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  106099. * @returns a new standard material
  106100. */
  106101. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  106102. /**
  106103. * Are diffuse textures enabled in the application.
  106104. */
  106105. static DiffuseTextureEnabled: boolean;
  106106. /**
  106107. * Are ambient textures enabled in the application.
  106108. */
  106109. static AmbientTextureEnabled: boolean;
  106110. /**
  106111. * Are opacity textures enabled in the application.
  106112. */
  106113. static OpacityTextureEnabled: boolean;
  106114. /**
  106115. * Are reflection textures enabled in the application.
  106116. */
  106117. static ReflectionTextureEnabled: boolean;
  106118. /**
  106119. * Are emissive textures enabled in the application.
  106120. */
  106121. static EmissiveTextureEnabled: boolean;
  106122. /**
  106123. * Are specular textures enabled in the application.
  106124. */
  106125. static SpecularTextureEnabled: boolean;
  106126. /**
  106127. * Are bump textures enabled in the application.
  106128. */
  106129. static BumpTextureEnabled: boolean;
  106130. /**
  106131. * Are lightmap textures enabled in the application.
  106132. */
  106133. static LightmapTextureEnabled: boolean;
  106134. /**
  106135. * Are refraction textures enabled in the application.
  106136. */
  106137. static RefractionTextureEnabled: boolean;
  106138. /**
  106139. * Are color grading textures enabled in the application.
  106140. */
  106141. static ColorGradingTextureEnabled: boolean;
  106142. /**
  106143. * Are fresnels enabled in the application.
  106144. */
  106145. static FresnelEnabled: boolean;
  106146. }
  106147. }
  106148. declare module BABYLON {
  106149. /**
  106150. * A class extending Texture allowing drawing on a texture
  106151. * @see http://doc.babylonjs.com/how_to/dynamictexture
  106152. */
  106153. export class DynamicTexture extends Texture {
  106154. private _generateMipMaps;
  106155. private _canvas;
  106156. private _context;
  106157. private _engine;
  106158. /**
  106159. * Creates a DynamicTexture
  106160. * @param name defines the name of the texture
  106161. * @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
  106162. * @param scene defines the scene where you want the texture
  106163. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  106164. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  106165. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  106166. */
  106167. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  106168. /**
  106169. * Get the current class name of the texture useful for serialization or dynamic coding.
  106170. * @returns "DynamicTexture"
  106171. */
  106172. getClassName(): string;
  106173. /**
  106174. * Gets the current state of canRescale
  106175. */
  106176. readonly canRescale: boolean;
  106177. private _recreate;
  106178. /**
  106179. * Scales the texture
  106180. * @param ratio the scale factor to apply to both width and height
  106181. */
  106182. scale(ratio: number): void;
  106183. /**
  106184. * Resizes the texture
  106185. * @param width the new width
  106186. * @param height the new height
  106187. */
  106188. scaleTo(width: number, height: number): void;
  106189. /**
  106190. * Gets the context of the canvas used by the texture
  106191. * @returns the canvas context of the dynamic texture
  106192. */
  106193. getContext(): CanvasRenderingContext2D;
  106194. /**
  106195. * Clears the texture
  106196. */
  106197. clear(): void;
  106198. /**
  106199. * Updates the texture
  106200. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  106201. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  106202. */
  106203. update(invertY?: boolean, premulAlpha?: boolean): void;
  106204. /**
  106205. * Draws text onto the texture
  106206. * @param text defines the text to be drawn
  106207. * @param x defines the placement of the text from the left
  106208. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  106209. * @param font defines the font to be used with font-style, font-size, font-name
  106210. * @param color defines the color used for the text
  106211. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  106212. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  106213. * @param update defines whether texture is immediately update (default is true)
  106214. */
  106215. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  106216. /**
  106217. * Clones the texture
  106218. * @returns the clone of the texture.
  106219. */
  106220. clone(): DynamicTexture;
  106221. /**
  106222. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  106223. * @returns a serialized dynamic texture object
  106224. */
  106225. serialize(): any;
  106226. /** @hidden */
  106227. _rebuild(): void;
  106228. }
  106229. }
  106230. declare module BABYLON {
  106231. /** @hidden */
  106232. export var imageProcessingPixelShader: {
  106233. name: string;
  106234. shader: string;
  106235. };
  106236. }
  106237. declare module BABYLON {
  106238. /**
  106239. * ImageProcessingPostProcess
  106240. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  106241. */
  106242. export class ImageProcessingPostProcess extends PostProcess {
  106243. /**
  106244. * Default configuration related to image processing available in the PBR Material.
  106245. */
  106246. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  106247. /**
  106248. * Gets the image processing configuration used either in this material.
  106249. */
  106250. /**
  106251. * Sets the Default image processing configuration used either in the this material.
  106252. *
  106253. * If sets to null, the scene one is in use.
  106254. */
  106255. imageProcessingConfiguration: ImageProcessingConfiguration;
  106256. /**
  106257. * Keep track of the image processing observer to allow dispose and replace.
  106258. */
  106259. private _imageProcessingObserver;
  106260. /**
  106261. * Attaches a new image processing configuration to the PBR Material.
  106262. * @param configuration
  106263. */
  106264. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  106265. /**
  106266. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  106267. */
  106268. /**
  106269. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  106270. */
  106271. colorCurves: Nullable<ColorCurves>;
  106272. /**
  106273. * Gets wether the color curves effect is enabled.
  106274. */
  106275. /**
  106276. * Sets wether the color curves effect is enabled.
  106277. */
  106278. colorCurvesEnabled: boolean;
  106279. /**
  106280. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  106281. */
  106282. /**
  106283. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  106284. */
  106285. colorGradingTexture: Nullable<BaseTexture>;
  106286. /**
  106287. * Gets wether the color grading effect is enabled.
  106288. */
  106289. /**
  106290. * Gets wether the color grading effect is enabled.
  106291. */
  106292. colorGradingEnabled: boolean;
  106293. /**
  106294. * Gets exposure used in the effect.
  106295. */
  106296. /**
  106297. * Sets exposure used in the effect.
  106298. */
  106299. exposure: number;
  106300. /**
  106301. * Gets wether tonemapping is enabled or not.
  106302. */
  106303. /**
  106304. * Sets wether tonemapping is enabled or not
  106305. */
  106306. toneMappingEnabled: boolean;
  106307. /**
  106308. * Gets the type of tone mapping effect.
  106309. */
  106310. /**
  106311. * Sets the type of tone mapping effect.
  106312. */
  106313. toneMappingType: number;
  106314. /**
  106315. * Gets contrast used in the effect.
  106316. */
  106317. /**
  106318. * Sets contrast used in the effect.
  106319. */
  106320. contrast: number;
  106321. /**
  106322. * Gets Vignette stretch size.
  106323. */
  106324. /**
  106325. * Sets Vignette stretch size.
  106326. */
  106327. vignetteStretch: number;
  106328. /**
  106329. * Gets Vignette centre X Offset.
  106330. */
  106331. /**
  106332. * Sets Vignette centre X Offset.
  106333. */
  106334. vignetteCentreX: number;
  106335. /**
  106336. * Gets Vignette centre Y Offset.
  106337. */
  106338. /**
  106339. * Sets Vignette centre Y Offset.
  106340. */
  106341. vignetteCentreY: number;
  106342. /**
  106343. * Gets Vignette weight or intensity of the vignette effect.
  106344. */
  106345. /**
  106346. * Sets Vignette weight or intensity of the vignette effect.
  106347. */
  106348. vignetteWeight: number;
  106349. /**
  106350. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  106351. * if vignetteEnabled is set to true.
  106352. */
  106353. /**
  106354. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  106355. * if vignetteEnabled is set to true.
  106356. */
  106357. vignetteColor: Color4;
  106358. /**
  106359. * Gets Camera field of view used by the Vignette effect.
  106360. */
  106361. /**
  106362. * Sets Camera field of view used by the Vignette effect.
  106363. */
  106364. vignetteCameraFov: number;
  106365. /**
  106366. * Gets the vignette blend mode allowing different kind of effect.
  106367. */
  106368. /**
  106369. * Sets the vignette blend mode allowing different kind of effect.
  106370. */
  106371. vignetteBlendMode: number;
  106372. /**
  106373. * Gets wether the vignette effect is enabled.
  106374. */
  106375. /**
  106376. * Sets wether the vignette effect is enabled.
  106377. */
  106378. vignetteEnabled: boolean;
  106379. private _fromLinearSpace;
  106380. /**
  106381. * Gets wether the input of the processing is in Gamma or Linear Space.
  106382. */
  106383. /**
  106384. * Sets wether the input of the processing is in Gamma or Linear Space.
  106385. */
  106386. fromLinearSpace: boolean;
  106387. /**
  106388. * Defines cache preventing GC.
  106389. */
  106390. private _defines;
  106391. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  106392. /**
  106393. * "ImageProcessingPostProcess"
  106394. * @returns "ImageProcessingPostProcess"
  106395. */
  106396. getClassName(): string;
  106397. protected _updateParameters(): void;
  106398. dispose(camera?: Camera): void;
  106399. }
  106400. }
  106401. declare module BABYLON {
  106402. /**
  106403. * Class containing static functions to help procedurally build meshes
  106404. */
  106405. export class GroundBuilder {
  106406. /**
  106407. * Creates a ground mesh
  106408. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  106409. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  106410. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106411. * @param name defines the name of the mesh
  106412. * @param options defines the options used to create the mesh
  106413. * @param scene defines the hosting scene
  106414. * @returns the ground mesh
  106415. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  106416. */
  106417. static CreateGround(name: string, options: {
  106418. width?: number;
  106419. height?: number;
  106420. subdivisions?: number;
  106421. subdivisionsX?: number;
  106422. subdivisionsY?: number;
  106423. updatable?: boolean;
  106424. }, scene: any): Mesh;
  106425. /**
  106426. * Creates a tiled ground mesh
  106427. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  106428. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  106429. * * 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
  106430. * * 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
  106431. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106432. * @param name defines the name of the mesh
  106433. * @param options defines the options used to create the mesh
  106434. * @param scene defines the hosting scene
  106435. * @returns the tiled ground mesh
  106436. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  106437. */
  106438. static CreateTiledGround(name: string, options: {
  106439. xmin: number;
  106440. zmin: number;
  106441. xmax: number;
  106442. zmax: number;
  106443. subdivisions?: {
  106444. w: number;
  106445. h: number;
  106446. };
  106447. precision?: {
  106448. w: number;
  106449. h: number;
  106450. };
  106451. updatable?: boolean;
  106452. }, scene?: Nullable<Scene>): Mesh;
  106453. /**
  106454. * Creates a ground mesh from a height map
  106455. * * The parameter `url` sets the URL of the height map image resource.
  106456. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  106457. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  106458. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  106459. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  106460. * * 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.
  106461. * * 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).
  106462. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  106463. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106464. * @param name defines the name of the mesh
  106465. * @param url defines the url to the height map
  106466. * @param options defines the options used to create the mesh
  106467. * @param scene defines the hosting scene
  106468. * @returns the ground mesh
  106469. * @see https://doc.babylonjs.com/babylon101/height_map
  106470. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  106471. */
  106472. static CreateGroundFromHeightMap(name: string, url: string, options: {
  106473. width?: number;
  106474. height?: number;
  106475. subdivisions?: number;
  106476. minHeight?: number;
  106477. maxHeight?: number;
  106478. colorFilter?: Color3;
  106479. alphaFilter?: number;
  106480. updatable?: boolean;
  106481. onReady?: (mesh: GroundMesh) => void;
  106482. }, scene?: Nullable<Scene>): GroundMesh;
  106483. }
  106484. }
  106485. declare module BABYLON {
  106486. /**
  106487. * Class containing static functions to help procedurally build meshes
  106488. */
  106489. export class TorusBuilder {
  106490. /**
  106491. * Creates a torus mesh
  106492. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  106493. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  106494. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  106495. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  106496. * * If you create a double-sided mesh, you can choose what parts of 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
  106497. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106498. * @param name defines the name of the mesh
  106499. * @param options defines the options used to create the mesh
  106500. * @param scene defines the hosting scene
  106501. * @returns the torus mesh
  106502. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  106503. */
  106504. static CreateTorus(name: string, options: {
  106505. diameter?: number;
  106506. thickness?: number;
  106507. tessellation?: number;
  106508. updatable?: boolean;
  106509. sideOrientation?: number;
  106510. frontUVs?: Vector4;
  106511. backUVs?: Vector4;
  106512. }, scene: any): Mesh;
  106513. }
  106514. }
  106515. declare module BABYLON {
  106516. /**
  106517. * Class containing static functions to help procedurally build meshes
  106518. */
  106519. export class CylinderBuilder {
  106520. /**
  106521. * Creates a cylinder or a cone mesh
  106522. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  106523. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  106524. * * 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.
  106525. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  106526. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  106527. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  106528. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  106529. * * 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).
  106530. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  106531. * * 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).
  106532. * * 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
  106533. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  106534. * * 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
  106535. * * 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.
  106536. * * If `enclose` is false, a ring surface is one element.
  106537. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  106538. * * 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
  106539. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  106540. * * If you create a double-sided mesh, you can choose what parts of 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
  106541. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106542. * @param name defines the name of the mesh
  106543. * @param options defines the options used to create the mesh
  106544. * @param scene defines the hosting scene
  106545. * @returns the cylinder mesh
  106546. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  106547. */
  106548. static CreateCylinder(name: string, options: {
  106549. height?: number;
  106550. diameterTop?: number;
  106551. diameterBottom?: number;
  106552. diameter?: number;
  106553. tessellation?: number;
  106554. subdivisions?: number;
  106555. arc?: number;
  106556. faceColors?: Color4[];
  106557. faceUV?: Vector4[];
  106558. updatable?: boolean;
  106559. hasRings?: boolean;
  106560. enclose?: boolean;
  106561. cap?: number;
  106562. sideOrientation?: number;
  106563. frontUVs?: Vector4;
  106564. backUVs?: Vector4;
  106565. }, scene: any): Mesh;
  106566. }
  106567. }
  106568. declare module BABYLON {
  106569. /**
  106570. * Options to modify the vr teleportation behavior.
  106571. */
  106572. export interface VRTeleportationOptions {
  106573. /**
  106574. * The name of the mesh which should be used as the teleportation floor. (default: null)
  106575. */
  106576. floorMeshName?: string;
  106577. /**
  106578. * A list of meshes to be used as the teleportation floor. (default: empty)
  106579. */
  106580. floorMeshes?: Mesh[];
  106581. }
  106582. /**
  106583. * Options to modify the vr experience helper's behavior.
  106584. */
  106585. export interface VRExperienceHelperOptions extends WebVROptions {
  106586. /**
  106587. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  106588. */
  106589. createDeviceOrientationCamera?: boolean;
  106590. /**
  106591. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  106592. */
  106593. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  106594. /**
  106595. * Uses the main button on the controller to toggle the laser casted. (default: true)
  106596. */
  106597. laserToggle?: boolean;
  106598. /**
  106599. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  106600. */
  106601. floorMeshes?: Mesh[];
  106602. /**
  106603. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  106604. */
  106605. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  106606. }
  106607. /**
  106608. * Event containing information after VR has been entered
  106609. */
  106610. export class OnAfterEnteringVRObservableEvent {
  106611. /**
  106612. * If entering vr was successful
  106613. */
  106614. success: boolean;
  106615. }
  106616. /**
  106617. * Helps to quickly add VR support to an existing scene.
  106618. * See http://doc.babylonjs.com/how_to/webvr_helper
  106619. */
  106620. export class VRExperienceHelper {
  106621. /** Options to modify the vr experience helper's behavior. */
  106622. webVROptions: VRExperienceHelperOptions;
  106623. private _scene;
  106624. private _position;
  106625. private _btnVR;
  106626. private _btnVRDisplayed;
  106627. private _webVRsupported;
  106628. private _webVRready;
  106629. private _webVRrequesting;
  106630. private _webVRpresenting;
  106631. private _hasEnteredVR;
  106632. private _fullscreenVRpresenting;
  106633. private _canvas;
  106634. private _webVRCamera;
  106635. private _vrDeviceOrientationCamera;
  106636. private _deviceOrientationCamera;
  106637. private _existingCamera;
  106638. private _onKeyDown;
  106639. private _onVrDisplayPresentChange;
  106640. private _onVRDisplayChanged;
  106641. private _onVRRequestPresentStart;
  106642. private _onVRRequestPresentComplete;
  106643. /**
  106644. * Gets or sets a boolean indicating that gaze can be enabled even if pointer lock is not engage (useful on iOS where fullscreen mode and pointer lock are not supported)
  106645. */
  106646. enableGazeEvenWhenNoPointerLock: boolean;
  106647. /**
  106648. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  106649. */
  106650. exitVROnDoubleTap: boolean;
  106651. /**
  106652. * Observable raised right before entering VR.
  106653. */
  106654. onEnteringVRObservable: Observable<VRExperienceHelper>;
  106655. /**
  106656. * Observable raised when entering VR has completed.
  106657. */
  106658. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  106659. /**
  106660. * Observable raised when exiting VR.
  106661. */
  106662. onExitingVRObservable: Observable<VRExperienceHelper>;
  106663. /**
  106664. * Observable raised when controller mesh is loaded.
  106665. */
  106666. onControllerMeshLoadedObservable: Observable<WebVRController>;
  106667. /** Return this.onEnteringVRObservable
  106668. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  106669. */
  106670. readonly onEnteringVR: Observable<VRExperienceHelper>;
  106671. /** Return this.onExitingVRObservable
  106672. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  106673. */
  106674. readonly onExitingVR: Observable<VRExperienceHelper>;
  106675. /** Return this.onControllerMeshLoadedObservable
  106676. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  106677. */
  106678. readonly onControllerMeshLoaded: Observable<WebVRController>;
  106679. private _rayLength;
  106680. private _useCustomVRButton;
  106681. private _teleportationRequested;
  106682. private _teleportActive;
  106683. private _floorMeshName;
  106684. private _floorMeshesCollection;
  106685. private _rotationAllowed;
  106686. private _teleportBackwardsVector;
  106687. private _teleportationTarget;
  106688. private _isDefaultTeleportationTarget;
  106689. private _postProcessMove;
  106690. private _teleportationFillColor;
  106691. private _teleportationBorderColor;
  106692. private _rotationAngle;
  106693. private _haloCenter;
  106694. private _cameraGazer;
  106695. private _padSensibilityUp;
  106696. private _padSensibilityDown;
  106697. private _leftController;
  106698. private _rightController;
  106699. /**
  106700. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  106701. */
  106702. onNewMeshSelected: Observable<AbstractMesh>;
  106703. /**
  106704. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  106705. * This observable will provide the mesh and the controller used to select the mesh
  106706. */
  106707. onMeshSelectedWithController: Observable<{
  106708. mesh: AbstractMesh;
  106709. controller: WebVRController;
  106710. }>;
  106711. /**
  106712. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  106713. */
  106714. onNewMeshPicked: Observable<PickingInfo>;
  106715. private _circleEase;
  106716. /**
  106717. * Observable raised before camera teleportation
  106718. */
  106719. onBeforeCameraTeleport: Observable<Vector3>;
  106720. /**
  106721. * Observable raised after camera teleportation
  106722. */
  106723. onAfterCameraTeleport: Observable<Vector3>;
  106724. /**
  106725. * Observable raised when current selected mesh gets unselected
  106726. */
  106727. onSelectedMeshUnselected: Observable<AbstractMesh>;
  106728. private _raySelectionPredicate;
  106729. /**
  106730. * To be optionaly changed by user to define custom ray selection
  106731. */
  106732. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  106733. /**
  106734. * To be optionaly changed by user to define custom selection logic (after ray selection)
  106735. */
  106736. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  106737. /**
  106738. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  106739. */
  106740. teleportationEnabled: boolean;
  106741. private _defaultHeight;
  106742. private _teleportationInitialized;
  106743. private _interactionsEnabled;
  106744. private _interactionsRequested;
  106745. private _displayGaze;
  106746. private _displayLaserPointer;
  106747. /**
  106748. * The mesh used to display where the user is going to teleport.
  106749. */
  106750. /**
  106751. * Sets the mesh to be used to display where the user is going to teleport.
  106752. */
  106753. teleportationTarget: Mesh;
  106754. /**
  106755. * 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
  106756. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  106757. * See http://doc.babylonjs.com/resources/baking_transformations
  106758. */
  106759. gazeTrackerMesh: Mesh;
  106760. /**
  106761. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  106762. */
  106763. updateGazeTrackerScale: boolean;
  106764. /**
  106765. * If the gaze trackers color should be updated when selecting meshes
  106766. */
  106767. updateGazeTrackerColor: boolean;
  106768. /**
  106769. * If the controller laser color should be updated when selecting meshes
  106770. */
  106771. updateControllerLaserColor: boolean;
  106772. /**
  106773. * The gaze tracking mesh corresponding to the left controller
  106774. */
  106775. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  106776. /**
  106777. * The gaze tracking mesh corresponding to the right controller
  106778. */
  106779. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  106780. /**
  106781. * If the ray of the gaze should be displayed.
  106782. */
  106783. /**
  106784. * Sets if the ray of the gaze should be displayed.
  106785. */
  106786. displayGaze: boolean;
  106787. /**
  106788. * If the ray of the LaserPointer should be displayed.
  106789. */
  106790. /**
  106791. * Sets if the ray of the LaserPointer should be displayed.
  106792. */
  106793. displayLaserPointer: boolean;
  106794. /**
  106795. * The deviceOrientationCamera used as the camera when not in VR.
  106796. */
  106797. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  106798. /**
  106799. * Based on the current WebVR support, returns the current VR camera used.
  106800. */
  106801. readonly currentVRCamera: Nullable<Camera>;
  106802. /**
  106803. * The webVRCamera which is used when in VR.
  106804. */
  106805. readonly webVRCamera: WebVRFreeCamera;
  106806. /**
  106807. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  106808. */
  106809. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  106810. /**
  106811. * The html button that is used to trigger entering into VR.
  106812. */
  106813. readonly vrButton: Nullable<HTMLButtonElement>;
  106814. private readonly _teleportationRequestInitiated;
  106815. /**
  106816. * Defines wether or not Pointer lock should be requested when switching to
  106817. * full screen.
  106818. */
  106819. requestPointerLockOnFullScreen: boolean;
  106820. /**
  106821. * Instantiates a VRExperienceHelper.
  106822. * Helps to quickly add VR support to an existing scene.
  106823. * @param scene The scene the VRExperienceHelper belongs to.
  106824. * @param webVROptions Options to modify the vr experience helper's behavior.
  106825. */
  106826. constructor(scene: Scene,
  106827. /** Options to modify the vr experience helper's behavior. */
  106828. webVROptions?: VRExperienceHelperOptions);
  106829. private _onDefaultMeshLoaded;
  106830. private _onResize;
  106831. private _onFullscreenChange;
  106832. /**
  106833. * Gets a value indicating if we are currently in VR mode.
  106834. */
  106835. readonly isInVRMode: boolean;
  106836. private onVrDisplayPresentChange;
  106837. private onVRDisplayChanged;
  106838. private moveButtonToBottomRight;
  106839. private displayVRButton;
  106840. private updateButtonVisibility;
  106841. private _cachedAngularSensibility;
  106842. /**
  106843. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  106844. * Otherwise, will use the fullscreen API.
  106845. */
  106846. enterVR(): void;
  106847. /**
  106848. * Attempt to exit VR, or fullscreen.
  106849. */
  106850. exitVR(): void;
  106851. /**
  106852. * The position of the vr experience helper.
  106853. */
  106854. /**
  106855. * Sets the position of the vr experience helper.
  106856. */
  106857. position: Vector3;
  106858. /**
  106859. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  106860. */
  106861. enableInteractions(): void;
  106862. private readonly _noControllerIsActive;
  106863. private beforeRender;
  106864. private _isTeleportationFloor;
  106865. /**
  106866. * Adds a floor mesh to be used for teleportation.
  106867. * @param floorMesh the mesh to be used for teleportation.
  106868. */
  106869. addFloorMesh(floorMesh: Mesh): void;
  106870. /**
  106871. * Removes a floor mesh from being used for teleportation.
  106872. * @param floorMesh the mesh to be removed.
  106873. */
  106874. removeFloorMesh(floorMesh: Mesh): void;
  106875. /**
  106876. * Enables interactions and teleportation using the VR controllers and gaze.
  106877. * @param vrTeleportationOptions options to modify teleportation behavior.
  106878. */
  106879. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  106880. private _onNewGamepadConnected;
  106881. private _tryEnableInteractionOnController;
  106882. private _onNewGamepadDisconnected;
  106883. private _enableInteractionOnController;
  106884. private _checkTeleportWithRay;
  106885. private _checkRotate;
  106886. private _checkTeleportBackwards;
  106887. private _enableTeleportationOnController;
  106888. private _createTeleportationCircles;
  106889. private _displayTeleportationTarget;
  106890. private _hideTeleportationTarget;
  106891. private _rotateCamera;
  106892. private _moveTeleportationSelectorTo;
  106893. private _workingVector;
  106894. private _workingQuaternion;
  106895. private _workingMatrix;
  106896. /**
  106897. * Teleports the users feet to the desired location
  106898. * @param location The location where the user's feet should be placed
  106899. */
  106900. teleportCamera(location: Vector3): void;
  106901. private _convertNormalToDirectionOfRay;
  106902. private _castRayAndSelectObject;
  106903. private _notifySelectedMeshUnselected;
  106904. /**
  106905. * Sets the color of the laser ray from the vr controllers.
  106906. * @param color new color for the ray.
  106907. */
  106908. changeLaserColor(color: Color3): void;
  106909. /**
  106910. * Sets the color of the ray from the vr headsets gaze.
  106911. * @param color new color for the ray.
  106912. */
  106913. changeGazeColor(color: Color3): void;
  106914. /**
  106915. * Exits VR and disposes of the vr experience helper
  106916. */
  106917. dispose(): void;
  106918. /**
  106919. * Gets the name of the VRExperienceHelper class
  106920. * @returns "VRExperienceHelper"
  106921. */
  106922. getClassName(): string;
  106923. }
  106924. }
  106925. declare module BABYLON {
  106926. /**
  106927. * Manages an XRSession to work with Babylon's engine
  106928. * @see https://doc.babylonjs.com/how_to/webxr
  106929. */
  106930. export class WebXRSessionManager implements IDisposable {
  106931. private scene;
  106932. /**
  106933. * Fires every time a new xrFrame arrives which can be used to update the camera
  106934. */
  106935. onXRFrameObservable: Observable<any>;
  106936. /**
  106937. * Fires when the xr session is ended either by the device or manually done
  106938. */
  106939. onXRSessionEnded: Observable<any>;
  106940. /**
  106941. * Underlying xr session
  106942. */
  106943. session: XRSession;
  106944. /**
  106945. * Type of reference space used when creating the session
  106946. */
  106947. referenceSpace: XRReferenceSpace;
  106948. /** @hidden */
  106949. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  106950. /**
  106951. * Current XR frame
  106952. */
  106953. currentFrame: Nullable<XRFrame>;
  106954. private _xrNavigator;
  106955. private baseLayer;
  106956. /**
  106957. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  106958. * @param scene The scene which the session should be created for
  106959. */
  106960. constructor(scene: Scene);
  106961. /**
  106962. * Initializes the manager
  106963. * After initialization enterXR can be called to start an XR session
  106964. * @returns Promise which resolves after it is initialized
  106965. */
  106966. initializeAsync(): Promise<void>;
  106967. /**
  106968. * Initializes an xr session
  106969. * @param xrSessionMode mode to initialize
  106970. * @returns a promise which will resolve once the session has been initialized
  106971. */
  106972. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  106973. /**
  106974. * Sets the reference space on the xr session
  106975. * @param referenceSpace space to set
  106976. * @returns a promise that will resolve once the reference space has been set
  106977. */
  106978. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  106979. /**
  106980. * Updates the render state of the session
  106981. * @param state state to set
  106982. * @returns a promise that resolves once the render state has been updated
  106983. */
  106984. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  106985. /**
  106986. * Starts rendering to the xr layer
  106987. * @returns a promise that will resolve once rendering has started
  106988. */
  106989. startRenderingToXRAsync(): Promise<void>;
  106990. /**
  106991. * Stops the xrSession and restores the renderloop
  106992. * @returns Promise which resolves after it exits XR
  106993. */
  106994. exitXRAsync(): Promise<unknown>;
  106995. /**
  106996. * Checks if a session would be supported for the creation options specified
  106997. * @param sessionMode session mode to check if supported eg. immersive-vr
  106998. * @returns true if supported
  106999. */
  107000. supportsSessionAsync(sessionMode: XRSessionMode): any;
  107001. /**
  107002. * @hidden
  107003. * Converts the render layer of xrSession to a render target
  107004. * @param session session to create render target for
  107005. * @param scene scene the new render target should be created for
  107006. */
  107007. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  107008. /**
  107009. * Disposes of the session manager
  107010. */
  107011. dispose(): void;
  107012. }
  107013. }
  107014. declare module BABYLON {
  107015. /**
  107016. * WebXR Camera which holds the views for the xrSession
  107017. * @see https://doc.babylonjs.com/how_to/webxr
  107018. */
  107019. export class WebXRCamera extends FreeCamera {
  107020. private static _TmpMatrix;
  107021. /**
  107022. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  107023. * @param name the name of the camera
  107024. * @param scene the scene to add the camera to
  107025. */
  107026. constructor(name: string, scene: Scene);
  107027. private _updateNumberOfRigCameras;
  107028. /** @hidden */
  107029. _updateForDualEyeDebugging(pupilDistance?: number): void;
  107030. /**
  107031. * Updates the cameras position from the current pose information of the XR session
  107032. * @param xrSessionManager the session containing pose information
  107033. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  107034. */
  107035. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  107036. }
  107037. }
  107038. declare module BABYLON {
  107039. /**
  107040. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  107041. */
  107042. export class WebXRManagedOutputCanvas implements IDisposable {
  107043. private helper;
  107044. private _canvas;
  107045. /**
  107046. * xrpresent context of the canvas which can be used to display/mirror xr content
  107047. */
  107048. canvasContext: WebGLRenderingContext;
  107049. /**
  107050. * xr layer for the canvas
  107051. */
  107052. xrLayer: Nullable<XRWebGLLayer>;
  107053. /**
  107054. * Initializes the xr layer for the session
  107055. * @param xrSession xr session
  107056. * @returns a promise that will resolve once the XR Layer has been created
  107057. */
  107058. initializeXRLayerAsync(xrSession: any): any;
  107059. /**
  107060. * Initializes the canvas to be added/removed upon entering/exiting xr
  107061. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  107062. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  107063. */
  107064. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  107065. /**
  107066. * Disposes of the object
  107067. */
  107068. dispose(): void;
  107069. private _setManagedOutputCanvas;
  107070. private _addCanvas;
  107071. private _removeCanvas;
  107072. }
  107073. }
  107074. declare module BABYLON {
  107075. /**
  107076. * States of the webXR experience
  107077. */
  107078. export enum WebXRState {
  107079. /**
  107080. * Transitioning to being in XR mode
  107081. */
  107082. ENTERING_XR = 0,
  107083. /**
  107084. * Transitioning to non XR mode
  107085. */
  107086. EXITING_XR = 1,
  107087. /**
  107088. * In XR mode and presenting
  107089. */
  107090. IN_XR = 2,
  107091. /**
  107092. * Not entered XR mode
  107093. */
  107094. NOT_IN_XR = 3
  107095. }
  107096. /**
  107097. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  107098. * @see https://doc.babylonjs.com/how_to/webxr
  107099. */
  107100. export class WebXRExperienceHelper implements IDisposable {
  107101. private scene;
  107102. /**
  107103. * 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
  107104. */
  107105. container: AbstractMesh;
  107106. /**
  107107. * Camera used to render xr content
  107108. */
  107109. camera: WebXRCamera;
  107110. /**
  107111. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  107112. */
  107113. state: WebXRState;
  107114. private _setState;
  107115. private static _TmpVector;
  107116. /**
  107117. * Fires when the state of the experience helper has changed
  107118. */
  107119. onStateChangedObservable: Observable<WebXRState>;
  107120. /** Session manager used to keep track of xr session */
  107121. sessionManager: WebXRSessionManager;
  107122. private _nonVRCamera;
  107123. private _originalSceneAutoClear;
  107124. private _supported;
  107125. /**
  107126. * Creates the experience helper
  107127. * @param scene the scene to attach the experience helper to
  107128. * @returns a promise for the experience helper
  107129. */
  107130. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  107131. /**
  107132. * Creates a WebXRExperienceHelper
  107133. * @param scene The scene the helper should be created in
  107134. */
  107135. private constructor();
  107136. /**
  107137. * Exits XR mode and returns the scene to its original state
  107138. * @returns promise that resolves after xr mode has exited
  107139. */
  107140. exitXRAsync(): Promise<unknown>;
  107141. /**
  107142. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  107143. * @param sessionCreationOptions options for the XR session
  107144. * @param referenceSpaceType frame of reference of the XR session
  107145. * @param outputCanvas the output canvas that will be used to enter XR mode
  107146. * @returns promise that resolves after xr mode has entered
  107147. */
  107148. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  107149. /**
  107150. * Updates the global position of the camera by moving the camera's container
  107151. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  107152. * @param position The desired global position of the camera
  107153. */
  107154. setPositionOfCameraUsingContainer(position: Vector3): void;
  107155. /**
  107156. * Rotates the xr camera by rotating the camera's container around the camera's position
  107157. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  107158. * @param rotation the desired quaternion rotation to apply to the camera
  107159. */
  107160. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  107161. /**
  107162. * Disposes of the experience helper
  107163. */
  107164. dispose(): void;
  107165. }
  107166. }
  107167. declare module BABYLON {
  107168. /**
  107169. * Button which can be used to enter a different mode of XR
  107170. */
  107171. export class WebXREnterExitUIButton {
  107172. /** button element */
  107173. element: HTMLElement;
  107174. /** XR initialization options for the button */
  107175. sessionMode: XRSessionMode;
  107176. /** Reference space type */
  107177. referenceSpaceType: XRReferenceSpaceType;
  107178. /**
  107179. * Creates a WebXREnterExitUIButton
  107180. * @param element button element
  107181. * @param sessionMode XR initialization session mode
  107182. * @param referenceSpaceType the type of reference space to be used
  107183. */
  107184. constructor(
  107185. /** button element */
  107186. element: HTMLElement,
  107187. /** XR initialization options for the button */
  107188. sessionMode: XRSessionMode,
  107189. /** Reference space type */
  107190. referenceSpaceType: XRReferenceSpaceType);
  107191. /**
  107192. * Overwritable function which can be used to update the button's visuals when the state changes
  107193. * @param activeButton the current active button in the UI
  107194. */
  107195. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  107196. }
  107197. /**
  107198. * Options to create the webXR UI
  107199. */
  107200. export class WebXREnterExitUIOptions {
  107201. /**
  107202. * Context to enter xr with
  107203. */
  107204. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  107205. /**
  107206. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  107207. */
  107208. customButtons?: Array<WebXREnterExitUIButton>;
  107209. }
  107210. /**
  107211. * UI to allow the user to enter/exit XR mode
  107212. */
  107213. export class WebXREnterExitUI implements IDisposable {
  107214. private scene;
  107215. private _overlay;
  107216. private _buttons;
  107217. private _activeButton;
  107218. /**
  107219. * Fired every time the active button is changed.
  107220. *
  107221. * When xr is entered via a button that launches xr that button will be the callback parameter
  107222. *
  107223. * When exiting xr the callback parameter will be null)
  107224. */
  107225. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  107226. /**
  107227. * Creates UI to allow the user to enter/exit XR mode
  107228. * @param scene the scene to add the ui to
  107229. * @param helper the xr experience helper to enter/exit xr with
  107230. * @param options options to configure the UI
  107231. * @returns the created ui
  107232. */
  107233. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  107234. private constructor();
  107235. private _updateButtons;
  107236. /**
  107237. * Disposes of the object
  107238. */
  107239. dispose(): void;
  107240. }
  107241. }
  107242. declare module BABYLON {
  107243. /**
  107244. * Represents an XR input
  107245. */
  107246. export class WebXRController {
  107247. private scene;
  107248. /** The underlying input source for the controller */
  107249. inputSource: XRInputSource;
  107250. private parentContainer;
  107251. /**
  107252. * 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
  107253. */
  107254. grip?: AbstractMesh;
  107255. /**
  107256. * Pointer which can be used to select objects or attach a visible laser to
  107257. */
  107258. pointer: AbstractMesh;
  107259. /**
  107260. * Event that fires when the controller is removed/disposed
  107261. */
  107262. onDisposeObservable: Observable<{}>;
  107263. private _tmpMatrix;
  107264. private _tmpQuaternion;
  107265. private _tmpVector;
  107266. /**
  107267. * Creates the controller
  107268. * @see https://doc.babylonjs.com/how_to/webxr
  107269. * @param scene the scene which the controller should be associated to
  107270. * @param inputSource the underlying input source for the controller
  107271. * @param parentContainer parent that the controller meshes should be children of
  107272. */
  107273. constructor(scene: Scene,
  107274. /** The underlying input source for the controller */
  107275. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  107276. /**
  107277. * Updates the controller pose based on the given XRFrame
  107278. * @param xrFrame xr frame to update the pose with
  107279. * @param referenceSpace reference space to use
  107280. */
  107281. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  107282. /**
  107283. * Gets a world space ray coming from the controller
  107284. * @param result the resulting ray
  107285. */
  107286. getWorldPointerRayToRef(result: Ray): void;
  107287. /**
  107288. * Disposes of the object
  107289. */
  107290. dispose(): void;
  107291. }
  107292. }
  107293. declare module BABYLON {
  107294. /**
  107295. * XR input used to track XR inputs such as controllers/rays
  107296. */
  107297. export class WebXRInput implements IDisposable {
  107298. /**
  107299. * Base experience the input listens to
  107300. */
  107301. baseExperience: WebXRExperienceHelper;
  107302. /**
  107303. * XR controllers being tracked
  107304. */
  107305. controllers: Array<WebXRController>;
  107306. private _frameObserver;
  107307. private _stateObserver;
  107308. /**
  107309. * Event when a controller has been connected/added
  107310. */
  107311. onControllerAddedObservable: Observable<WebXRController>;
  107312. /**
  107313. * Event when a controller has been removed/disconnected
  107314. */
  107315. onControllerRemovedObservable: Observable<WebXRController>;
  107316. /**
  107317. * Initializes the WebXRInput
  107318. * @param baseExperience experience helper which the input should be created for
  107319. */
  107320. constructor(
  107321. /**
  107322. * Base experience the input listens to
  107323. */
  107324. baseExperience: WebXRExperienceHelper);
  107325. private _onInputSourcesChange;
  107326. private _addAndRemoveControllers;
  107327. /**
  107328. * Disposes of the object
  107329. */
  107330. dispose(): void;
  107331. }
  107332. }
  107333. declare module BABYLON {
  107334. /**
  107335. * Enables teleportation
  107336. */
  107337. export class WebXRControllerTeleportation {
  107338. private _teleportationFillColor;
  107339. private _teleportationBorderColor;
  107340. private _tmpRay;
  107341. private _tmpVector;
  107342. /**
  107343. * Creates a WebXRControllerTeleportation
  107344. * @param input input manager to add teleportation to
  107345. * @param floorMeshes floormeshes which can be teleported to
  107346. */
  107347. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  107348. }
  107349. }
  107350. declare module BABYLON {
  107351. /**
  107352. * Handles pointer input automatically for the pointer of XR controllers
  107353. */
  107354. export class WebXRControllerPointerSelection {
  107355. private static _idCounter;
  107356. private _tmpRay;
  107357. /**
  107358. * Creates a WebXRControllerPointerSelection
  107359. * @param input input manager to setup pointer selection
  107360. */
  107361. constructor(input: WebXRInput);
  107362. private _convertNormalToDirectionOfRay;
  107363. private _updatePointerDistance;
  107364. }
  107365. }
  107366. declare module BABYLON {
  107367. /**
  107368. * Class used to represent data loading progression
  107369. */
  107370. export class SceneLoaderProgressEvent {
  107371. /** defines if data length to load can be evaluated */
  107372. readonly lengthComputable: boolean;
  107373. /** defines the loaded data length */
  107374. readonly loaded: number;
  107375. /** defines the data length to load */
  107376. readonly total: number;
  107377. /**
  107378. * Create a new progress event
  107379. * @param lengthComputable defines if data length to load can be evaluated
  107380. * @param loaded defines the loaded data length
  107381. * @param total defines the data length to load
  107382. */
  107383. constructor(
  107384. /** defines if data length to load can be evaluated */
  107385. lengthComputable: boolean,
  107386. /** defines the loaded data length */
  107387. loaded: number,
  107388. /** defines the data length to load */
  107389. total: number);
  107390. /**
  107391. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  107392. * @param event defines the source event
  107393. * @returns a new SceneLoaderProgressEvent
  107394. */
  107395. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  107396. }
  107397. /**
  107398. * Interface used by SceneLoader plugins to define supported file extensions
  107399. */
  107400. export interface ISceneLoaderPluginExtensions {
  107401. /**
  107402. * Defines the list of supported extensions
  107403. */
  107404. [extension: string]: {
  107405. isBinary: boolean;
  107406. };
  107407. }
  107408. /**
  107409. * Interface used by SceneLoader plugin factory
  107410. */
  107411. export interface ISceneLoaderPluginFactory {
  107412. /**
  107413. * Defines the name of the factory
  107414. */
  107415. name: string;
  107416. /**
  107417. * Function called to create a new plugin
  107418. * @return the new plugin
  107419. */
  107420. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  107421. /**
  107422. * Boolean indicating if the plugin can direct load specific data
  107423. */
  107424. canDirectLoad?: (data: string) => boolean;
  107425. }
  107426. /**
  107427. * Interface used to define a SceneLoader plugin
  107428. */
  107429. export interface ISceneLoaderPlugin {
  107430. /**
  107431. * The friendly name of this plugin.
  107432. */
  107433. name: string;
  107434. /**
  107435. * The file extensions supported by this plugin.
  107436. */
  107437. extensions: string | ISceneLoaderPluginExtensions;
  107438. /**
  107439. * Import meshes into a scene.
  107440. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107441. * @param scene The scene to import into
  107442. * @param data The data to import
  107443. * @param rootUrl The root url for scene and resources
  107444. * @param meshes The meshes array to import into
  107445. * @param particleSystems The particle systems array to import into
  107446. * @param skeletons The skeletons array to import into
  107447. * @param onError The callback when import fails
  107448. * @returns True if successful or false otherwise
  107449. */
  107450. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  107451. /**
  107452. * Load into a scene.
  107453. * @param scene The scene to load into
  107454. * @param data The data to import
  107455. * @param rootUrl The root url for scene and resources
  107456. * @param onError The callback when import fails
  107457. * @returns true if successful or false otherwise
  107458. */
  107459. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  107460. /**
  107461. * The callback that returns true if the data can be directly loaded.
  107462. */
  107463. canDirectLoad?: (data: string) => boolean;
  107464. /**
  107465. * The callback that allows custom handling of the root url based on the response url.
  107466. */
  107467. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  107468. /**
  107469. * Load into an asset container.
  107470. * @param scene The scene to load into
  107471. * @param data The data to import
  107472. * @param rootUrl The root url for scene and resources
  107473. * @param onError The callback when import fails
  107474. * @returns The loaded asset container
  107475. */
  107476. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  107477. }
  107478. /**
  107479. * Interface used to define an async SceneLoader plugin
  107480. */
  107481. export interface ISceneLoaderPluginAsync {
  107482. /**
  107483. * The friendly name of this plugin.
  107484. */
  107485. name: string;
  107486. /**
  107487. * The file extensions supported by this plugin.
  107488. */
  107489. extensions: string | ISceneLoaderPluginExtensions;
  107490. /**
  107491. * Import meshes into a scene.
  107492. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107493. * @param scene The scene to import into
  107494. * @param data The data to import
  107495. * @param rootUrl The root url for scene and resources
  107496. * @param onProgress The callback when the load progresses
  107497. * @param fileName Defines the name of the file to load
  107498. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  107499. */
  107500. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  107501. meshes: AbstractMesh[];
  107502. particleSystems: IParticleSystem[];
  107503. skeletons: Skeleton[];
  107504. animationGroups: AnimationGroup[];
  107505. }>;
  107506. /**
  107507. * Load into a scene.
  107508. * @param scene The scene to load into
  107509. * @param data The data to import
  107510. * @param rootUrl The root url for scene and resources
  107511. * @param onProgress The callback when the load progresses
  107512. * @param fileName Defines the name of the file to load
  107513. * @returns Nothing
  107514. */
  107515. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  107516. /**
  107517. * The callback that returns true if the data can be directly loaded.
  107518. */
  107519. canDirectLoad?: (data: string) => boolean;
  107520. /**
  107521. * The callback that allows custom handling of the root url based on the response url.
  107522. */
  107523. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  107524. /**
  107525. * Load into an asset container.
  107526. * @param scene The scene to load into
  107527. * @param data The data to import
  107528. * @param rootUrl The root url for scene and resources
  107529. * @param onProgress The callback when the load progresses
  107530. * @param fileName Defines the name of the file to load
  107531. * @returns The loaded asset container
  107532. */
  107533. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  107534. }
  107535. /**
  107536. * Class used to load scene from various file formats using registered plugins
  107537. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  107538. */
  107539. export class SceneLoader {
  107540. /**
  107541. * No logging while loading
  107542. */
  107543. static readonly NO_LOGGING: number;
  107544. /**
  107545. * Minimal logging while loading
  107546. */
  107547. static readonly MINIMAL_LOGGING: number;
  107548. /**
  107549. * Summary logging while loading
  107550. */
  107551. static readonly SUMMARY_LOGGING: number;
  107552. /**
  107553. * Detailled logging while loading
  107554. */
  107555. static readonly DETAILED_LOGGING: number;
  107556. /**
  107557. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  107558. */
  107559. static ForceFullSceneLoadingForIncremental: boolean;
  107560. /**
  107561. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  107562. */
  107563. static ShowLoadingScreen: boolean;
  107564. /**
  107565. * Defines the current logging level (while loading the scene)
  107566. * @ignorenaming
  107567. */
  107568. static loggingLevel: number;
  107569. /**
  107570. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  107571. */
  107572. static CleanBoneMatrixWeights: boolean;
  107573. /**
  107574. * Event raised when a plugin is used to load a scene
  107575. */
  107576. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  107577. private static _registeredPlugins;
  107578. private static _getDefaultPlugin;
  107579. private static _getPluginForExtension;
  107580. private static _getPluginForDirectLoad;
  107581. private static _getPluginForFilename;
  107582. private static _getDirectLoad;
  107583. private static _loadData;
  107584. private static _getFileInfo;
  107585. /**
  107586. * Gets a plugin that can load the given extension
  107587. * @param extension defines the extension to load
  107588. * @returns a plugin or null if none works
  107589. */
  107590. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  107591. /**
  107592. * Gets a boolean indicating that the given extension can be loaded
  107593. * @param extension defines the extension to load
  107594. * @returns true if the extension is supported
  107595. */
  107596. static IsPluginForExtensionAvailable(extension: string): boolean;
  107597. /**
  107598. * Adds a new plugin to the list of registered plugins
  107599. * @param plugin defines the plugin to add
  107600. */
  107601. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  107602. /**
  107603. * Import meshes into a scene
  107604. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107605. * @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)
  107606. * @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)
  107607. * @param scene the instance of BABYLON.Scene to append to
  107608. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  107609. * @param onProgress a callback with a progress event for each file being loaded
  107610. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107611. * @param pluginExtension the extension used to determine the plugin
  107612. * @returns The loaded plugin
  107613. */
  107614. 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>;
  107615. /**
  107616. * Import meshes into a scene
  107617. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107618. * @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)
  107619. * @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)
  107620. * @param scene the instance of BABYLON.Scene to append to
  107621. * @param onProgress a callback with a progress event for each file being loaded
  107622. * @param pluginExtension the extension used to determine the plugin
  107623. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  107624. */
  107625. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  107626. meshes: AbstractMesh[];
  107627. particleSystems: IParticleSystem[];
  107628. skeletons: Skeleton[];
  107629. animationGroups: AnimationGroup[];
  107630. }>;
  107631. /**
  107632. * Load a scene
  107633. * @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)
  107634. * @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)
  107635. * @param engine is the instance of BABYLON.Engine to use to create the scene
  107636. * @param onSuccess a callback with the scene when import succeeds
  107637. * @param onProgress a callback with a progress event for each file being loaded
  107638. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107639. * @param pluginExtension the extension used to determine the plugin
  107640. * @returns The loaded plugin
  107641. */
  107642. 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>;
  107643. /**
  107644. * Load a scene
  107645. * @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)
  107646. * @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)
  107647. * @param engine is the instance of BABYLON.Engine to use to create the scene
  107648. * @param onProgress a callback with a progress event for each file being loaded
  107649. * @param pluginExtension the extension used to determine the plugin
  107650. * @returns The loaded scene
  107651. */
  107652. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  107653. /**
  107654. * Append a scene
  107655. * @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)
  107656. * @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)
  107657. * @param scene is the instance of BABYLON.Scene to append to
  107658. * @param onSuccess a callback with the scene when import succeeds
  107659. * @param onProgress a callback with a progress event for each file being loaded
  107660. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107661. * @param pluginExtension the extension used to determine the plugin
  107662. * @returns The loaded plugin
  107663. */
  107664. 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>;
  107665. /**
  107666. * Append a scene
  107667. * @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)
  107668. * @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)
  107669. * @param scene is the instance of BABYLON.Scene to append to
  107670. * @param onProgress a callback with a progress event for each file being loaded
  107671. * @param pluginExtension the extension used to determine the plugin
  107672. * @returns The given scene
  107673. */
  107674. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  107675. /**
  107676. * Load a scene into an asset container
  107677. * @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)
  107678. * @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)
  107679. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  107680. * @param onSuccess a callback with the scene when import succeeds
  107681. * @param onProgress a callback with a progress event for each file being loaded
  107682. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107683. * @param pluginExtension the extension used to determine the plugin
  107684. * @returns The loaded plugin
  107685. */
  107686. 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>;
  107687. /**
  107688. * Load a scene into an asset container
  107689. * @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)
  107690. * @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)
  107691. * @param scene is the instance of Scene to append to
  107692. * @param onProgress a callback with a progress event for each file being loaded
  107693. * @param pluginExtension the extension used to determine the plugin
  107694. * @returns The loaded asset container
  107695. */
  107696. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  107697. }
  107698. }
  107699. declare module BABYLON {
  107700. /**
  107701. * Generic Controller
  107702. */
  107703. export class GenericController extends WebVRController {
  107704. /**
  107705. * Base Url for the controller model.
  107706. */
  107707. static readonly MODEL_BASE_URL: string;
  107708. /**
  107709. * File name for the controller model.
  107710. */
  107711. static readonly MODEL_FILENAME: string;
  107712. /**
  107713. * Creates a new GenericController from a gamepad
  107714. * @param vrGamepad the gamepad that the controller should be created from
  107715. */
  107716. constructor(vrGamepad: any);
  107717. /**
  107718. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107719. * @param scene scene in which to add meshes
  107720. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107721. */
  107722. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107723. /**
  107724. * Called once for each button that changed state since the last frame
  107725. * @param buttonIdx Which button index changed
  107726. * @param state New state of the button
  107727. * @param changes Which properties on the state changed since last frame
  107728. */
  107729. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107730. }
  107731. }
  107732. declare module BABYLON {
  107733. /**
  107734. * Defines the WindowsMotionController object that the state of the windows motion controller
  107735. */
  107736. export class WindowsMotionController extends WebVRController {
  107737. /**
  107738. * The base url used to load the left and right controller models
  107739. */
  107740. static MODEL_BASE_URL: string;
  107741. /**
  107742. * The name of the left controller model file
  107743. */
  107744. static MODEL_LEFT_FILENAME: string;
  107745. /**
  107746. * The name of the right controller model file
  107747. */
  107748. static MODEL_RIGHT_FILENAME: string;
  107749. /**
  107750. * The controller name prefix for this controller type
  107751. */
  107752. static readonly GAMEPAD_ID_PREFIX: string;
  107753. /**
  107754. * The controller id pattern for this controller type
  107755. */
  107756. private static readonly GAMEPAD_ID_PATTERN;
  107757. private _loadedMeshInfo;
  107758. private readonly _mapping;
  107759. /**
  107760. * Fired when the trackpad on this controller is clicked
  107761. */
  107762. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  107763. /**
  107764. * Fired when the trackpad on this controller is modified
  107765. */
  107766. onTrackpadValuesChangedObservable: Observable<StickValues>;
  107767. /**
  107768. * The current x and y values of this controller's trackpad
  107769. */
  107770. trackpad: StickValues;
  107771. /**
  107772. * Creates a new WindowsMotionController from a gamepad
  107773. * @param vrGamepad the gamepad that the controller should be created from
  107774. */
  107775. constructor(vrGamepad: any);
  107776. /**
  107777. * Fired when the trigger on this controller is modified
  107778. */
  107779. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107780. /**
  107781. * Fired when the menu button on this controller is modified
  107782. */
  107783. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107784. /**
  107785. * Fired when the grip button on this controller is modified
  107786. */
  107787. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107788. /**
  107789. * Fired when the thumbstick button on this controller is modified
  107790. */
  107791. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107792. /**
  107793. * Fired when the touchpad button on this controller is modified
  107794. */
  107795. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107796. /**
  107797. * Fired when the touchpad values on this controller are modified
  107798. */
  107799. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  107800. private _updateTrackpad;
  107801. /**
  107802. * Called once per frame by the engine.
  107803. */
  107804. update(): void;
  107805. /**
  107806. * Called once for each button that changed state since the last frame
  107807. * @param buttonIdx Which button index changed
  107808. * @param state New state of the button
  107809. * @param changes Which properties on the state changed since last frame
  107810. */
  107811. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107812. /**
  107813. * Moves the buttons on the controller mesh based on their current state
  107814. * @param buttonName the name of the button to move
  107815. * @param buttonValue the value of the button which determines the buttons new position
  107816. */
  107817. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  107818. /**
  107819. * Moves the axis on the controller mesh based on its current state
  107820. * @param axis the index of the axis
  107821. * @param axisValue the value of the axis which determines the meshes new position
  107822. * @hidden
  107823. */
  107824. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  107825. /**
  107826. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107827. * @param scene scene in which to add meshes
  107828. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107829. */
  107830. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  107831. /**
  107832. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  107833. * can be transformed by button presses and axes values, based on this._mapping.
  107834. *
  107835. * @param scene scene in which the meshes exist
  107836. * @param meshes list of meshes that make up the controller model to process
  107837. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  107838. */
  107839. private processModel;
  107840. private createMeshInfo;
  107841. /**
  107842. * Gets the ray of the controller in the direction the controller is pointing
  107843. * @param length the length the resulting ray should be
  107844. * @returns a ray in the direction the controller is pointing
  107845. */
  107846. getForwardRay(length?: number): Ray;
  107847. /**
  107848. * Disposes of the controller
  107849. */
  107850. dispose(): void;
  107851. }
  107852. }
  107853. declare module BABYLON {
  107854. /**
  107855. * Oculus Touch Controller
  107856. */
  107857. export class OculusTouchController extends WebVRController {
  107858. /**
  107859. * Base Url for the controller model.
  107860. */
  107861. static MODEL_BASE_URL: string;
  107862. /**
  107863. * File name for the left controller model.
  107864. */
  107865. static MODEL_LEFT_FILENAME: string;
  107866. /**
  107867. * File name for the right controller model.
  107868. */
  107869. static MODEL_RIGHT_FILENAME: string;
  107870. /**
  107871. * Base Url for the Quest controller model.
  107872. */
  107873. static QUEST_MODEL_BASE_URL: string;
  107874. /**
  107875. * @hidden
  107876. * If the controllers are running on a device that needs the updated Quest controller models
  107877. */
  107878. static _IsQuest: boolean;
  107879. /**
  107880. * Fired when the secondary trigger on this controller is modified
  107881. */
  107882. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  107883. /**
  107884. * Fired when the thumb rest on this controller is modified
  107885. */
  107886. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  107887. /**
  107888. * Creates a new OculusTouchController from a gamepad
  107889. * @param vrGamepad the gamepad that the controller should be created from
  107890. */
  107891. constructor(vrGamepad: any);
  107892. /**
  107893. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107894. * @param scene scene in which to add meshes
  107895. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107896. */
  107897. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107898. /**
  107899. * Fired when the A button on this controller is modified
  107900. */
  107901. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107902. /**
  107903. * Fired when the B button on this controller is modified
  107904. */
  107905. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107906. /**
  107907. * Fired when the X button on this controller is modified
  107908. */
  107909. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107910. /**
  107911. * Fired when the Y button on this controller is modified
  107912. */
  107913. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107914. /**
  107915. * Called once for each button that changed state since the last frame
  107916. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  107917. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  107918. * 2) secondary trigger (same)
  107919. * 3) A (right) X (left), touch, pressed = value
  107920. * 4) B / Y
  107921. * 5) thumb rest
  107922. * @param buttonIdx Which button index changed
  107923. * @param state New state of the button
  107924. * @param changes Which properties on the state changed since last frame
  107925. */
  107926. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107927. }
  107928. }
  107929. declare module BABYLON {
  107930. /**
  107931. * Vive Controller
  107932. */
  107933. export class ViveController extends WebVRController {
  107934. /**
  107935. * Base Url for the controller model.
  107936. */
  107937. static MODEL_BASE_URL: string;
  107938. /**
  107939. * File name for the controller model.
  107940. */
  107941. static MODEL_FILENAME: string;
  107942. /**
  107943. * Creates a new ViveController from a gamepad
  107944. * @param vrGamepad the gamepad that the controller should be created from
  107945. */
  107946. constructor(vrGamepad: any);
  107947. /**
  107948. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107949. * @param scene scene in which to add meshes
  107950. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107951. */
  107952. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107953. /**
  107954. * Fired when the left button on this controller is modified
  107955. */
  107956. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107957. /**
  107958. * Fired when the right button on this controller is modified
  107959. */
  107960. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107961. /**
  107962. * Fired when the menu button on this controller is modified
  107963. */
  107964. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107965. /**
  107966. * Called once for each button that changed state since the last frame
  107967. * Vive mapping:
  107968. * 0: touchpad
  107969. * 1: trigger
  107970. * 2: left AND right buttons
  107971. * 3: menu button
  107972. * @param buttonIdx Which button index changed
  107973. * @param state New state of the button
  107974. * @param changes Which properties on the state changed since last frame
  107975. */
  107976. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107977. }
  107978. }
  107979. declare module BABYLON {
  107980. /**
  107981. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  107982. */
  107983. export class WebXRControllerModelLoader {
  107984. /**
  107985. * Creates the WebXRControllerModelLoader
  107986. * @param input xr input that creates the controllers
  107987. */
  107988. constructor(input: WebXRInput);
  107989. }
  107990. }
  107991. declare module BABYLON {
  107992. /**
  107993. * Contains an array of blocks representing the octree
  107994. */
  107995. export interface IOctreeContainer<T> {
  107996. /**
  107997. * Blocks within the octree
  107998. */
  107999. blocks: Array<OctreeBlock<T>>;
  108000. }
  108001. /**
  108002. * Class used to store a cell in an octree
  108003. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  108004. */
  108005. export class OctreeBlock<T> {
  108006. /**
  108007. * Gets the content of the current block
  108008. */
  108009. entries: T[];
  108010. /**
  108011. * Gets the list of block children
  108012. */
  108013. blocks: Array<OctreeBlock<T>>;
  108014. private _depth;
  108015. private _maxDepth;
  108016. private _capacity;
  108017. private _minPoint;
  108018. private _maxPoint;
  108019. private _boundingVectors;
  108020. private _creationFunc;
  108021. /**
  108022. * Creates a new block
  108023. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  108024. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  108025. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  108026. * @param depth defines the current depth of this block in the octree
  108027. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  108028. * @param creationFunc defines a callback to call when an element is added to the block
  108029. */
  108030. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  108031. /**
  108032. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  108033. */
  108034. readonly capacity: number;
  108035. /**
  108036. * Gets the minimum vector (in world space) of the block's bounding box
  108037. */
  108038. readonly minPoint: Vector3;
  108039. /**
  108040. * Gets the maximum vector (in world space) of the block's bounding box
  108041. */
  108042. readonly maxPoint: Vector3;
  108043. /**
  108044. * Add a new element to this block
  108045. * @param entry defines the element to add
  108046. */
  108047. addEntry(entry: T): void;
  108048. /**
  108049. * Remove an element from this block
  108050. * @param entry defines the element to remove
  108051. */
  108052. removeEntry(entry: T): void;
  108053. /**
  108054. * Add an array of elements to this block
  108055. * @param entries defines the array of elements to add
  108056. */
  108057. addEntries(entries: T[]): void;
  108058. /**
  108059. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  108060. * @param frustumPlanes defines the frustum planes to test
  108061. * @param selection defines the array to store current content if selection is positive
  108062. * @param allowDuplicate defines if the selection array can contains duplicated entries
  108063. */
  108064. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  108065. /**
  108066. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  108067. * @param sphereCenter defines the bounding sphere center
  108068. * @param sphereRadius defines the bounding sphere radius
  108069. * @param selection defines the array to store current content if selection is positive
  108070. * @param allowDuplicate defines if the selection array can contains duplicated entries
  108071. */
  108072. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  108073. /**
  108074. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  108075. * @param ray defines the ray to test with
  108076. * @param selection defines the array to store current content if selection is positive
  108077. */
  108078. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  108079. /**
  108080. * Subdivide the content into child blocks (this block will then be empty)
  108081. */
  108082. createInnerBlocks(): void;
  108083. /**
  108084. * @hidden
  108085. */
  108086. 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;
  108087. }
  108088. }
  108089. declare module BABYLON {
  108090. /**
  108091. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  108092. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  108093. */
  108094. export class Octree<T> {
  108095. /** 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.) */
  108096. maxDepth: number;
  108097. /**
  108098. * Blocks within the octree containing objects
  108099. */
  108100. blocks: Array<OctreeBlock<T>>;
  108101. /**
  108102. * Content stored in the octree
  108103. */
  108104. dynamicContent: T[];
  108105. private _maxBlockCapacity;
  108106. private _selectionContent;
  108107. private _creationFunc;
  108108. /**
  108109. * Creates a octree
  108110. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  108111. * @param creationFunc function to be used to instatiate the octree
  108112. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  108113. * @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.)
  108114. */
  108115. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  108116. /** 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.) */
  108117. maxDepth?: number);
  108118. /**
  108119. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  108120. * @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);
  108121. * @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);
  108122. * @param entries meshes to be added to the octree blocks
  108123. */
  108124. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  108125. /**
  108126. * Adds a mesh to the octree
  108127. * @param entry Mesh to add to the octree
  108128. */
  108129. addMesh(entry: T): void;
  108130. /**
  108131. * Remove an element from the octree
  108132. * @param entry defines the element to remove
  108133. */
  108134. removeMesh(entry: T): void;
  108135. /**
  108136. * Selects an array of meshes within the frustum
  108137. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  108138. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  108139. * @returns array of meshes within the frustum
  108140. */
  108141. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  108142. /**
  108143. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  108144. * @param sphereCenter defines the bounding sphere center
  108145. * @param sphereRadius defines the bounding sphere radius
  108146. * @param allowDuplicate defines if the selection array can contains duplicated entries
  108147. * @returns an array of objects that intersect the sphere
  108148. */
  108149. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  108150. /**
  108151. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  108152. * @param ray defines the ray to test with
  108153. * @returns array of intersected objects
  108154. */
  108155. intersectsRay(ray: Ray): SmartArray<T>;
  108156. /**
  108157. * Adds a mesh into the octree block if it intersects the block
  108158. */
  108159. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  108160. /**
  108161. * Adds a submesh into the octree block if it intersects the block
  108162. */
  108163. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  108164. }
  108165. }
  108166. declare module BABYLON {
  108167. interface Scene {
  108168. /**
  108169. * @hidden
  108170. * Backing Filed
  108171. */
  108172. _selectionOctree: Octree<AbstractMesh>;
  108173. /**
  108174. * Gets the octree used to boost mesh selection (picking)
  108175. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  108176. */
  108177. selectionOctree: Octree<AbstractMesh>;
  108178. /**
  108179. * Creates or updates the octree used to boost selection (picking)
  108180. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  108181. * @param maxCapacity defines the maximum capacity per leaf
  108182. * @param maxDepth defines the maximum depth of the octree
  108183. * @returns an octree of AbstractMesh
  108184. */
  108185. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  108186. }
  108187. interface AbstractMesh {
  108188. /**
  108189. * @hidden
  108190. * Backing Field
  108191. */
  108192. _submeshesOctree: Octree<SubMesh>;
  108193. /**
  108194. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  108195. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  108196. * @param maxCapacity defines the maximum size of each block (64 by default)
  108197. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  108198. * @returns the new octree
  108199. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  108200. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  108201. */
  108202. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  108203. }
  108204. /**
  108205. * Defines the octree scene component responsible to manage any octrees
  108206. * in a given scene.
  108207. */
  108208. export class OctreeSceneComponent {
  108209. /**
  108210. * The component name help to identify the component in the list of scene components.
  108211. */
  108212. readonly name: string;
  108213. /**
  108214. * The scene the component belongs to.
  108215. */
  108216. scene: Scene;
  108217. /**
  108218. * Indicates if the meshes have been checked to make sure they are isEnabled()
  108219. */
  108220. readonly checksIsEnabled: boolean;
  108221. /**
  108222. * Creates a new instance of the component for the given scene
  108223. * @param scene Defines the scene to register the component in
  108224. */
  108225. constructor(scene: Scene);
  108226. /**
  108227. * Registers the component in a given scene
  108228. */
  108229. register(): void;
  108230. /**
  108231. * Return the list of active meshes
  108232. * @returns the list of active meshes
  108233. */
  108234. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  108235. /**
  108236. * Return the list of active sub meshes
  108237. * @param mesh The mesh to get the candidates sub meshes from
  108238. * @returns the list of active sub meshes
  108239. */
  108240. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  108241. private _tempRay;
  108242. /**
  108243. * Return the list of sub meshes intersecting with a given local ray
  108244. * @param mesh defines the mesh to find the submesh for
  108245. * @param localRay defines the ray in local space
  108246. * @returns the list of intersecting sub meshes
  108247. */
  108248. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  108249. /**
  108250. * Return the list of sub meshes colliding with a collider
  108251. * @param mesh defines the mesh to find the submesh for
  108252. * @param collider defines the collider to evaluate the collision against
  108253. * @returns the list of colliding sub meshes
  108254. */
  108255. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  108256. /**
  108257. * Rebuilds the elements related to this component in case of
  108258. * context lost for instance.
  108259. */
  108260. rebuild(): void;
  108261. /**
  108262. * Disposes the component and the associated ressources.
  108263. */
  108264. dispose(): void;
  108265. }
  108266. }
  108267. declare module BABYLON {
  108268. /**
  108269. * Renders a layer on top of an existing scene
  108270. */
  108271. export class UtilityLayerRenderer implements IDisposable {
  108272. /** the original scene that will be rendered on top of */
  108273. originalScene: Scene;
  108274. private _pointerCaptures;
  108275. private _lastPointerEvents;
  108276. private static _DefaultUtilityLayer;
  108277. private static _DefaultKeepDepthUtilityLayer;
  108278. private _sharedGizmoLight;
  108279. private _renderCamera;
  108280. /**
  108281. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  108282. * @returns the camera that is used when rendering the utility layer
  108283. */
  108284. getRenderCamera(): Nullable<Camera>;
  108285. /**
  108286. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  108287. * @param cam the camera that should be used when rendering the utility layer
  108288. */
  108289. setRenderCamera(cam: Nullable<Camera>): void;
  108290. /**
  108291. * @hidden
  108292. * Light which used by gizmos to get light shading
  108293. */
  108294. _getSharedGizmoLight(): HemisphericLight;
  108295. /**
  108296. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  108297. */
  108298. pickUtilitySceneFirst: boolean;
  108299. /**
  108300. * 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)
  108301. */
  108302. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  108303. /**
  108304. * 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)
  108305. */
  108306. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  108307. /**
  108308. * The scene that is rendered on top of the original scene
  108309. */
  108310. utilityLayerScene: Scene;
  108311. /**
  108312. * If the utility layer should automatically be rendered on top of existing scene
  108313. */
  108314. shouldRender: boolean;
  108315. /**
  108316. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  108317. */
  108318. onlyCheckPointerDownEvents: boolean;
  108319. /**
  108320. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  108321. */
  108322. processAllEvents: boolean;
  108323. /**
  108324. * Observable raised when the pointer move from the utility layer scene to the main scene
  108325. */
  108326. onPointerOutObservable: Observable<number>;
  108327. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  108328. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  108329. private _afterRenderObserver;
  108330. private _sceneDisposeObserver;
  108331. private _originalPointerObserver;
  108332. /**
  108333. * Instantiates a UtilityLayerRenderer
  108334. * @param originalScene the original scene that will be rendered on top of
  108335. * @param handleEvents boolean indicating if the utility layer should handle events
  108336. */
  108337. constructor(
  108338. /** the original scene that will be rendered on top of */
  108339. originalScene: Scene, handleEvents?: boolean);
  108340. private _notifyObservers;
  108341. /**
  108342. * Renders the utility layers scene on top of the original scene
  108343. */
  108344. render(): void;
  108345. /**
  108346. * Disposes of the renderer
  108347. */
  108348. dispose(): void;
  108349. private _updateCamera;
  108350. }
  108351. }
  108352. declare module BABYLON {
  108353. /**
  108354. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  108355. */
  108356. export class Gizmo implements IDisposable {
  108357. /** The utility layer the gizmo will be added to */
  108358. gizmoLayer: UtilityLayerRenderer;
  108359. /**
  108360. * The root mesh of the gizmo
  108361. */
  108362. _rootMesh: Mesh;
  108363. private _attachedMesh;
  108364. /**
  108365. * Ratio for the scale of the gizmo (Default: 1)
  108366. */
  108367. scaleRatio: number;
  108368. /**
  108369. * If a custom mesh has been set (Default: false)
  108370. */
  108371. protected _customMeshSet: boolean;
  108372. /**
  108373. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  108374. * * When set, interactions will be enabled
  108375. */
  108376. attachedMesh: Nullable<AbstractMesh>;
  108377. /**
  108378. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  108379. * @param mesh The mesh to replace the default mesh of the gizmo
  108380. */
  108381. setCustomMesh(mesh: Mesh): void;
  108382. /**
  108383. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  108384. */
  108385. updateGizmoRotationToMatchAttachedMesh: boolean;
  108386. /**
  108387. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  108388. */
  108389. updateGizmoPositionToMatchAttachedMesh: boolean;
  108390. /**
  108391. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  108392. */
  108393. updateScale: boolean;
  108394. protected _interactionsEnabled: boolean;
  108395. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108396. private _beforeRenderObserver;
  108397. private _tempVector;
  108398. /**
  108399. * Creates a gizmo
  108400. * @param gizmoLayer The utility layer the gizmo will be added to
  108401. */
  108402. constructor(
  108403. /** The utility layer the gizmo will be added to */
  108404. gizmoLayer?: UtilityLayerRenderer);
  108405. /**
  108406. * Updates the gizmo to match the attached mesh's position/rotation
  108407. */
  108408. protected _update(): void;
  108409. /**
  108410. * Disposes of the gizmo
  108411. */
  108412. dispose(): void;
  108413. }
  108414. }
  108415. declare module BABYLON {
  108416. /**
  108417. * Single plane drag gizmo
  108418. */
  108419. export class PlaneDragGizmo extends Gizmo {
  108420. /**
  108421. * Drag behavior responsible for the gizmos dragging interactions
  108422. */
  108423. dragBehavior: PointerDragBehavior;
  108424. private _pointerObserver;
  108425. /**
  108426. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108427. */
  108428. snapDistance: number;
  108429. /**
  108430. * Event that fires each time the gizmo snaps to a new location.
  108431. * * snapDistance is the the change in distance
  108432. */
  108433. onSnapObservable: Observable<{
  108434. snapDistance: number;
  108435. }>;
  108436. private _plane;
  108437. private _coloredMaterial;
  108438. private _hoverMaterial;
  108439. private _isEnabled;
  108440. private _parent;
  108441. /** @hidden */
  108442. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  108443. /** @hidden */
  108444. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  108445. /**
  108446. * Creates a PlaneDragGizmo
  108447. * @param gizmoLayer The utility layer the gizmo will be added to
  108448. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  108449. * @param color The color of the gizmo
  108450. */
  108451. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  108452. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108453. /**
  108454. * If the gizmo is enabled
  108455. */
  108456. isEnabled: boolean;
  108457. /**
  108458. * Disposes of the gizmo
  108459. */
  108460. dispose(): void;
  108461. }
  108462. }
  108463. declare module BABYLON {
  108464. /**
  108465. * Gizmo that enables dragging a mesh along 3 axis
  108466. */
  108467. export class PositionGizmo extends Gizmo {
  108468. /**
  108469. * Internal gizmo used for interactions on the x axis
  108470. */
  108471. xGizmo: AxisDragGizmo;
  108472. /**
  108473. * Internal gizmo used for interactions on the y axis
  108474. */
  108475. yGizmo: AxisDragGizmo;
  108476. /**
  108477. * Internal gizmo used for interactions on the z axis
  108478. */
  108479. zGizmo: AxisDragGizmo;
  108480. /**
  108481. * Internal gizmo used for interactions on the yz plane
  108482. */
  108483. xPlaneGizmo: PlaneDragGizmo;
  108484. /**
  108485. * Internal gizmo used for interactions on the xz plane
  108486. */
  108487. yPlaneGizmo: PlaneDragGizmo;
  108488. /**
  108489. * Internal gizmo used for interactions on the xy plane
  108490. */
  108491. zPlaneGizmo: PlaneDragGizmo;
  108492. /**
  108493. * private variables
  108494. */
  108495. private _meshAttached;
  108496. private _updateGizmoRotationToMatchAttachedMesh;
  108497. private _snapDistance;
  108498. private _scaleRatio;
  108499. /** Fires an event when any of it's sub gizmos are dragged */
  108500. onDragStartObservable: Observable<unknown>;
  108501. /** Fires an event when any of it's sub gizmos are released from dragging */
  108502. onDragEndObservable: Observable<unknown>;
  108503. /**
  108504. * If set to true, planar drag is enabled
  108505. */
  108506. private _planarGizmoEnabled;
  108507. attachedMesh: Nullable<AbstractMesh>;
  108508. /**
  108509. * Creates a PositionGizmo
  108510. * @param gizmoLayer The utility layer the gizmo will be added to
  108511. */
  108512. constructor(gizmoLayer?: UtilityLayerRenderer);
  108513. /**
  108514. * If the planar drag gizmo is enabled
  108515. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  108516. */
  108517. planarGizmoEnabled: boolean;
  108518. updateGizmoRotationToMatchAttachedMesh: boolean;
  108519. /**
  108520. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108521. */
  108522. snapDistance: number;
  108523. /**
  108524. * Ratio for the scale of the gizmo (Default: 1)
  108525. */
  108526. scaleRatio: number;
  108527. /**
  108528. * Disposes of the gizmo
  108529. */
  108530. dispose(): void;
  108531. /**
  108532. * CustomMeshes are not supported by this gizmo
  108533. * @param mesh The mesh to replace the default mesh of the gizmo
  108534. */
  108535. setCustomMesh(mesh: Mesh): void;
  108536. }
  108537. }
  108538. declare module BABYLON {
  108539. /**
  108540. * Single axis drag gizmo
  108541. */
  108542. export class AxisDragGizmo extends Gizmo {
  108543. /**
  108544. * Drag behavior responsible for the gizmos dragging interactions
  108545. */
  108546. dragBehavior: PointerDragBehavior;
  108547. private _pointerObserver;
  108548. /**
  108549. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108550. */
  108551. snapDistance: number;
  108552. /**
  108553. * Event that fires each time the gizmo snaps to a new location.
  108554. * * snapDistance is the the change in distance
  108555. */
  108556. onSnapObservable: Observable<{
  108557. snapDistance: number;
  108558. }>;
  108559. private _isEnabled;
  108560. private _parent;
  108561. private _arrow;
  108562. private _coloredMaterial;
  108563. private _hoverMaterial;
  108564. /** @hidden */
  108565. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  108566. /** @hidden */
  108567. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  108568. /**
  108569. * Creates an AxisDragGizmo
  108570. * @param gizmoLayer The utility layer the gizmo will be added to
  108571. * @param dragAxis The axis which the gizmo will be able to drag on
  108572. * @param color The color of the gizmo
  108573. */
  108574. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  108575. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108576. /**
  108577. * If the gizmo is enabled
  108578. */
  108579. isEnabled: boolean;
  108580. /**
  108581. * Disposes of the gizmo
  108582. */
  108583. dispose(): void;
  108584. }
  108585. }
  108586. declare module BABYLON.Debug {
  108587. /**
  108588. * The Axes viewer will show 3 axes in a specific point in space
  108589. */
  108590. export class AxesViewer {
  108591. private _xAxis;
  108592. private _yAxis;
  108593. private _zAxis;
  108594. private _scaleLinesFactor;
  108595. private _instanced;
  108596. /**
  108597. * Gets the hosting scene
  108598. */
  108599. scene: Scene;
  108600. /**
  108601. * Gets or sets a number used to scale line length
  108602. */
  108603. scaleLines: number;
  108604. /** Gets the node hierarchy used to render x-axis */
  108605. readonly xAxis: TransformNode;
  108606. /** Gets the node hierarchy used to render y-axis */
  108607. readonly yAxis: TransformNode;
  108608. /** Gets the node hierarchy used to render z-axis */
  108609. readonly zAxis: TransformNode;
  108610. /**
  108611. * Creates a new AxesViewer
  108612. * @param scene defines the hosting scene
  108613. * @param scaleLines defines a number used to scale line length (1 by default)
  108614. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  108615. * @param xAxis defines the node hierarchy used to render the x-axis
  108616. * @param yAxis defines the node hierarchy used to render the y-axis
  108617. * @param zAxis defines the node hierarchy used to render the z-axis
  108618. */
  108619. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  108620. /**
  108621. * Force the viewer to update
  108622. * @param position defines the position of the viewer
  108623. * @param xaxis defines the x axis of the viewer
  108624. * @param yaxis defines the y axis of the viewer
  108625. * @param zaxis defines the z axis of the viewer
  108626. */
  108627. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  108628. /**
  108629. * Creates an instance of this axes viewer.
  108630. * @returns a new axes viewer with instanced meshes
  108631. */
  108632. createInstance(): AxesViewer;
  108633. /** Releases resources */
  108634. dispose(): void;
  108635. private static _SetRenderingGroupId;
  108636. }
  108637. }
  108638. declare module BABYLON.Debug {
  108639. /**
  108640. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  108641. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  108642. */
  108643. export class BoneAxesViewer extends AxesViewer {
  108644. /**
  108645. * Gets or sets the target mesh where to display the axes viewer
  108646. */
  108647. mesh: Nullable<Mesh>;
  108648. /**
  108649. * Gets or sets the target bone where to display the axes viewer
  108650. */
  108651. bone: Nullable<Bone>;
  108652. /** Gets current position */
  108653. pos: Vector3;
  108654. /** Gets direction of X axis */
  108655. xaxis: Vector3;
  108656. /** Gets direction of Y axis */
  108657. yaxis: Vector3;
  108658. /** Gets direction of Z axis */
  108659. zaxis: Vector3;
  108660. /**
  108661. * Creates a new BoneAxesViewer
  108662. * @param scene defines the hosting scene
  108663. * @param bone defines the target bone
  108664. * @param mesh defines the target mesh
  108665. * @param scaleLines defines a scaling factor for line length (1 by default)
  108666. */
  108667. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  108668. /**
  108669. * Force the viewer to update
  108670. */
  108671. update(): void;
  108672. /** Releases resources */
  108673. dispose(): void;
  108674. }
  108675. }
  108676. declare module BABYLON {
  108677. /**
  108678. * Interface used to define scene explorer extensibility option
  108679. */
  108680. export interface IExplorerExtensibilityOption {
  108681. /**
  108682. * Define the option label
  108683. */
  108684. label: string;
  108685. /**
  108686. * Defines the action to execute on click
  108687. */
  108688. action: (entity: any) => void;
  108689. }
  108690. /**
  108691. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  108692. */
  108693. export interface IExplorerExtensibilityGroup {
  108694. /**
  108695. * Defines a predicate to test if a given type mut be extended
  108696. */
  108697. predicate: (entity: any) => boolean;
  108698. /**
  108699. * Gets the list of options added to a type
  108700. */
  108701. entries: IExplorerExtensibilityOption[];
  108702. }
  108703. /**
  108704. * Interface used to define the options to use to create the Inspector
  108705. */
  108706. export interface IInspectorOptions {
  108707. /**
  108708. * Display in overlay mode (default: false)
  108709. */
  108710. overlay?: boolean;
  108711. /**
  108712. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  108713. */
  108714. globalRoot?: HTMLElement;
  108715. /**
  108716. * Display the Scene explorer
  108717. */
  108718. showExplorer?: boolean;
  108719. /**
  108720. * Display the property inspector
  108721. */
  108722. showInspector?: boolean;
  108723. /**
  108724. * Display in embed mode (both panes on the right)
  108725. */
  108726. embedMode?: boolean;
  108727. /**
  108728. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  108729. */
  108730. handleResize?: boolean;
  108731. /**
  108732. * Allow the panes to popup (default: true)
  108733. */
  108734. enablePopup?: boolean;
  108735. /**
  108736. * Allow the panes to be closed by users (default: true)
  108737. */
  108738. enableClose?: boolean;
  108739. /**
  108740. * Optional list of extensibility entries
  108741. */
  108742. explorerExtensibility?: IExplorerExtensibilityGroup[];
  108743. /**
  108744. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  108745. */
  108746. inspectorURL?: string;
  108747. }
  108748. interface Scene {
  108749. /**
  108750. * @hidden
  108751. * Backing field
  108752. */
  108753. _debugLayer: DebugLayer;
  108754. /**
  108755. * Gets the debug layer (aka Inspector) associated with the scene
  108756. * @see http://doc.babylonjs.com/features/playground_debuglayer
  108757. */
  108758. debugLayer: DebugLayer;
  108759. }
  108760. /**
  108761. * The debug layer (aka Inspector) is the go to tool in order to better understand
  108762. * what is happening in your scene
  108763. * @see http://doc.babylonjs.com/features/playground_debuglayer
  108764. */
  108765. export class DebugLayer {
  108766. /**
  108767. * Define the url to get the inspector script from.
  108768. * By default it uses the babylonjs CDN.
  108769. * @ignoreNaming
  108770. */
  108771. static InspectorURL: string;
  108772. private _scene;
  108773. private BJSINSPECTOR;
  108774. private _onPropertyChangedObservable?;
  108775. /**
  108776. * Observable triggered when a property is changed through the inspector.
  108777. */
  108778. readonly onPropertyChangedObservable: any;
  108779. /**
  108780. * Instantiates a new debug layer.
  108781. * The debug layer (aka Inspector) is the go to tool in order to better understand
  108782. * what is happening in your scene
  108783. * @see http://doc.babylonjs.com/features/playground_debuglayer
  108784. * @param scene Defines the scene to inspect
  108785. */
  108786. constructor(scene: Scene);
  108787. /** Creates the inspector window. */
  108788. private _createInspector;
  108789. /**
  108790. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  108791. * @param entity defines the entity to select
  108792. * @param lineContainerTitle defines the specific block to highlight
  108793. */
  108794. select(entity: any, lineContainerTitle?: string): void;
  108795. /** Get the inspector from bundle or global */
  108796. private _getGlobalInspector;
  108797. /**
  108798. * Get if the inspector is visible or not.
  108799. * @returns true if visible otherwise, false
  108800. */
  108801. isVisible(): boolean;
  108802. /**
  108803. * Hide the inspector and close its window.
  108804. */
  108805. hide(): void;
  108806. /**
  108807. * Launch the debugLayer.
  108808. * @param config Define the configuration of the inspector
  108809. * @return a promise fulfilled when the debug layer is visible
  108810. */
  108811. show(config?: IInspectorOptions): Promise<DebugLayer>;
  108812. }
  108813. }
  108814. declare module BABYLON {
  108815. /**
  108816. * Class containing static functions to help procedurally build meshes
  108817. */
  108818. export class BoxBuilder {
  108819. /**
  108820. * Creates a box mesh
  108821. * * The parameter `size` sets the size (float) of each box side (default 1)
  108822. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  108823. * * 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)
  108824. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  108825. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108826. * * If you create a double-sided mesh, you can choose what parts of 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
  108827. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108828. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  108829. * @param name defines the name of the mesh
  108830. * @param options defines the options used to create the mesh
  108831. * @param scene defines the hosting scene
  108832. * @returns the box mesh
  108833. */
  108834. static CreateBox(name: string, options: {
  108835. size?: number;
  108836. width?: number;
  108837. height?: number;
  108838. depth?: number;
  108839. faceUV?: Vector4[];
  108840. faceColors?: Color4[];
  108841. sideOrientation?: number;
  108842. frontUVs?: Vector4;
  108843. backUVs?: Vector4;
  108844. wrap?: boolean;
  108845. topBaseAt?: number;
  108846. bottomBaseAt?: number;
  108847. updatable?: boolean;
  108848. }, scene?: Nullable<Scene>): Mesh;
  108849. }
  108850. }
  108851. declare module BABYLON {
  108852. /**
  108853. * Class containing static functions to help procedurally build meshes
  108854. */
  108855. export class SphereBuilder {
  108856. /**
  108857. * Creates a sphere mesh
  108858. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  108859. * * 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`)
  108860. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  108861. * * 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
  108862. * * 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)
  108863. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108864. * * If you create a double-sided mesh, you can choose what parts of 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
  108865. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108866. * @param name defines the name of the mesh
  108867. * @param options defines the options used to create the mesh
  108868. * @param scene defines the hosting scene
  108869. * @returns the sphere mesh
  108870. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  108871. */
  108872. static CreateSphere(name: string, options: {
  108873. segments?: number;
  108874. diameter?: number;
  108875. diameterX?: number;
  108876. diameterY?: number;
  108877. diameterZ?: number;
  108878. arc?: number;
  108879. slice?: number;
  108880. sideOrientation?: number;
  108881. frontUVs?: Vector4;
  108882. backUVs?: Vector4;
  108883. updatable?: boolean;
  108884. }, scene?: Nullable<Scene>): Mesh;
  108885. }
  108886. }
  108887. declare module BABYLON.Debug {
  108888. /**
  108889. * Used to show the physics impostor around the specific mesh
  108890. */
  108891. export class PhysicsViewer {
  108892. /** @hidden */
  108893. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  108894. /** @hidden */
  108895. protected _meshes: Array<Nullable<AbstractMesh>>;
  108896. /** @hidden */
  108897. protected _scene: Nullable<Scene>;
  108898. /** @hidden */
  108899. protected _numMeshes: number;
  108900. /** @hidden */
  108901. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  108902. private _renderFunction;
  108903. private _utilityLayer;
  108904. private _debugBoxMesh;
  108905. private _debugSphereMesh;
  108906. private _debugCylinderMesh;
  108907. private _debugMaterial;
  108908. private _debugMeshMeshes;
  108909. /**
  108910. * Creates a new PhysicsViewer
  108911. * @param scene defines the hosting scene
  108912. */
  108913. constructor(scene: Scene);
  108914. /** @hidden */
  108915. protected _updateDebugMeshes(): void;
  108916. /**
  108917. * Renders a specified physic impostor
  108918. * @param impostor defines the impostor to render
  108919. * @param targetMesh defines the mesh represented by the impostor
  108920. * @returns the new debug mesh used to render the impostor
  108921. */
  108922. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  108923. /**
  108924. * Hides a specified physic impostor
  108925. * @param impostor defines the impostor to hide
  108926. */
  108927. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  108928. private _getDebugMaterial;
  108929. private _getDebugBoxMesh;
  108930. private _getDebugSphereMesh;
  108931. private _getDebugCylinderMesh;
  108932. private _getDebugMeshMesh;
  108933. private _getDebugMesh;
  108934. /** Releases all resources */
  108935. dispose(): void;
  108936. }
  108937. }
  108938. declare module BABYLON {
  108939. /**
  108940. * Class containing static functions to help procedurally build meshes
  108941. */
  108942. export class LinesBuilder {
  108943. /**
  108944. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  108945. * * 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
  108946. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  108947. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  108948. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  108949. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  108950. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  108951. * * 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
  108952. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  108953. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108954. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  108955. * @param name defines the name of the new line system
  108956. * @param options defines the options used to create the line system
  108957. * @param scene defines the hosting scene
  108958. * @returns a new line system mesh
  108959. */
  108960. static CreateLineSystem(name: string, options: {
  108961. lines: Vector3[][];
  108962. updatable?: boolean;
  108963. instance?: Nullable<LinesMesh>;
  108964. colors?: Nullable<Color4[][]>;
  108965. useVertexAlpha?: boolean;
  108966. }, scene: Nullable<Scene>): LinesMesh;
  108967. /**
  108968. * Creates a line mesh
  108969. * 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
  108970. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  108971. * * The parameter `points` is an array successive Vector3
  108972. * * 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
  108973. * * The optional parameter `colors` is an array of successive Color4, one per line point
  108974. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  108975. * * When updating an instance, remember that only point positions can change, not the number of points
  108976. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108977. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  108978. * @param name defines the name of the new line system
  108979. * @param options defines the options used to create the line system
  108980. * @param scene defines the hosting scene
  108981. * @returns a new line mesh
  108982. */
  108983. static CreateLines(name: string, options: {
  108984. points: Vector3[];
  108985. updatable?: boolean;
  108986. instance?: Nullable<LinesMesh>;
  108987. colors?: Color4[];
  108988. useVertexAlpha?: boolean;
  108989. }, scene?: Nullable<Scene>): LinesMesh;
  108990. /**
  108991. * Creates a dashed line mesh
  108992. * * 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
  108993. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  108994. * * The parameter `points` is an array successive Vector3
  108995. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  108996. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  108997. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  108998. * * 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
  108999. * * When updating an instance, remember that only point positions can change, not the number of points
  109000. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  109001. * @param name defines the name of the mesh
  109002. * @param options defines the options used to create the mesh
  109003. * @param scene defines the hosting scene
  109004. * @returns the dashed line mesh
  109005. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  109006. */
  109007. static CreateDashedLines(name: string, options: {
  109008. points: Vector3[];
  109009. dashSize?: number;
  109010. gapSize?: number;
  109011. dashNb?: number;
  109012. updatable?: boolean;
  109013. instance?: LinesMesh;
  109014. }, scene?: Nullable<Scene>): LinesMesh;
  109015. }
  109016. }
  109017. declare module BABYLON {
  109018. /**
  109019. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  109020. * in order to better appreciate the issue one might have.
  109021. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  109022. */
  109023. export class RayHelper {
  109024. /**
  109025. * Defines the ray we are currently tryin to visualize.
  109026. */
  109027. ray: Nullable<Ray>;
  109028. private _renderPoints;
  109029. private _renderLine;
  109030. private _renderFunction;
  109031. private _scene;
  109032. private _updateToMeshFunction;
  109033. private _attachedToMesh;
  109034. private _meshSpaceDirection;
  109035. private _meshSpaceOrigin;
  109036. /**
  109037. * Helper function to create a colored helper in a scene in one line.
  109038. * @param ray Defines the ray we are currently tryin to visualize
  109039. * @param scene Defines the scene the ray is used in
  109040. * @param color Defines the color we want to see the ray in
  109041. * @returns The newly created ray helper.
  109042. */
  109043. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  109044. /**
  109045. * Instantiate a new ray helper.
  109046. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  109047. * in order to better appreciate the issue one might have.
  109048. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  109049. * @param ray Defines the ray we are currently tryin to visualize
  109050. */
  109051. constructor(ray: Ray);
  109052. /**
  109053. * Shows the ray we are willing to debug.
  109054. * @param scene Defines the scene the ray needs to be rendered in
  109055. * @param color Defines the color the ray needs to be rendered in
  109056. */
  109057. show(scene: Scene, color?: Color3): void;
  109058. /**
  109059. * Hides the ray we are debugging.
  109060. */
  109061. hide(): void;
  109062. private _render;
  109063. /**
  109064. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  109065. * @param mesh Defines the mesh we want the helper attached to
  109066. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  109067. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  109068. * @param length Defines the length of the ray
  109069. */
  109070. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  109071. /**
  109072. * Detach the ray helper from the mesh it has previously been attached to.
  109073. */
  109074. detachFromMesh(): void;
  109075. private _updateToMesh;
  109076. /**
  109077. * Dispose the helper and release its associated resources.
  109078. */
  109079. dispose(): void;
  109080. }
  109081. }
  109082. declare module BABYLON.Debug {
  109083. /**
  109084. * Class used to render a debug view of a given skeleton
  109085. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  109086. */
  109087. export class SkeletonViewer {
  109088. /** defines the skeleton to render */
  109089. skeleton: Skeleton;
  109090. /** defines the mesh attached to the skeleton */
  109091. mesh: AbstractMesh;
  109092. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  109093. autoUpdateBonesMatrices: boolean;
  109094. /** defines the rendering group id to use with the viewer */
  109095. renderingGroupId: number;
  109096. /** Gets or sets the color used to render the skeleton */
  109097. color: Color3;
  109098. private _scene;
  109099. private _debugLines;
  109100. private _debugMesh;
  109101. private _isEnabled;
  109102. private _renderFunction;
  109103. private _utilityLayer;
  109104. /**
  109105. * Returns the mesh used to render the bones
  109106. */
  109107. readonly debugMesh: Nullable<LinesMesh>;
  109108. /**
  109109. * Creates a new SkeletonViewer
  109110. * @param skeleton defines the skeleton to render
  109111. * @param mesh defines the mesh attached to the skeleton
  109112. * @param scene defines the hosting scene
  109113. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  109114. * @param renderingGroupId defines the rendering group id to use with the viewer
  109115. */
  109116. constructor(
  109117. /** defines the skeleton to render */
  109118. skeleton: Skeleton,
  109119. /** defines the mesh attached to the skeleton */
  109120. mesh: AbstractMesh, scene: Scene,
  109121. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  109122. autoUpdateBonesMatrices?: boolean,
  109123. /** defines the rendering group id to use with the viewer */
  109124. renderingGroupId?: number);
  109125. /** Gets or sets a boolean indicating if the viewer is enabled */
  109126. isEnabled: boolean;
  109127. private _getBonePosition;
  109128. private _getLinesForBonesWithLength;
  109129. private _getLinesForBonesNoLength;
  109130. /** Update the viewer to sync with current skeleton state */
  109131. update(): void;
  109132. /** Release associated resources */
  109133. dispose(): void;
  109134. }
  109135. }
  109136. declare module BABYLON {
  109137. /**
  109138. * Options to create the null engine
  109139. */
  109140. export class NullEngineOptions {
  109141. /**
  109142. * Render width (Default: 512)
  109143. */
  109144. renderWidth: number;
  109145. /**
  109146. * Render height (Default: 256)
  109147. */
  109148. renderHeight: number;
  109149. /**
  109150. * Texture size (Default: 512)
  109151. */
  109152. textureSize: number;
  109153. /**
  109154. * If delta time between frames should be constant
  109155. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  109156. */
  109157. deterministicLockstep: boolean;
  109158. /**
  109159. * Maximum about of steps between frames (Default: 4)
  109160. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  109161. */
  109162. lockstepMaxSteps: number;
  109163. }
  109164. /**
  109165. * The null engine class provides support for headless version of babylon.js.
  109166. * This can be used in server side scenario or for testing purposes
  109167. */
  109168. export class NullEngine extends Engine {
  109169. private _options;
  109170. /**
  109171. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  109172. */
  109173. isDeterministicLockStep(): boolean;
  109174. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  109175. getLockstepMaxSteps(): number;
  109176. /**
  109177. * Sets hardware scaling, used to save performance if needed
  109178. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109179. */
  109180. getHardwareScalingLevel(): number;
  109181. constructor(options?: NullEngineOptions);
  109182. createVertexBuffer(vertices: FloatArray): DataBuffer;
  109183. createIndexBuffer(indices: IndicesArray): DataBuffer;
  109184. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  109185. getRenderWidth(useScreen?: boolean): number;
  109186. getRenderHeight(useScreen?: boolean): number;
  109187. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  109188. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  109189. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  109190. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  109191. bindSamplers(effect: Effect): void;
  109192. enableEffect(effect: Effect): void;
  109193. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  109194. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  109195. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  109196. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  109197. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  109198. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  109199. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  109200. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  109201. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  109202. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  109203. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  109204. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  109205. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  109206. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  109207. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  109208. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  109209. setFloat(uniform: WebGLUniformLocation, value: number): void;
  109210. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  109211. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  109212. setBool(uniform: WebGLUniformLocation, bool: number): void;
  109213. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  109214. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  109215. bindBuffers(vertexBuffers: {
  109216. [key: string]: VertexBuffer;
  109217. }, indexBuffer: DataBuffer, effect: Effect): void;
  109218. wipeCaches(bruteForce?: boolean): void;
  109219. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  109220. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  109221. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  109222. /** @hidden */
  109223. _createTexture(): WebGLTexture;
  109224. /** @hidden */
  109225. _releaseTexture(texture: InternalTexture): void;
  109226. 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;
  109227. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  109228. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  109229. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  109230. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  109231. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  109232. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  109233. areAllEffectsReady(): boolean;
  109234. /**
  109235. * @hidden
  109236. * Get the current error code of the webGL context
  109237. * @returns the error code
  109238. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  109239. */
  109240. getError(): number;
  109241. /** @hidden */
  109242. _getUnpackAlignement(): number;
  109243. /** @hidden */
  109244. _unpackFlipY(value: boolean): void;
  109245. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  109246. /**
  109247. * Updates a dynamic vertex buffer.
  109248. * @param vertexBuffer the vertex buffer to update
  109249. * @param data the data used to update the vertex buffer
  109250. * @param byteOffset the byte offset of the data (optional)
  109251. * @param byteLength the byte length of the data (optional)
  109252. */
  109253. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  109254. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  109255. /** @hidden */
  109256. _bindTexture(channel: number, texture: InternalTexture): void;
  109257. protected _deleteBuffer(buffer: WebGLBuffer): void;
  109258. releaseEffects(): void;
  109259. displayLoadingUI(): void;
  109260. hideLoadingUI(): void;
  109261. /** @hidden */
  109262. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109263. /** @hidden */
  109264. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109265. /** @hidden */
  109266. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109267. /** @hidden */
  109268. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  109269. }
  109270. }
  109271. declare module BABYLON {
  109272. /** @hidden */
  109273. export class _OcclusionDataStorage {
  109274. /** @hidden */
  109275. occlusionInternalRetryCounter: number;
  109276. /** @hidden */
  109277. isOcclusionQueryInProgress: boolean;
  109278. /** @hidden */
  109279. isOccluded: boolean;
  109280. /** @hidden */
  109281. occlusionRetryCount: number;
  109282. /** @hidden */
  109283. occlusionType: number;
  109284. /** @hidden */
  109285. occlusionQueryAlgorithmType: number;
  109286. }
  109287. interface Engine {
  109288. /**
  109289. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  109290. * @return the new query
  109291. */
  109292. createQuery(): WebGLQuery;
  109293. /**
  109294. * Delete and release a webGL query
  109295. * @param query defines the query to delete
  109296. * @return the current engine
  109297. */
  109298. deleteQuery(query: WebGLQuery): Engine;
  109299. /**
  109300. * Check if a given query has resolved and got its value
  109301. * @param query defines the query to check
  109302. * @returns true if the query got its value
  109303. */
  109304. isQueryResultAvailable(query: WebGLQuery): boolean;
  109305. /**
  109306. * Gets the value of a given query
  109307. * @param query defines the query to check
  109308. * @returns the value of the query
  109309. */
  109310. getQueryResult(query: WebGLQuery): number;
  109311. /**
  109312. * Initiates an occlusion query
  109313. * @param algorithmType defines the algorithm to use
  109314. * @param query defines the query to use
  109315. * @returns the current engine
  109316. * @see http://doc.babylonjs.com/features/occlusionquery
  109317. */
  109318. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  109319. /**
  109320. * Ends an occlusion query
  109321. * @see http://doc.babylonjs.com/features/occlusionquery
  109322. * @param algorithmType defines the algorithm to use
  109323. * @returns the current engine
  109324. */
  109325. endOcclusionQuery(algorithmType: number): Engine;
  109326. /**
  109327. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  109328. * Please note that only one query can be issued at a time
  109329. * @returns a time token used to track the time span
  109330. */
  109331. startTimeQuery(): Nullable<_TimeToken>;
  109332. /**
  109333. * Ends a time query
  109334. * @param token defines the token used to measure the time span
  109335. * @returns the time spent (in ns)
  109336. */
  109337. endTimeQuery(token: _TimeToken): int;
  109338. /** @hidden */
  109339. _currentNonTimestampToken: Nullable<_TimeToken>;
  109340. /** @hidden */
  109341. _createTimeQuery(): WebGLQuery;
  109342. /** @hidden */
  109343. _deleteTimeQuery(query: WebGLQuery): void;
  109344. /** @hidden */
  109345. _getGlAlgorithmType(algorithmType: number): number;
  109346. /** @hidden */
  109347. _getTimeQueryResult(query: WebGLQuery): any;
  109348. /** @hidden */
  109349. _getTimeQueryAvailability(query: WebGLQuery): any;
  109350. }
  109351. interface AbstractMesh {
  109352. /**
  109353. * Backing filed
  109354. * @hidden
  109355. */
  109356. __occlusionDataStorage: _OcclusionDataStorage;
  109357. /**
  109358. * Access property
  109359. * @hidden
  109360. */
  109361. _occlusionDataStorage: _OcclusionDataStorage;
  109362. /**
  109363. * 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.
  109364. * The default value is -1 which means don't break the query and wait till the result
  109365. * @see http://doc.babylonjs.com/features/occlusionquery
  109366. */
  109367. occlusionRetryCount: number;
  109368. /**
  109369. * 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:
  109370. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  109371. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  109372. * * 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.
  109373. * @see http://doc.babylonjs.com/features/occlusionquery
  109374. */
  109375. occlusionType: number;
  109376. /**
  109377. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  109378. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  109379. * * 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.
  109380. * @see http://doc.babylonjs.com/features/occlusionquery
  109381. */
  109382. occlusionQueryAlgorithmType: number;
  109383. /**
  109384. * 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
  109385. * @see http://doc.babylonjs.com/features/occlusionquery
  109386. */
  109387. isOccluded: boolean;
  109388. /**
  109389. * Flag to check the progress status of the query
  109390. * @see http://doc.babylonjs.com/features/occlusionquery
  109391. */
  109392. isOcclusionQueryInProgress: boolean;
  109393. }
  109394. }
  109395. declare module BABYLON {
  109396. /** @hidden */
  109397. export var _forceTransformFeedbackToBundle: boolean;
  109398. interface Engine {
  109399. /**
  109400. * Creates a webGL transform feedback object
  109401. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  109402. * @returns the webGL transform feedback object
  109403. */
  109404. createTransformFeedback(): WebGLTransformFeedback;
  109405. /**
  109406. * Delete a webGL transform feedback object
  109407. * @param value defines the webGL transform feedback object to delete
  109408. */
  109409. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  109410. /**
  109411. * Bind a webGL transform feedback object to the webgl context
  109412. * @param value defines the webGL transform feedback object to bind
  109413. */
  109414. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  109415. /**
  109416. * Begins a transform feedback operation
  109417. * @param usePoints defines if points or triangles must be used
  109418. */
  109419. beginTransformFeedback(usePoints: boolean): void;
  109420. /**
  109421. * Ends a transform feedback operation
  109422. */
  109423. endTransformFeedback(): void;
  109424. /**
  109425. * Specify the varyings to use with transform feedback
  109426. * @param program defines the associated webGL program
  109427. * @param value defines the list of strings representing the varying names
  109428. */
  109429. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  109430. /**
  109431. * Bind a webGL buffer for a transform feedback operation
  109432. * @param value defines the webGL buffer to bind
  109433. */
  109434. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  109435. }
  109436. }
  109437. declare module BABYLON {
  109438. /**
  109439. * Creation options of the multi render target texture.
  109440. */
  109441. export interface IMultiRenderTargetOptions {
  109442. /**
  109443. * Define if the texture needs to create mip maps after render.
  109444. */
  109445. generateMipMaps?: boolean;
  109446. /**
  109447. * Define the types of all the draw buffers we want to create
  109448. */
  109449. types?: number[];
  109450. /**
  109451. * Define the sampling modes of all the draw buffers we want to create
  109452. */
  109453. samplingModes?: number[];
  109454. /**
  109455. * Define if a depth buffer is required
  109456. */
  109457. generateDepthBuffer?: boolean;
  109458. /**
  109459. * Define if a stencil buffer is required
  109460. */
  109461. generateStencilBuffer?: boolean;
  109462. /**
  109463. * Define if a depth texture is required instead of a depth buffer
  109464. */
  109465. generateDepthTexture?: boolean;
  109466. /**
  109467. * Define the number of desired draw buffers
  109468. */
  109469. textureCount?: number;
  109470. /**
  109471. * Define if aspect ratio should be adapted to the texture or stay the scene one
  109472. */
  109473. doNotChangeAspectRatio?: boolean;
  109474. /**
  109475. * Define the default type of the buffers we are creating
  109476. */
  109477. defaultType?: number;
  109478. }
  109479. /**
  109480. * A multi render target, like a render target provides the ability to render to a texture.
  109481. * Unlike the render target, it can render to several draw buffers in one draw.
  109482. * This is specially interesting in deferred rendering or for any effects requiring more than
  109483. * just one color from a single pass.
  109484. */
  109485. export class MultiRenderTarget extends RenderTargetTexture {
  109486. private _internalTextures;
  109487. private _textures;
  109488. private _multiRenderTargetOptions;
  109489. /**
  109490. * Get if draw buffers are currently supported by the used hardware and browser.
  109491. */
  109492. readonly isSupported: boolean;
  109493. /**
  109494. * Get the list of textures generated by the multi render target.
  109495. */
  109496. readonly textures: Texture[];
  109497. /**
  109498. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  109499. */
  109500. readonly depthTexture: Texture;
  109501. /**
  109502. * Set the wrapping mode on U of all the textures we are rendering to.
  109503. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  109504. */
  109505. wrapU: number;
  109506. /**
  109507. * Set the wrapping mode on V of all the textures we are rendering to.
  109508. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  109509. */
  109510. wrapV: number;
  109511. /**
  109512. * Instantiate a new multi render target texture.
  109513. * A multi render target, like a render target provides the ability to render to a texture.
  109514. * Unlike the render target, it can render to several draw buffers in one draw.
  109515. * This is specially interesting in deferred rendering or for any effects requiring more than
  109516. * just one color from a single pass.
  109517. * @param name Define the name of the texture
  109518. * @param size Define the size of the buffers to render to
  109519. * @param count Define the number of target we are rendering into
  109520. * @param scene Define the scene the texture belongs to
  109521. * @param options Define the options used to create the multi render target
  109522. */
  109523. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  109524. /** @hidden */
  109525. _rebuild(): void;
  109526. private _createInternalTextures;
  109527. private _createTextures;
  109528. /**
  109529. * Define the number of samples used if MSAA is enabled.
  109530. */
  109531. samples: number;
  109532. /**
  109533. * Resize all the textures in the multi render target.
  109534. * Be carrefull as it will recreate all the data in the new texture.
  109535. * @param size Define the new size
  109536. */
  109537. resize(size: any): void;
  109538. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  109539. /**
  109540. * Dispose the render targets and their associated resources
  109541. */
  109542. dispose(): void;
  109543. /**
  109544. * Release all the underlying texture used as draw buffers.
  109545. */
  109546. releaseInternalTextures(): void;
  109547. }
  109548. }
  109549. declare module BABYLON {
  109550. interface Engine {
  109551. /**
  109552. * Unbind a list of render target textures from the webGL context
  109553. * This is used only when drawBuffer extension or webGL2 are active
  109554. * @param textures defines the render target textures to unbind
  109555. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  109556. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  109557. */
  109558. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  109559. /**
  109560. * Create a multi render target texture
  109561. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  109562. * @param size defines the size of the texture
  109563. * @param options defines the creation options
  109564. * @returns the cube texture as an InternalTexture
  109565. */
  109566. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  109567. /**
  109568. * Update the sample count for a given multiple render target texture
  109569. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  109570. * @param textures defines the textures to update
  109571. * @param samples defines the sample count to set
  109572. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  109573. */
  109574. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  109575. }
  109576. }
  109577. declare module BABYLON {
  109578. /** @hidden */
  109579. export var rgbdEncodePixelShader: {
  109580. name: string;
  109581. shader: string;
  109582. };
  109583. }
  109584. declare module BABYLON {
  109585. /** @hidden */
  109586. export var rgbdDecodePixelShader: {
  109587. name: string;
  109588. shader: string;
  109589. };
  109590. }
  109591. declare module BABYLON {
  109592. /**
  109593. * Raw texture data and descriptor sufficient for WebGL texture upload
  109594. */
  109595. export interface EnvironmentTextureInfo {
  109596. /**
  109597. * Version of the environment map
  109598. */
  109599. version: number;
  109600. /**
  109601. * Width of image
  109602. */
  109603. width: number;
  109604. /**
  109605. * Irradiance information stored in the file.
  109606. */
  109607. irradiance: any;
  109608. /**
  109609. * Specular information stored in the file.
  109610. */
  109611. specular: any;
  109612. }
  109613. /**
  109614. * Defines One Image in the file. It requires only the position in the file
  109615. * as well as the length.
  109616. */
  109617. interface BufferImageData {
  109618. /**
  109619. * Length of the image data.
  109620. */
  109621. length: number;
  109622. /**
  109623. * Position of the data from the null terminator delimiting the end of the JSON.
  109624. */
  109625. position: number;
  109626. }
  109627. /**
  109628. * Defines the specular data enclosed in the file.
  109629. * This corresponds to the version 1 of the data.
  109630. */
  109631. export interface EnvironmentTextureSpecularInfoV1 {
  109632. /**
  109633. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  109634. */
  109635. specularDataPosition?: number;
  109636. /**
  109637. * This contains all the images data needed to reconstruct the cubemap.
  109638. */
  109639. mipmaps: Array<BufferImageData>;
  109640. /**
  109641. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  109642. */
  109643. lodGenerationScale: number;
  109644. }
  109645. /**
  109646. * Sets of helpers addressing the serialization and deserialization of environment texture
  109647. * stored in a BabylonJS env file.
  109648. * Those files are usually stored as .env files.
  109649. */
  109650. export class EnvironmentTextureTools {
  109651. /**
  109652. * Magic number identifying the env file.
  109653. */
  109654. private static _MagicBytes;
  109655. /**
  109656. * Gets the environment info from an env file.
  109657. * @param data The array buffer containing the .env bytes.
  109658. * @returns the environment file info (the json header) if successfully parsed.
  109659. */
  109660. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  109661. /**
  109662. * Creates an environment texture from a loaded cube texture.
  109663. * @param texture defines the cube texture to convert in env file
  109664. * @return a promise containing the environment data if succesfull.
  109665. */
  109666. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  109667. /**
  109668. * Creates a JSON representation of the spherical data.
  109669. * @param texture defines the texture containing the polynomials
  109670. * @return the JSON representation of the spherical info
  109671. */
  109672. private static _CreateEnvTextureIrradiance;
  109673. /**
  109674. * Creates the ArrayBufferViews used for initializing environment texture image data.
  109675. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  109676. * @param info parameters that determine what views will be created for accessing the underlying buffer
  109677. * @return the views described by info providing access to the underlying buffer
  109678. */
  109679. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  109680. /**
  109681. * Uploads the texture info contained in the env file to the GPU.
  109682. * @param texture defines the internal texture to upload to
  109683. * @param arrayBuffer defines the buffer cotaining the data to load
  109684. * @param info defines the texture info retrieved through the GetEnvInfo method
  109685. * @returns a promise
  109686. */
  109687. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  109688. /**
  109689. * Uploads the levels of image data to the GPU.
  109690. * @param texture defines the internal texture to upload to
  109691. * @param imageData defines the array buffer views of image data [mipmap][face]
  109692. * @returns a promise
  109693. */
  109694. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  109695. /**
  109696. * Uploads spherical polynomials information to the texture.
  109697. * @param texture defines the texture we are trying to upload the information to
  109698. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  109699. */
  109700. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  109701. /** @hidden */
  109702. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  109703. }
  109704. }
  109705. declare module BABYLON {
  109706. /**
  109707. * Contains position and normal vectors for a vertex
  109708. */
  109709. export class PositionNormalVertex {
  109710. /** the position of the vertex (defaut: 0,0,0) */
  109711. position: Vector3;
  109712. /** the normal of the vertex (defaut: 0,1,0) */
  109713. normal: Vector3;
  109714. /**
  109715. * Creates a PositionNormalVertex
  109716. * @param position the position of the vertex (defaut: 0,0,0)
  109717. * @param normal the normal of the vertex (defaut: 0,1,0)
  109718. */
  109719. constructor(
  109720. /** the position of the vertex (defaut: 0,0,0) */
  109721. position?: Vector3,
  109722. /** the normal of the vertex (defaut: 0,1,0) */
  109723. normal?: Vector3);
  109724. /**
  109725. * Clones the PositionNormalVertex
  109726. * @returns the cloned PositionNormalVertex
  109727. */
  109728. clone(): PositionNormalVertex;
  109729. }
  109730. /**
  109731. * Contains position, normal and uv vectors for a vertex
  109732. */
  109733. export class PositionNormalTextureVertex {
  109734. /** the position of the vertex (defaut: 0,0,0) */
  109735. position: Vector3;
  109736. /** the normal of the vertex (defaut: 0,1,0) */
  109737. normal: Vector3;
  109738. /** the uv of the vertex (default: 0,0) */
  109739. uv: Vector2;
  109740. /**
  109741. * Creates a PositionNormalTextureVertex
  109742. * @param position the position of the vertex (defaut: 0,0,0)
  109743. * @param normal the normal of the vertex (defaut: 0,1,0)
  109744. * @param uv the uv of the vertex (default: 0,0)
  109745. */
  109746. constructor(
  109747. /** the position of the vertex (defaut: 0,0,0) */
  109748. position?: Vector3,
  109749. /** the normal of the vertex (defaut: 0,1,0) */
  109750. normal?: Vector3,
  109751. /** the uv of the vertex (default: 0,0) */
  109752. uv?: Vector2);
  109753. /**
  109754. * Clones the PositionNormalTextureVertex
  109755. * @returns the cloned PositionNormalTextureVertex
  109756. */
  109757. clone(): PositionNormalTextureVertex;
  109758. }
  109759. }
  109760. declare module BABYLON {
  109761. /** @hidden */
  109762. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  109763. private _genericAttributeLocation;
  109764. private _varyingLocationCount;
  109765. private _varyingLocationMap;
  109766. private _replacements;
  109767. private _textureCount;
  109768. private _uniforms;
  109769. lineProcessor(line: string): string;
  109770. attributeProcessor(attribute: string): string;
  109771. varyingProcessor(varying: string, isFragment: boolean): string;
  109772. uniformProcessor(uniform: string): string;
  109773. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  109774. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  109775. }
  109776. }
  109777. declare module BABYLON {
  109778. /**
  109779. * Container for accessors for natively-stored mesh data buffers.
  109780. */
  109781. class NativeDataBuffer extends DataBuffer {
  109782. /**
  109783. * Accessor value used to identify/retrieve a natively-stored index buffer.
  109784. */
  109785. nativeIndexBuffer?: any;
  109786. /**
  109787. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  109788. */
  109789. nativeVertexBuffer?: any;
  109790. }
  109791. /** @hidden */
  109792. export class NativeEngine extends Engine {
  109793. private readonly _native;
  109794. getHardwareScalingLevel(): number;
  109795. constructor();
  109796. /**
  109797. * Can be used to override the current requestAnimationFrame requester.
  109798. * @hidden
  109799. */
  109800. protected _queueNewFrame(bindedRenderFunction: any, requester: any): number;
  109801. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  109802. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  109803. createVertexBuffer(data: DataArray): NativeDataBuffer;
  109804. recordVertexArrayObject(vertexBuffers: {
  109805. [key: string]: VertexBuffer;
  109806. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  109807. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  109808. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  109809. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  109810. /**
  109811. * Draw a list of indexed primitives
  109812. * @param fillMode defines the primitive to use
  109813. * @param indexStart defines the starting index
  109814. * @param indexCount defines the number of index to draw
  109815. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  109816. */
  109817. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  109818. /**
  109819. * Draw a list of unindexed primitives
  109820. * @param fillMode defines the primitive to use
  109821. * @param verticesStart defines the index of first vertex to draw
  109822. * @param verticesCount defines the count of vertices to draw
  109823. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  109824. */
  109825. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  109826. createPipelineContext(): IPipelineContext;
  109827. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  109828. /** @hidden */
  109829. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  109830. /** @hidden */
  109831. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  109832. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  109833. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  109834. protected _setProgram(program: WebGLProgram): void;
  109835. _releaseEffect(effect: Effect): void;
  109836. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  109837. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  109838. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  109839. bindSamplers(effect: Effect): void;
  109840. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  109841. getRenderWidth(useScreen?: boolean): number;
  109842. getRenderHeight(useScreen?: boolean): number;
  109843. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  109844. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  109845. /**
  109846. * Set the z offset to apply to current rendering
  109847. * @param value defines the offset to apply
  109848. */
  109849. setZOffset(value: number): void;
  109850. /**
  109851. * Gets the current value of the zOffset
  109852. * @returns the current zOffset state
  109853. */
  109854. getZOffset(): number;
  109855. /**
  109856. * Enable or disable depth buffering
  109857. * @param enable defines the state to set
  109858. */
  109859. setDepthBuffer(enable: boolean): void;
  109860. /**
  109861. * Gets a boolean indicating if depth writing is enabled
  109862. * @returns the current depth writing state
  109863. */
  109864. getDepthWrite(): boolean;
  109865. /**
  109866. * Enable or disable depth writing
  109867. * @param enable defines the state to set
  109868. */
  109869. setDepthWrite(enable: boolean): void;
  109870. /**
  109871. * Enable or disable color writing
  109872. * @param enable defines the state to set
  109873. */
  109874. setColorWrite(enable: boolean): void;
  109875. /**
  109876. * Gets a boolean indicating if color writing is enabled
  109877. * @returns the current color writing state
  109878. */
  109879. getColorWrite(): boolean;
  109880. /**
  109881. * Sets alpha constants used by some alpha blending modes
  109882. * @param r defines the red component
  109883. * @param g defines the green component
  109884. * @param b defines the blue component
  109885. * @param a defines the alpha component
  109886. */
  109887. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  109888. /**
  109889. * Sets the current alpha mode
  109890. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  109891. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  109892. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  109893. */
  109894. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  109895. /**
  109896. * Gets the current alpha mode
  109897. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  109898. * @returns the current alpha mode
  109899. */
  109900. getAlphaMode(): number;
  109901. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  109902. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  109903. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  109904. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  109905. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  109906. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  109907. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  109908. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  109909. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  109910. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  109911. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  109912. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  109913. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  109914. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  109915. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  109916. setFloat(uniform: WebGLUniformLocation, value: number): void;
  109917. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  109918. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  109919. setBool(uniform: WebGLUniformLocation, bool: number): void;
  109920. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  109921. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  109922. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  109923. wipeCaches(bruteForce?: boolean): void;
  109924. _createTexture(): WebGLTexture;
  109925. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  109926. /**
  109927. * Usually called from BABYLON.Texture.ts.
  109928. * Passed information to create a WebGLTexture
  109929. * @param urlArg defines a value which contains one of the following:
  109930. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  109931. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  109932. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  109933. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  109934. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  109935. * @param scene needed for loading to the correct scene
  109936. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  109937. * @param onLoad optional callback to be called upon successful completion
  109938. * @param onError optional callback to be called upon failure
  109939. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  109940. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  109941. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  109942. * @param forcedExtension defines the extension to use to pick the right loader
  109943. * @returns a InternalTexture for assignment back into BABYLON.Texture
  109944. */
  109945. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>): InternalTexture;
  109946. /**
  109947. * Creates a cube texture
  109948. * @param rootUrl defines the url where the files to load is located
  109949. * @param scene defines the current scene
  109950. * @param files defines the list of files to load (1 per face)
  109951. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  109952. * @param onLoad defines an optional callback raised when the texture is loaded
  109953. * @param onError defines an optional callback raised if there is an issue to load the texture
  109954. * @param format defines the format of the data
  109955. * @param forcedExtension defines the extension to use to pick the right loader
  109956. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  109957. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  109958. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  109959. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  109960. * @returns the cube texture as an InternalTexture
  109961. */
  109962. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap?: boolean, onLoad?: Nullable<(data?: any) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number, fallback?: Nullable<InternalTexture>): InternalTexture;
  109963. private _getSamplingFilter;
  109964. private static _GetNativeTextureFormat;
  109965. createRenderTargetTexture(size: number | {
  109966. width: number;
  109967. height: number;
  109968. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  109969. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  109970. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  109971. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  109972. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  109973. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  109974. /**
  109975. * Updates a dynamic vertex buffer.
  109976. * @param vertexBuffer the vertex buffer to update
  109977. * @param data the data used to update the vertex buffer
  109978. * @param byteOffset the byte offset of the data (optional)
  109979. * @param byteLength the byte length of the data (optional)
  109980. */
  109981. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  109982. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  109983. private _updateAnisotropicLevel;
  109984. private _getAddressMode;
  109985. /** @hidden */
  109986. _bindTexture(channel: number, texture: InternalTexture): void;
  109987. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  109988. releaseEffects(): void;
  109989. /** @hidden */
  109990. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109991. /** @hidden */
  109992. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109993. /** @hidden */
  109994. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109995. /** @hidden */
  109996. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  109997. }
  109998. }
  109999. declare module BABYLON {
  110000. /**
  110001. * Gather the list of clipboard event types as constants.
  110002. */
  110003. export class ClipboardEventTypes {
  110004. /**
  110005. * The clipboard event is fired when a copy command is active (pressed).
  110006. */
  110007. static readonly COPY: number;
  110008. /**
  110009. * The clipboard event is fired when a cut command is active (pressed).
  110010. */
  110011. static readonly CUT: number;
  110012. /**
  110013. * The clipboard event is fired when a paste command is active (pressed).
  110014. */
  110015. static readonly PASTE: number;
  110016. }
  110017. /**
  110018. * This class is used to store clipboard related info for the onClipboardObservable event.
  110019. */
  110020. export class ClipboardInfo {
  110021. /**
  110022. * Defines the type of event (BABYLON.ClipboardEventTypes)
  110023. */
  110024. type: number;
  110025. /**
  110026. * Defines the related dom event
  110027. */
  110028. event: ClipboardEvent;
  110029. /**
  110030. *Creates an instance of ClipboardInfo.
  110031. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  110032. * @param event Defines the related dom event
  110033. */
  110034. constructor(
  110035. /**
  110036. * Defines the type of event (BABYLON.ClipboardEventTypes)
  110037. */
  110038. type: number,
  110039. /**
  110040. * Defines the related dom event
  110041. */
  110042. event: ClipboardEvent);
  110043. /**
  110044. * Get the clipboard event's type from the keycode.
  110045. * @param keyCode Defines the keyCode for the current keyboard event.
  110046. * @return {number}
  110047. */
  110048. static GetTypeFromCharacter(keyCode: number): number;
  110049. }
  110050. }
  110051. declare module BABYLON {
  110052. /**
  110053. * Google Daydream controller
  110054. */
  110055. export class DaydreamController extends WebVRController {
  110056. /**
  110057. * Base Url for the controller model.
  110058. */
  110059. static MODEL_BASE_URL: string;
  110060. /**
  110061. * File name for the controller model.
  110062. */
  110063. static MODEL_FILENAME: string;
  110064. /**
  110065. * Gamepad Id prefix used to identify Daydream Controller.
  110066. */
  110067. static readonly GAMEPAD_ID_PREFIX: string;
  110068. /**
  110069. * Creates a new DaydreamController from a gamepad
  110070. * @param vrGamepad the gamepad that the controller should be created from
  110071. */
  110072. constructor(vrGamepad: any);
  110073. /**
  110074. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  110075. * @param scene scene in which to add meshes
  110076. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  110077. */
  110078. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  110079. /**
  110080. * Called once for each button that changed state since the last frame
  110081. * @param buttonIdx Which button index changed
  110082. * @param state New state of the button
  110083. * @param changes Which properties on the state changed since last frame
  110084. */
  110085. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110086. }
  110087. }
  110088. declare module BABYLON {
  110089. /**
  110090. * Gear VR Controller
  110091. */
  110092. export class GearVRController extends WebVRController {
  110093. /**
  110094. * Base Url for the controller model.
  110095. */
  110096. static MODEL_BASE_URL: string;
  110097. /**
  110098. * File name for the controller model.
  110099. */
  110100. static MODEL_FILENAME: string;
  110101. /**
  110102. * Gamepad Id prefix used to identify this controller.
  110103. */
  110104. static readonly GAMEPAD_ID_PREFIX: string;
  110105. private readonly _buttonIndexToObservableNameMap;
  110106. /**
  110107. * Creates a new GearVRController from a gamepad
  110108. * @param vrGamepad the gamepad that the controller should be created from
  110109. */
  110110. constructor(vrGamepad: any);
  110111. /**
  110112. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  110113. * @param scene scene in which to add meshes
  110114. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  110115. */
  110116. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  110117. /**
  110118. * Called once for each button that changed state since the last frame
  110119. * @param buttonIdx Which button index changed
  110120. * @param state New state of the button
  110121. * @param changes Which properties on the state changed since last frame
  110122. */
  110123. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110124. }
  110125. }
  110126. declare module BABYLON {
  110127. /**
  110128. * Class containing static functions to help procedurally build meshes
  110129. */
  110130. export class PolyhedronBuilder {
  110131. /**
  110132. * Creates a polyhedron mesh
  110133. * * 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
  110134. * * The parameter `size` (positive float, default 1) sets the polygon size
  110135. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  110136. * * 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`
  110137. * * 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
  110138. * * 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)`)
  110139. * * 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
  110140. * * 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
  110141. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  110142. * * If you create a double-sided mesh, you can choose what parts of 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
  110143. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  110144. * @param name defines the name of the mesh
  110145. * @param options defines the options used to create the mesh
  110146. * @param scene defines the hosting scene
  110147. * @returns the polyhedron mesh
  110148. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  110149. */
  110150. static CreatePolyhedron(name: string, options: {
  110151. type?: number;
  110152. size?: number;
  110153. sizeX?: number;
  110154. sizeY?: number;
  110155. sizeZ?: number;
  110156. custom?: any;
  110157. faceUV?: Vector4[];
  110158. faceColors?: Color4[];
  110159. flat?: boolean;
  110160. updatable?: boolean;
  110161. sideOrientation?: number;
  110162. frontUVs?: Vector4;
  110163. backUVs?: Vector4;
  110164. }, scene?: Nullable<Scene>): Mesh;
  110165. }
  110166. }
  110167. declare module BABYLON {
  110168. /**
  110169. * Gizmo that enables scaling a mesh along 3 axis
  110170. */
  110171. export class ScaleGizmo extends Gizmo {
  110172. /**
  110173. * Internal gizmo used for interactions on the x axis
  110174. */
  110175. xGizmo: AxisScaleGizmo;
  110176. /**
  110177. * Internal gizmo used for interactions on the y axis
  110178. */
  110179. yGizmo: AxisScaleGizmo;
  110180. /**
  110181. * Internal gizmo used for interactions on the z axis
  110182. */
  110183. zGizmo: AxisScaleGizmo;
  110184. /**
  110185. * Internal gizmo used to scale all axis equally
  110186. */
  110187. uniformScaleGizmo: AxisScaleGizmo;
  110188. private _meshAttached;
  110189. private _updateGizmoRotationToMatchAttachedMesh;
  110190. private _snapDistance;
  110191. private _scaleRatio;
  110192. private _uniformScalingMesh;
  110193. private _octahedron;
  110194. /** Fires an event when any of it's sub gizmos are dragged */
  110195. onDragStartObservable: Observable<unknown>;
  110196. /** Fires an event when any of it's sub gizmos are released from dragging */
  110197. onDragEndObservable: Observable<unknown>;
  110198. attachedMesh: Nullable<AbstractMesh>;
  110199. /**
  110200. * Creates a ScaleGizmo
  110201. * @param gizmoLayer The utility layer the gizmo will be added to
  110202. */
  110203. constructor(gizmoLayer?: UtilityLayerRenderer);
  110204. updateGizmoRotationToMatchAttachedMesh: boolean;
  110205. /**
  110206. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110207. */
  110208. snapDistance: number;
  110209. /**
  110210. * Ratio for the scale of the gizmo (Default: 1)
  110211. */
  110212. scaleRatio: number;
  110213. /**
  110214. * Disposes of the gizmo
  110215. */
  110216. dispose(): void;
  110217. }
  110218. }
  110219. declare module BABYLON {
  110220. /**
  110221. * Single axis scale gizmo
  110222. */
  110223. export class AxisScaleGizmo extends Gizmo {
  110224. /**
  110225. * Drag behavior responsible for the gizmos dragging interactions
  110226. */
  110227. dragBehavior: PointerDragBehavior;
  110228. private _pointerObserver;
  110229. /**
  110230. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110231. */
  110232. snapDistance: number;
  110233. /**
  110234. * Event that fires each time the gizmo snaps to a new location.
  110235. * * snapDistance is the the change in distance
  110236. */
  110237. onSnapObservable: Observable<{
  110238. snapDistance: number;
  110239. }>;
  110240. /**
  110241. * If the scaling operation should be done on all axis (default: false)
  110242. */
  110243. uniformScaling: boolean;
  110244. private _isEnabled;
  110245. private _parent;
  110246. private _arrow;
  110247. private _coloredMaterial;
  110248. private _hoverMaterial;
  110249. /**
  110250. * Creates an AxisScaleGizmo
  110251. * @param gizmoLayer The utility layer the gizmo will be added to
  110252. * @param dragAxis The axis which the gizmo will be able to scale on
  110253. * @param color The color of the gizmo
  110254. */
  110255. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  110256. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110257. /**
  110258. * If the gizmo is enabled
  110259. */
  110260. isEnabled: boolean;
  110261. /**
  110262. * Disposes of the gizmo
  110263. */
  110264. dispose(): void;
  110265. /**
  110266. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  110267. * @param mesh The mesh to replace the default mesh of the gizmo
  110268. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  110269. */
  110270. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  110271. }
  110272. }
  110273. declare module BABYLON {
  110274. /**
  110275. * Bounding box gizmo
  110276. */
  110277. export class BoundingBoxGizmo extends Gizmo {
  110278. private _lineBoundingBox;
  110279. private _rotateSpheresParent;
  110280. private _scaleBoxesParent;
  110281. private _boundingDimensions;
  110282. private _renderObserver;
  110283. private _pointerObserver;
  110284. private _scaleDragSpeed;
  110285. private _tmpQuaternion;
  110286. private _tmpVector;
  110287. private _tmpRotationMatrix;
  110288. /**
  110289. * 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)
  110290. */
  110291. ignoreChildren: boolean;
  110292. /**
  110293. * 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)
  110294. */
  110295. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  110296. /**
  110297. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  110298. */
  110299. rotationSphereSize: number;
  110300. /**
  110301. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  110302. */
  110303. scaleBoxSize: number;
  110304. /**
  110305. * 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)
  110306. */
  110307. fixedDragMeshScreenSize: boolean;
  110308. /**
  110309. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  110310. */
  110311. fixedDragMeshScreenSizeDistanceFactor: number;
  110312. /**
  110313. * Fired when a rotation sphere or scale box is dragged
  110314. */
  110315. onDragStartObservable: Observable<{}>;
  110316. /**
  110317. * Fired when a scale box is dragged
  110318. */
  110319. onScaleBoxDragObservable: Observable<{}>;
  110320. /**
  110321. * Fired when a scale box drag is ended
  110322. */
  110323. onScaleBoxDragEndObservable: Observable<{}>;
  110324. /**
  110325. * Fired when a rotation sphere is dragged
  110326. */
  110327. onRotationSphereDragObservable: Observable<{}>;
  110328. /**
  110329. * Fired when a rotation sphere drag is ended
  110330. */
  110331. onRotationSphereDragEndObservable: Observable<{}>;
  110332. /**
  110333. * 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)
  110334. */
  110335. scalePivot: Nullable<Vector3>;
  110336. /**
  110337. * Mesh used as a pivot to rotate the attached mesh
  110338. */
  110339. private _anchorMesh;
  110340. private _existingMeshScale;
  110341. private _dragMesh;
  110342. private pointerDragBehavior;
  110343. private coloredMaterial;
  110344. private hoverColoredMaterial;
  110345. /**
  110346. * Sets the color of the bounding box gizmo
  110347. * @param color the color to set
  110348. */
  110349. setColor(color: Color3): void;
  110350. /**
  110351. * Creates an BoundingBoxGizmo
  110352. * @param gizmoLayer The utility layer the gizmo will be added to
  110353. * @param color The color of the gizmo
  110354. */
  110355. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  110356. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110357. private _selectNode;
  110358. /**
  110359. * Updates the bounding box information for the Gizmo
  110360. */
  110361. updateBoundingBox(): void;
  110362. private _updateRotationSpheres;
  110363. private _updateScaleBoxes;
  110364. /**
  110365. * Enables rotation on the specified axis and disables rotation on the others
  110366. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  110367. */
  110368. setEnabledRotationAxis(axis: string): void;
  110369. /**
  110370. * Enables/disables scaling
  110371. * @param enable if scaling should be enabled
  110372. */
  110373. setEnabledScaling(enable: boolean): void;
  110374. private _updateDummy;
  110375. /**
  110376. * Enables a pointer drag behavior on the bounding box of the gizmo
  110377. */
  110378. enableDragBehavior(): void;
  110379. /**
  110380. * Disposes of the gizmo
  110381. */
  110382. dispose(): void;
  110383. /**
  110384. * 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)
  110385. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  110386. * @returns the bounding box mesh with the passed in mesh as a child
  110387. */
  110388. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  110389. /**
  110390. * CustomMeshes are not supported by this gizmo
  110391. * @param mesh The mesh to replace the default mesh of the gizmo
  110392. */
  110393. setCustomMesh(mesh: Mesh): void;
  110394. }
  110395. }
  110396. declare module BABYLON {
  110397. /**
  110398. * Single plane rotation gizmo
  110399. */
  110400. export class PlaneRotationGizmo extends Gizmo {
  110401. /**
  110402. * Drag behavior responsible for the gizmos dragging interactions
  110403. */
  110404. dragBehavior: PointerDragBehavior;
  110405. private _pointerObserver;
  110406. /**
  110407. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  110408. */
  110409. snapDistance: number;
  110410. /**
  110411. * Event that fires each time the gizmo snaps to a new location.
  110412. * * snapDistance is the the change in distance
  110413. */
  110414. onSnapObservable: Observable<{
  110415. snapDistance: number;
  110416. }>;
  110417. private _isEnabled;
  110418. private _parent;
  110419. /**
  110420. * Creates a PlaneRotationGizmo
  110421. * @param gizmoLayer The utility layer the gizmo will be added to
  110422. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  110423. * @param color The color of the gizmo
  110424. * @param tessellation Amount of tessellation to be used when creating rotation circles
  110425. * @param useEulerRotation Use and update Euler angle instead of quaternion
  110426. */
  110427. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  110428. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110429. /**
  110430. * If the gizmo is enabled
  110431. */
  110432. isEnabled: boolean;
  110433. /**
  110434. * Disposes of the gizmo
  110435. */
  110436. dispose(): void;
  110437. }
  110438. }
  110439. declare module BABYLON {
  110440. /**
  110441. * Gizmo that enables rotating a mesh along 3 axis
  110442. */
  110443. export class RotationGizmo extends Gizmo {
  110444. /**
  110445. * Internal gizmo used for interactions on the x axis
  110446. */
  110447. xGizmo: PlaneRotationGizmo;
  110448. /**
  110449. * Internal gizmo used for interactions on the y axis
  110450. */
  110451. yGizmo: PlaneRotationGizmo;
  110452. /**
  110453. * Internal gizmo used for interactions on the z axis
  110454. */
  110455. zGizmo: PlaneRotationGizmo;
  110456. /** Fires an event when any of it's sub gizmos are dragged */
  110457. onDragStartObservable: Observable<unknown>;
  110458. /** Fires an event when any of it's sub gizmos are released from dragging */
  110459. onDragEndObservable: Observable<unknown>;
  110460. private _meshAttached;
  110461. attachedMesh: Nullable<AbstractMesh>;
  110462. /**
  110463. * Creates a RotationGizmo
  110464. * @param gizmoLayer The utility layer the gizmo will be added to
  110465. * @param tessellation Amount of tessellation to be used when creating rotation circles
  110466. * @param useEulerRotation Use and update Euler angle instead of quaternion
  110467. */
  110468. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  110469. updateGizmoRotationToMatchAttachedMesh: boolean;
  110470. /**
  110471. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110472. */
  110473. snapDistance: number;
  110474. /**
  110475. * Ratio for the scale of the gizmo (Default: 1)
  110476. */
  110477. scaleRatio: number;
  110478. /**
  110479. * Disposes of the gizmo
  110480. */
  110481. dispose(): void;
  110482. /**
  110483. * CustomMeshes are not supported by this gizmo
  110484. * @param mesh The mesh to replace the default mesh of the gizmo
  110485. */
  110486. setCustomMesh(mesh: Mesh): void;
  110487. }
  110488. }
  110489. declare module BABYLON {
  110490. /**
  110491. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  110492. */
  110493. export class GizmoManager implements IDisposable {
  110494. private scene;
  110495. /**
  110496. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  110497. */
  110498. gizmos: {
  110499. positionGizmo: Nullable<PositionGizmo>;
  110500. rotationGizmo: Nullable<RotationGizmo>;
  110501. scaleGizmo: Nullable<ScaleGizmo>;
  110502. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  110503. };
  110504. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  110505. clearGizmoOnEmptyPointerEvent: boolean;
  110506. /** Fires an event when the manager is attached to a mesh */
  110507. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  110508. private _gizmosEnabled;
  110509. private _pointerObserver;
  110510. private _attachedMesh;
  110511. private _boundingBoxColor;
  110512. private _defaultUtilityLayer;
  110513. private _defaultKeepDepthUtilityLayer;
  110514. /**
  110515. * When bounding box gizmo is enabled, this can be used to track drag/end events
  110516. */
  110517. boundingBoxDragBehavior: SixDofDragBehavior;
  110518. /**
  110519. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  110520. */
  110521. attachableMeshes: Nullable<Array<AbstractMesh>>;
  110522. /**
  110523. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  110524. */
  110525. usePointerToAttachGizmos: boolean;
  110526. /**
  110527. * Utility layer that the bounding box gizmo belongs to
  110528. */
  110529. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  110530. /**
  110531. * Utility layer that all gizmos besides bounding box belong to
  110532. */
  110533. readonly utilityLayer: UtilityLayerRenderer;
  110534. /**
  110535. * Instatiates a gizmo manager
  110536. * @param scene the scene to overlay the gizmos on top of
  110537. */
  110538. constructor(scene: Scene);
  110539. /**
  110540. * Attaches a set of gizmos to the specified mesh
  110541. * @param mesh The mesh the gizmo's should be attached to
  110542. */
  110543. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  110544. /**
  110545. * If the position gizmo is enabled
  110546. */
  110547. positionGizmoEnabled: boolean;
  110548. /**
  110549. * If the rotation gizmo is enabled
  110550. */
  110551. rotationGizmoEnabled: boolean;
  110552. /**
  110553. * If the scale gizmo is enabled
  110554. */
  110555. scaleGizmoEnabled: boolean;
  110556. /**
  110557. * If the boundingBox gizmo is enabled
  110558. */
  110559. boundingBoxGizmoEnabled: boolean;
  110560. /**
  110561. * Disposes of the gizmo manager
  110562. */
  110563. dispose(): void;
  110564. }
  110565. }
  110566. declare module BABYLON {
  110567. /**
  110568. * A directional light is defined by a direction (what a surprise!).
  110569. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  110570. * 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.
  110571. * Documentation: https://doc.babylonjs.com/babylon101/lights
  110572. */
  110573. export class DirectionalLight extends ShadowLight {
  110574. private _shadowFrustumSize;
  110575. /**
  110576. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  110577. */
  110578. /**
  110579. * Specifies a fix frustum size for the shadow generation.
  110580. */
  110581. shadowFrustumSize: number;
  110582. private _shadowOrthoScale;
  110583. /**
  110584. * Gets the shadow projection scale against the optimal computed one.
  110585. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  110586. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  110587. */
  110588. /**
  110589. * Sets the shadow projection scale against the optimal computed one.
  110590. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  110591. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  110592. */
  110593. shadowOrthoScale: number;
  110594. /**
  110595. * Automatically compute the projection matrix to best fit (including all the casters)
  110596. * on each frame.
  110597. */
  110598. autoUpdateExtends: boolean;
  110599. private _orthoLeft;
  110600. private _orthoRight;
  110601. private _orthoTop;
  110602. private _orthoBottom;
  110603. /**
  110604. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  110605. * The directional light is emitted from everywhere in the given direction.
  110606. * It can cast shadows.
  110607. * Documentation : https://doc.babylonjs.com/babylon101/lights
  110608. * @param name The friendly name of the light
  110609. * @param direction The direction of the light
  110610. * @param scene The scene the light belongs to
  110611. */
  110612. constructor(name: string, direction: Vector3, scene: Scene);
  110613. /**
  110614. * Returns the string "DirectionalLight".
  110615. * @return The class name
  110616. */
  110617. getClassName(): string;
  110618. /**
  110619. * Returns the integer 1.
  110620. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  110621. */
  110622. getTypeID(): number;
  110623. /**
  110624. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  110625. * Returns the DirectionalLight Shadow projection matrix.
  110626. */
  110627. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  110628. /**
  110629. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  110630. * Returns the DirectionalLight Shadow projection matrix.
  110631. */
  110632. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  110633. /**
  110634. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  110635. * Returns the DirectionalLight Shadow projection matrix.
  110636. */
  110637. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  110638. protected _buildUniformLayout(): void;
  110639. /**
  110640. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  110641. * @param effect The effect to update
  110642. * @param lightIndex The index of the light in the effect to update
  110643. * @returns The directional light
  110644. */
  110645. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  110646. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  110647. /**
  110648. * Gets the minZ used for shadow according to both the scene and the light.
  110649. *
  110650. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  110651. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  110652. * @param activeCamera The camera we are returning the min for
  110653. * @returns the depth min z
  110654. */
  110655. getDepthMinZ(activeCamera: Camera): number;
  110656. /**
  110657. * Gets the maxZ used for shadow according to both the scene and the light.
  110658. *
  110659. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  110660. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  110661. * @param activeCamera The camera we are returning the max for
  110662. * @returns the depth max z
  110663. */
  110664. getDepthMaxZ(activeCamera: Camera): number;
  110665. /**
  110666. * Prepares the list of defines specific to the light type.
  110667. * @param defines the list of defines
  110668. * @param lightIndex defines the index of the light for the effect
  110669. */
  110670. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  110671. }
  110672. }
  110673. declare module BABYLON {
  110674. /**
  110675. * Class containing static functions to help procedurally build meshes
  110676. */
  110677. export class HemisphereBuilder {
  110678. /**
  110679. * Creates a hemisphere mesh
  110680. * @param name defines the name of the mesh
  110681. * @param options defines the options used to create the mesh
  110682. * @param scene defines the hosting scene
  110683. * @returns the hemisphere mesh
  110684. */
  110685. static CreateHemisphere(name: string, options: {
  110686. segments?: number;
  110687. diameter?: number;
  110688. sideOrientation?: number;
  110689. }, scene: any): Mesh;
  110690. }
  110691. }
  110692. declare module BABYLON {
  110693. /**
  110694. * A spot light is defined by a position, a direction, an angle, and an exponent.
  110695. * These values define a cone of light starting from the position, emitting toward the direction.
  110696. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  110697. * and the exponent defines the speed of the decay of the light with distance (reach).
  110698. * Documentation: https://doc.babylonjs.com/babylon101/lights
  110699. */
  110700. export class SpotLight extends ShadowLight {
  110701. private _angle;
  110702. private _innerAngle;
  110703. private _cosHalfAngle;
  110704. private _lightAngleScale;
  110705. private _lightAngleOffset;
  110706. /**
  110707. * Gets the cone angle of the spot light in Radians.
  110708. */
  110709. /**
  110710. * Sets the cone angle of the spot light in Radians.
  110711. */
  110712. angle: number;
  110713. /**
  110714. * Only used in gltf falloff mode, this defines the angle where
  110715. * the directional falloff will start before cutting at angle which could be seen
  110716. * as outer angle.
  110717. */
  110718. /**
  110719. * Only used in gltf falloff mode, this defines the angle where
  110720. * the directional falloff will start before cutting at angle which could be seen
  110721. * as outer angle.
  110722. */
  110723. innerAngle: number;
  110724. private _shadowAngleScale;
  110725. /**
  110726. * Allows scaling the angle of the light for shadow generation only.
  110727. */
  110728. /**
  110729. * Allows scaling the angle of the light for shadow generation only.
  110730. */
  110731. shadowAngleScale: number;
  110732. /**
  110733. * The light decay speed with the distance from the emission spot.
  110734. */
  110735. exponent: number;
  110736. private _projectionTextureMatrix;
  110737. /**
  110738. * Allows reading the projecton texture
  110739. */
  110740. readonly projectionTextureMatrix: Matrix;
  110741. protected _projectionTextureLightNear: number;
  110742. /**
  110743. * Gets the near clip of the Spotlight for texture projection.
  110744. */
  110745. /**
  110746. * Sets the near clip of the Spotlight for texture projection.
  110747. */
  110748. projectionTextureLightNear: number;
  110749. protected _projectionTextureLightFar: number;
  110750. /**
  110751. * Gets the far clip of the Spotlight for texture projection.
  110752. */
  110753. /**
  110754. * Sets the far clip of the Spotlight for texture projection.
  110755. */
  110756. projectionTextureLightFar: number;
  110757. protected _projectionTextureUpDirection: Vector3;
  110758. /**
  110759. * Gets the Up vector of the Spotlight for texture projection.
  110760. */
  110761. /**
  110762. * Sets the Up vector of the Spotlight for texture projection.
  110763. */
  110764. projectionTextureUpDirection: Vector3;
  110765. private _projectionTexture;
  110766. /**
  110767. * Gets the projection texture of the light.
  110768. */
  110769. /**
  110770. * Sets the projection texture of the light.
  110771. */
  110772. projectionTexture: Nullable<BaseTexture>;
  110773. private _projectionTextureViewLightDirty;
  110774. private _projectionTextureProjectionLightDirty;
  110775. private _projectionTextureDirty;
  110776. private _projectionTextureViewTargetVector;
  110777. private _projectionTextureViewLightMatrix;
  110778. private _projectionTextureProjectionLightMatrix;
  110779. private _projectionTextureScalingMatrix;
  110780. /**
  110781. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  110782. * It can cast shadows.
  110783. * Documentation : https://doc.babylonjs.com/babylon101/lights
  110784. * @param name The light friendly name
  110785. * @param position The position of the spot light in the scene
  110786. * @param direction The direction of the light in the scene
  110787. * @param angle The cone angle of the light in Radians
  110788. * @param exponent The light decay speed with the distance from the emission spot
  110789. * @param scene The scene the lights belongs to
  110790. */
  110791. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  110792. /**
  110793. * Returns the string "SpotLight".
  110794. * @returns the class name
  110795. */
  110796. getClassName(): string;
  110797. /**
  110798. * Returns the integer 2.
  110799. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  110800. */
  110801. getTypeID(): number;
  110802. /**
  110803. * Overrides the direction setter to recompute the projection texture view light Matrix.
  110804. */
  110805. protected _setDirection(value: Vector3): void;
  110806. /**
  110807. * Overrides the position setter to recompute the projection texture view light Matrix.
  110808. */
  110809. protected _setPosition(value: Vector3): void;
  110810. /**
  110811. * 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.
  110812. * Returns the SpotLight.
  110813. */
  110814. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  110815. protected _computeProjectionTextureViewLightMatrix(): void;
  110816. protected _computeProjectionTextureProjectionLightMatrix(): void;
  110817. /**
  110818. * Main function for light texture projection matrix computing.
  110819. */
  110820. protected _computeProjectionTextureMatrix(): void;
  110821. protected _buildUniformLayout(): void;
  110822. private _computeAngleValues;
  110823. /**
  110824. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  110825. * @param effect The effect to update
  110826. * @param lightIndex The index of the light in the effect to update
  110827. * @returns The spot light
  110828. */
  110829. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  110830. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  110831. /**
  110832. * Disposes the light and the associated resources.
  110833. */
  110834. dispose(): void;
  110835. /**
  110836. * Prepares the list of defines specific to the light type.
  110837. * @param defines the list of defines
  110838. * @param lightIndex defines the index of the light for the effect
  110839. */
  110840. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  110841. }
  110842. }
  110843. declare module BABYLON {
  110844. /**
  110845. * Gizmo that enables viewing a light
  110846. */
  110847. export class LightGizmo extends Gizmo {
  110848. private _lightMesh;
  110849. private _material;
  110850. private cachedPosition;
  110851. private cachedForward;
  110852. /**
  110853. * Creates a LightGizmo
  110854. * @param gizmoLayer The utility layer the gizmo will be added to
  110855. */
  110856. constructor(gizmoLayer?: UtilityLayerRenderer);
  110857. private _light;
  110858. /**
  110859. * The light that the gizmo is attached to
  110860. */
  110861. light: Nullable<Light>;
  110862. /**
  110863. * Gets the material used to render the light gizmo
  110864. */
  110865. readonly material: StandardMaterial;
  110866. /**
  110867. * @hidden
  110868. * Updates the gizmo to match the attached mesh's position/rotation
  110869. */
  110870. protected _update(): void;
  110871. private static _Scale;
  110872. /**
  110873. * Creates the lines for a light mesh
  110874. */
  110875. private static _createLightLines;
  110876. /**
  110877. * Disposes of the light gizmo
  110878. */
  110879. dispose(): void;
  110880. private static _CreateHemisphericLightMesh;
  110881. private static _CreatePointLightMesh;
  110882. private static _CreateSpotLightMesh;
  110883. private static _CreateDirectionalLightMesh;
  110884. }
  110885. }
  110886. declare module BABYLON {
  110887. /** @hidden */
  110888. export var backgroundFragmentDeclaration: {
  110889. name: string;
  110890. shader: string;
  110891. };
  110892. }
  110893. declare module BABYLON {
  110894. /** @hidden */
  110895. export var backgroundUboDeclaration: {
  110896. name: string;
  110897. shader: string;
  110898. };
  110899. }
  110900. declare module BABYLON {
  110901. /** @hidden */
  110902. export var backgroundPixelShader: {
  110903. name: string;
  110904. shader: string;
  110905. };
  110906. }
  110907. declare module BABYLON {
  110908. /** @hidden */
  110909. export var backgroundVertexDeclaration: {
  110910. name: string;
  110911. shader: string;
  110912. };
  110913. }
  110914. declare module BABYLON {
  110915. /** @hidden */
  110916. export var backgroundVertexShader: {
  110917. name: string;
  110918. shader: string;
  110919. };
  110920. }
  110921. declare module BABYLON {
  110922. /**
  110923. * Background material used to create an efficient environement around your scene.
  110924. */
  110925. export class BackgroundMaterial extends PushMaterial {
  110926. /**
  110927. * Standard reflectance value at parallel view angle.
  110928. */
  110929. static StandardReflectance0: number;
  110930. /**
  110931. * Standard reflectance value at grazing angle.
  110932. */
  110933. static StandardReflectance90: number;
  110934. protected _primaryColor: Color3;
  110935. /**
  110936. * Key light Color (multiply against the environement texture)
  110937. */
  110938. primaryColor: Color3;
  110939. protected __perceptualColor: Nullable<Color3>;
  110940. /**
  110941. * Experimental Internal Use Only.
  110942. *
  110943. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  110944. * This acts as a helper to set the primary color to a more "human friendly" value.
  110945. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  110946. * output color as close as possible from the chosen value.
  110947. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  110948. * part of lighting setup.)
  110949. */
  110950. _perceptualColor: Nullable<Color3>;
  110951. protected _primaryColorShadowLevel: float;
  110952. /**
  110953. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  110954. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  110955. */
  110956. primaryColorShadowLevel: float;
  110957. protected _primaryColorHighlightLevel: float;
  110958. /**
  110959. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  110960. * The primary color is used at the level chosen to define what the white area would look.
  110961. */
  110962. primaryColorHighlightLevel: float;
  110963. protected _reflectionTexture: Nullable<BaseTexture>;
  110964. /**
  110965. * Reflection Texture used in the material.
  110966. * Should be author in a specific way for the best result (refer to the documentation).
  110967. */
  110968. reflectionTexture: Nullable<BaseTexture>;
  110969. protected _reflectionBlur: float;
  110970. /**
  110971. * Reflection Texture level of blur.
  110972. *
  110973. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  110974. * texture twice.
  110975. */
  110976. reflectionBlur: float;
  110977. protected _diffuseTexture: Nullable<BaseTexture>;
  110978. /**
  110979. * Diffuse Texture used in the material.
  110980. * Should be author in a specific way for the best result (refer to the documentation).
  110981. */
  110982. diffuseTexture: Nullable<BaseTexture>;
  110983. protected _shadowLights: Nullable<IShadowLight[]>;
  110984. /**
  110985. * Specify the list of lights casting shadow on the material.
  110986. * All scene shadow lights will be included if null.
  110987. */
  110988. shadowLights: Nullable<IShadowLight[]>;
  110989. protected _shadowLevel: float;
  110990. /**
  110991. * Helps adjusting the shadow to a softer level if required.
  110992. * 0 means black shadows and 1 means no shadows.
  110993. */
  110994. shadowLevel: float;
  110995. protected _sceneCenter: Vector3;
  110996. /**
  110997. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  110998. * It is usually zero but might be interesting to modify according to your setup.
  110999. */
  111000. sceneCenter: Vector3;
  111001. protected _opacityFresnel: boolean;
  111002. /**
  111003. * This helps specifying that the material is falling off to the sky box at grazing angle.
  111004. * This helps ensuring a nice transition when the camera goes under the ground.
  111005. */
  111006. opacityFresnel: boolean;
  111007. protected _reflectionFresnel: boolean;
  111008. /**
  111009. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  111010. * This helps adding a mirror texture on the ground.
  111011. */
  111012. reflectionFresnel: boolean;
  111013. protected _reflectionFalloffDistance: number;
  111014. /**
  111015. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  111016. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  111017. */
  111018. reflectionFalloffDistance: number;
  111019. protected _reflectionAmount: number;
  111020. /**
  111021. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  111022. */
  111023. reflectionAmount: number;
  111024. protected _reflectionReflectance0: number;
  111025. /**
  111026. * This specifies the weight of the reflection at grazing angle.
  111027. */
  111028. reflectionReflectance0: number;
  111029. protected _reflectionReflectance90: number;
  111030. /**
  111031. * This specifies the weight of the reflection at a perpendicular point of view.
  111032. */
  111033. reflectionReflectance90: number;
  111034. /**
  111035. * Sets the reflection reflectance fresnel values according to the default standard
  111036. * empirically know to work well :-)
  111037. */
  111038. reflectionStandardFresnelWeight: number;
  111039. protected _useRGBColor: boolean;
  111040. /**
  111041. * Helps to directly use the maps channels instead of their level.
  111042. */
  111043. useRGBColor: boolean;
  111044. protected _enableNoise: boolean;
  111045. /**
  111046. * This helps reducing the banding effect that could occur on the background.
  111047. */
  111048. enableNoise: boolean;
  111049. /**
  111050. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  111051. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  111052. * Recommended to be keep at 1.0 except for special cases.
  111053. */
  111054. fovMultiplier: number;
  111055. private _fovMultiplier;
  111056. /**
  111057. * Enable the FOV adjustment feature controlled by fovMultiplier.
  111058. */
  111059. useEquirectangularFOV: boolean;
  111060. private _maxSimultaneousLights;
  111061. /**
  111062. * Number of Simultaneous lights allowed on the material.
  111063. */
  111064. maxSimultaneousLights: int;
  111065. /**
  111066. * Default configuration related to image processing available in the Background Material.
  111067. */
  111068. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  111069. /**
  111070. * Keep track of the image processing observer to allow dispose and replace.
  111071. */
  111072. private _imageProcessingObserver;
  111073. /**
  111074. * Attaches a new image processing configuration to the PBR Material.
  111075. * @param configuration (if null the scene configuration will be use)
  111076. */
  111077. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  111078. /**
  111079. * Gets the image processing configuration used either in this material.
  111080. */
  111081. /**
  111082. * Sets the Default image processing configuration used either in the this material.
  111083. *
  111084. * If sets to null, the scene one is in use.
  111085. */
  111086. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  111087. /**
  111088. * Gets wether the color curves effect is enabled.
  111089. */
  111090. /**
  111091. * Sets wether the color curves effect is enabled.
  111092. */
  111093. cameraColorCurvesEnabled: boolean;
  111094. /**
  111095. * Gets wether the color grading effect is enabled.
  111096. */
  111097. /**
  111098. * Gets wether the color grading effect is enabled.
  111099. */
  111100. cameraColorGradingEnabled: boolean;
  111101. /**
  111102. * Gets wether tonemapping is enabled or not.
  111103. */
  111104. /**
  111105. * Sets wether tonemapping is enabled or not
  111106. */
  111107. cameraToneMappingEnabled: boolean;
  111108. /**
  111109. * The camera exposure used on this material.
  111110. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  111111. * This corresponds to a photographic exposure.
  111112. */
  111113. /**
  111114. * The camera exposure used on this material.
  111115. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  111116. * This corresponds to a photographic exposure.
  111117. */
  111118. cameraExposure: float;
  111119. /**
  111120. * Gets The camera contrast used on this material.
  111121. */
  111122. /**
  111123. * Sets The camera contrast used on this material.
  111124. */
  111125. cameraContrast: float;
  111126. /**
  111127. * Gets the Color Grading 2D Lookup Texture.
  111128. */
  111129. /**
  111130. * Sets the Color Grading 2D Lookup Texture.
  111131. */
  111132. cameraColorGradingTexture: Nullable<BaseTexture>;
  111133. /**
  111134. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  111135. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  111136. * 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;
  111137. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  111138. */
  111139. /**
  111140. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  111141. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  111142. * 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;
  111143. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  111144. */
  111145. cameraColorCurves: Nullable<ColorCurves>;
  111146. /**
  111147. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  111148. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  111149. */
  111150. switchToBGR: boolean;
  111151. private _renderTargets;
  111152. private _reflectionControls;
  111153. private _white;
  111154. private _primaryShadowColor;
  111155. private _primaryHighlightColor;
  111156. /**
  111157. * Instantiates a Background Material in the given scene
  111158. * @param name The friendly name of the material
  111159. * @param scene The scene to add the material to
  111160. */
  111161. constructor(name: string, scene: Scene);
  111162. /**
  111163. * Gets a boolean indicating that current material needs to register RTT
  111164. */
  111165. readonly hasRenderTargetTextures: boolean;
  111166. /**
  111167. * The entire material has been created in order to prevent overdraw.
  111168. * @returns false
  111169. */
  111170. needAlphaTesting(): boolean;
  111171. /**
  111172. * The entire material has been created in order to prevent overdraw.
  111173. * @returns true if blending is enable
  111174. */
  111175. needAlphaBlending(): boolean;
  111176. /**
  111177. * Checks wether the material is ready to be rendered for a given mesh.
  111178. * @param mesh The mesh to render
  111179. * @param subMesh The submesh to check against
  111180. * @param useInstances Specify wether or not the material is used with instances
  111181. * @returns true if all the dependencies are ready (Textures, Effects...)
  111182. */
  111183. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  111184. /**
  111185. * Compute the primary color according to the chosen perceptual color.
  111186. */
  111187. private _computePrimaryColorFromPerceptualColor;
  111188. /**
  111189. * Compute the highlights and shadow colors according to their chosen levels.
  111190. */
  111191. private _computePrimaryColors;
  111192. /**
  111193. * Build the uniform buffer used in the material.
  111194. */
  111195. buildUniformLayout(): void;
  111196. /**
  111197. * Unbind the material.
  111198. */
  111199. unbind(): void;
  111200. /**
  111201. * Bind only the world matrix to the material.
  111202. * @param world The world matrix to bind.
  111203. */
  111204. bindOnlyWorldMatrix(world: Matrix): void;
  111205. /**
  111206. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  111207. * @param world The world matrix to bind.
  111208. * @param subMesh The submesh to bind for.
  111209. */
  111210. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  111211. /**
  111212. * Checks to see if a texture is used in the material.
  111213. * @param texture - Base texture to use.
  111214. * @returns - Boolean specifying if a texture is used in the material.
  111215. */
  111216. hasTexture(texture: BaseTexture): boolean;
  111217. /**
  111218. * Dispose the material.
  111219. * @param forceDisposeEffect Force disposal of the associated effect.
  111220. * @param forceDisposeTextures Force disposal of the associated textures.
  111221. */
  111222. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  111223. /**
  111224. * Clones the material.
  111225. * @param name The cloned name.
  111226. * @returns The cloned material.
  111227. */
  111228. clone(name: string): BackgroundMaterial;
  111229. /**
  111230. * Serializes the current material to its JSON representation.
  111231. * @returns The JSON representation.
  111232. */
  111233. serialize(): any;
  111234. /**
  111235. * Gets the class name of the material
  111236. * @returns "BackgroundMaterial"
  111237. */
  111238. getClassName(): string;
  111239. /**
  111240. * Parse a JSON input to create back a background material.
  111241. * @param source The JSON data to parse
  111242. * @param scene The scene to create the parsed material in
  111243. * @param rootUrl The root url of the assets the material depends upon
  111244. * @returns the instantiated BackgroundMaterial.
  111245. */
  111246. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  111247. }
  111248. }
  111249. declare module BABYLON {
  111250. /**
  111251. * Represents the different options available during the creation of
  111252. * a Environment helper.
  111253. *
  111254. * This can control the default ground, skybox and image processing setup of your scene.
  111255. */
  111256. export interface IEnvironmentHelperOptions {
  111257. /**
  111258. * Specifies wether or not to create a ground.
  111259. * True by default.
  111260. */
  111261. createGround: boolean;
  111262. /**
  111263. * Specifies the ground size.
  111264. * 15 by default.
  111265. */
  111266. groundSize: number;
  111267. /**
  111268. * The texture used on the ground for the main color.
  111269. * Comes from the BabylonJS CDN by default.
  111270. *
  111271. * Remarks: Can be either a texture or a url.
  111272. */
  111273. groundTexture: string | BaseTexture;
  111274. /**
  111275. * The color mixed in the ground texture by default.
  111276. * BabylonJS clearColor by default.
  111277. */
  111278. groundColor: Color3;
  111279. /**
  111280. * Specifies the ground opacity.
  111281. * 1 by default.
  111282. */
  111283. groundOpacity: number;
  111284. /**
  111285. * Enables the ground to receive shadows.
  111286. * True by default.
  111287. */
  111288. enableGroundShadow: boolean;
  111289. /**
  111290. * Helps preventing the shadow to be fully black on the ground.
  111291. * 0.5 by default.
  111292. */
  111293. groundShadowLevel: number;
  111294. /**
  111295. * Creates a mirror texture attach to the ground.
  111296. * false by default.
  111297. */
  111298. enableGroundMirror: boolean;
  111299. /**
  111300. * Specifies the ground mirror size ratio.
  111301. * 0.3 by default as the default kernel is 64.
  111302. */
  111303. groundMirrorSizeRatio: number;
  111304. /**
  111305. * Specifies the ground mirror blur kernel size.
  111306. * 64 by default.
  111307. */
  111308. groundMirrorBlurKernel: number;
  111309. /**
  111310. * Specifies the ground mirror visibility amount.
  111311. * 1 by default
  111312. */
  111313. groundMirrorAmount: number;
  111314. /**
  111315. * Specifies the ground mirror reflectance weight.
  111316. * This uses the standard weight of the background material to setup the fresnel effect
  111317. * of the mirror.
  111318. * 1 by default.
  111319. */
  111320. groundMirrorFresnelWeight: number;
  111321. /**
  111322. * Specifies the ground mirror Falloff distance.
  111323. * This can helps reducing the size of the reflection.
  111324. * 0 by Default.
  111325. */
  111326. groundMirrorFallOffDistance: number;
  111327. /**
  111328. * Specifies the ground mirror texture type.
  111329. * Unsigned Int by Default.
  111330. */
  111331. groundMirrorTextureType: number;
  111332. /**
  111333. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  111334. * the shown objects.
  111335. */
  111336. groundYBias: number;
  111337. /**
  111338. * Specifies wether or not to create a skybox.
  111339. * True by default.
  111340. */
  111341. createSkybox: boolean;
  111342. /**
  111343. * Specifies the skybox size.
  111344. * 20 by default.
  111345. */
  111346. skyboxSize: number;
  111347. /**
  111348. * The texture used on the skybox for the main color.
  111349. * Comes from the BabylonJS CDN by default.
  111350. *
  111351. * Remarks: Can be either a texture or a url.
  111352. */
  111353. skyboxTexture: string | BaseTexture;
  111354. /**
  111355. * The color mixed in the skybox texture by default.
  111356. * BabylonJS clearColor by default.
  111357. */
  111358. skyboxColor: Color3;
  111359. /**
  111360. * The background rotation around the Y axis of the scene.
  111361. * This helps aligning the key lights of your scene with the background.
  111362. * 0 by default.
  111363. */
  111364. backgroundYRotation: number;
  111365. /**
  111366. * Compute automatically the size of the elements to best fit with the scene.
  111367. */
  111368. sizeAuto: boolean;
  111369. /**
  111370. * Default position of the rootMesh if autoSize is not true.
  111371. */
  111372. rootPosition: Vector3;
  111373. /**
  111374. * Sets up the image processing in the scene.
  111375. * true by default.
  111376. */
  111377. setupImageProcessing: boolean;
  111378. /**
  111379. * The texture used as your environment texture in the scene.
  111380. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  111381. *
  111382. * Remarks: Can be either a texture or a url.
  111383. */
  111384. environmentTexture: string | BaseTexture;
  111385. /**
  111386. * The value of the exposure to apply to the scene.
  111387. * 0.6 by default if setupImageProcessing is true.
  111388. */
  111389. cameraExposure: number;
  111390. /**
  111391. * The value of the contrast to apply to the scene.
  111392. * 1.6 by default if setupImageProcessing is true.
  111393. */
  111394. cameraContrast: number;
  111395. /**
  111396. * Specifies wether or not tonemapping should be enabled in the scene.
  111397. * true by default if setupImageProcessing is true.
  111398. */
  111399. toneMappingEnabled: boolean;
  111400. }
  111401. /**
  111402. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  111403. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  111404. * It also helps with the default setup of your imageProcessing configuration.
  111405. */
  111406. export class EnvironmentHelper {
  111407. /**
  111408. * Default ground texture URL.
  111409. */
  111410. private static _groundTextureCDNUrl;
  111411. /**
  111412. * Default skybox texture URL.
  111413. */
  111414. private static _skyboxTextureCDNUrl;
  111415. /**
  111416. * Default environment texture URL.
  111417. */
  111418. private static _environmentTextureCDNUrl;
  111419. /**
  111420. * Creates the default options for the helper.
  111421. */
  111422. private static _getDefaultOptions;
  111423. private _rootMesh;
  111424. /**
  111425. * Gets the root mesh created by the helper.
  111426. */
  111427. readonly rootMesh: Mesh;
  111428. private _skybox;
  111429. /**
  111430. * Gets the skybox created by the helper.
  111431. */
  111432. readonly skybox: Nullable<Mesh>;
  111433. private _skyboxTexture;
  111434. /**
  111435. * Gets the skybox texture created by the helper.
  111436. */
  111437. readonly skyboxTexture: Nullable<BaseTexture>;
  111438. private _skyboxMaterial;
  111439. /**
  111440. * Gets the skybox material created by the helper.
  111441. */
  111442. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  111443. private _ground;
  111444. /**
  111445. * Gets the ground mesh created by the helper.
  111446. */
  111447. readonly ground: Nullable<Mesh>;
  111448. private _groundTexture;
  111449. /**
  111450. * Gets the ground texture created by the helper.
  111451. */
  111452. readonly groundTexture: Nullable<BaseTexture>;
  111453. private _groundMirror;
  111454. /**
  111455. * Gets the ground mirror created by the helper.
  111456. */
  111457. readonly groundMirror: Nullable<MirrorTexture>;
  111458. /**
  111459. * Gets the ground mirror render list to helps pushing the meshes
  111460. * you wish in the ground reflection.
  111461. */
  111462. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  111463. private _groundMaterial;
  111464. /**
  111465. * Gets the ground material created by the helper.
  111466. */
  111467. readonly groundMaterial: Nullable<BackgroundMaterial>;
  111468. /**
  111469. * Stores the creation options.
  111470. */
  111471. private readonly _scene;
  111472. private _options;
  111473. /**
  111474. * This observable will be notified with any error during the creation of the environment,
  111475. * mainly texture creation errors.
  111476. */
  111477. onErrorObservable: Observable<{
  111478. message?: string;
  111479. exception?: any;
  111480. }>;
  111481. /**
  111482. * constructor
  111483. * @param options Defines the options we want to customize the helper
  111484. * @param scene The scene to add the material to
  111485. */
  111486. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  111487. /**
  111488. * Updates the background according to the new options
  111489. * @param options
  111490. */
  111491. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  111492. /**
  111493. * Sets the primary color of all the available elements.
  111494. * @param color the main color to affect to the ground and the background
  111495. */
  111496. setMainColor(color: Color3): void;
  111497. /**
  111498. * Setup the image processing according to the specified options.
  111499. */
  111500. private _setupImageProcessing;
  111501. /**
  111502. * Setup the environment texture according to the specified options.
  111503. */
  111504. private _setupEnvironmentTexture;
  111505. /**
  111506. * Setup the background according to the specified options.
  111507. */
  111508. private _setupBackground;
  111509. /**
  111510. * Get the scene sizes according to the setup.
  111511. */
  111512. private _getSceneSize;
  111513. /**
  111514. * Setup the ground according to the specified options.
  111515. */
  111516. private _setupGround;
  111517. /**
  111518. * Setup the ground material according to the specified options.
  111519. */
  111520. private _setupGroundMaterial;
  111521. /**
  111522. * Setup the ground diffuse texture according to the specified options.
  111523. */
  111524. private _setupGroundDiffuseTexture;
  111525. /**
  111526. * Setup the ground mirror texture according to the specified options.
  111527. */
  111528. private _setupGroundMirrorTexture;
  111529. /**
  111530. * Setup the ground to receive the mirror texture.
  111531. */
  111532. private _setupMirrorInGroundMaterial;
  111533. /**
  111534. * Setup the skybox according to the specified options.
  111535. */
  111536. private _setupSkybox;
  111537. /**
  111538. * Setup the skybox material according to the specified options.
  111539. */
  111540. private _setupSkyboxMaterial;
  111541. /**
  111542. * Setup the skybox reflection texture according to the specified options.
  111543. */
  111544. private _setupSkyboxReflectionTexture;
  111545. private _errorHandler;
  111546. /**
  111547. * Dispose all the elements created by the Helper.
  111548. */
  111549. dispose(): void;
  111550. }
  111551. }
  111552. declare module BABYLON {
  111553. /**
  111554. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  111555. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  111556. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  111557. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  111558. */
  111559. export class PhotoDome extends TransformNode {
  111560. /**
  111561. * Define the image as a Monoscopic panoramic 360 image.
  111562. */
  111563. static readonly MODE_MONOSCOPIC: number;
  111564. /**
  111565. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  111566. */
  111567. static readonly MODE_TOPBOTTOM: number;
  111568. /**
  111569. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  111570. */
  111571. static readonly MODE_SIDEBYSIDE: number;
  111572. private _useDirectMapping;
  111573. /**
  111574. * The texture being displayed on the sphere
  111575. */
  111576. protected _photoTexture: Texture;
  111577. /**
  111578. * Gets or sets the texture being displayed on the sphere
  111579. */
  111580. photoTexture: Texture;
  111581. /**
  111582. * Observable raised when an error occured while loading the 360 image
  111583. */
  111584. onLoadErrorObservable: Observable<string>;
  111585. /**
  111586. * The skybox material
  111587. */
  111588. protected _material: BackgroundMaterial;
  111589. /**
  111590. * The surface used for the skybox
  111591. */
  111592. protected _mesh: Mesh;
  111593. /**
  111594. * Gets the mesh used for the skybox.
  111595. */
  111596. readonly mesh: Mesh;
  111597. /**
  111598. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  111599. * Also see the options.resolution property.
  111600. */
  111601. fovMultiplier: number;
  111602. private _imageMode;
  111603. /**
  111604. * Gets or set the current video mode for the video. It can be:
  111605. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  111606. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  111607. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  111608. */
  111609. imageMode: number;
  111610. /**
  111611. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  111612. * @param name Element's name, child elements will append suffixes for their own names.
  111613. * @param urlsOfPhoto defines the url of the photo to display
  111614. * @param options defines an object containing optional or exposed sub element properties
  111615. * @param onError defines a callback called when an error occured while loading the texture
  111616. */
  111617. constructor(name: string, urlOfPhoto: string, options: {
  111618. resolution?: number;
  111619. size?: number;
  111620. useDirectMapping?: boolean;
  111621. faceForward?: boolean;
  111622. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  111623. private _onBeforeCameraRenderObserver;
  111624. private _changeImageMode;
  111625. /**
  111626. * Releases resources associated with this node.
  111627. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  111628. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  111629. */
  111630. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  111631. }
  111632. }
  111633. declare module BABYLON {
  111634. /**
  111635. * Class used to host RGBD texture specific utilities
  111636. */
  111637. export class RGBDTextureTools {
  111638. /**
  111639. * Expand the RGBD Texture from RGBD to Half Float if possible.
  111640. * @param texture the texture to expand.
  111641. */
  111642. static ExpandRGBDTexture(texture: Texture): void;
  111643. }
  111644. }
  111645. declare module BABYLON {
  111646. /**
  111647. * Class used to host texture specific utilities
  111648. */
  111649. export class BRDFTextureTools {
  111650. /**
  111651. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  111652. * @param scene defines the hosting scene
  111653. * @returns the environment BRDF texture
  111654. */
  111655. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  111656. private static _environmentBRDFBase64Texture;
  111657. }
  111658. }
  111659. declare module BABYLON {
  111660. /**
  111661. * @hidden
  111662. */
  111663. export interface IMaterialClearCoatDefines {
  111664. CLEARCOAT: boolean;
  111665. CLEARCOAT_DEFAULTIOR: boolean;
  111666. CLEARCOAT_TEXTURE: boolean;
  111667. CLEARCOAT_TEXTUREDIRECTUV: number;
  111668. CLEARCOAT_BUMP: boolean;
  111669. CLEARCOAT_BUMPDIRECTUV: number;
  111670. CLEARCOAT_TINT: boolean;
  111671. CLEARCOAT_TINT_TEXTURE: boolean;
  111672. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  111673. /** @hidden */
  111674. _areTexturesDirty: boolean;
  111675. }
  111676. /**
  111677. * Define the code related to the clear coat parameters of the pbr material.
  111678. */
  111679. export class PBRClearCoatConfiguration {
  111680. /**
  111681. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  111682. * The default fits with a polyurethane material.
  111683. */
  111684. private static readonly _DefaultIndexOfRefraction;
  111685. private _isEnabled;
  111686. /**
  111687. * Defines if the clear coat is enabled in the material.
  111688. */
  111689. isEnabled: boolean;
  111690. /**
  111691. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  111692. */
  111693. intensity: number;
  111694. /**
  111695. * Defines the clear coat layer roughness.
  111696. */
  111697. roughness: number;
  111698. private _indexOfRefraction;
  111699. /**
  111700. * Defines the index of refraction of the clear coat.
  111701. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  111702. * The default fits with a polyurethane material.
  111703. * Changing the default value is more performance intensive.
  111704. */
  111705. indexOfRefraction: number;
  111706. private _texture;
  111707. /**
  111708. * Stores the clear coat values in a texture.
  111709. */
  111710. texture: Nullable<BaseTexture>;
  111711. private _bumpTexture;
  111712. /**
  111713. * Define the clear coat specific bump texture.
  111714. */
  111715. bumpTexture: Nullable<BaseTexture>;
  111716. private _isTintEnabled;
  111717. /**
  111718. * Defines if the clear coat tint is enabled in the material.
  111719. */
  111720. isTintEnabled: boolean;
  111721. /**
  111722. * Defines the clear coat tint of the material.
  111723. * This is only use if tint is enabled
  111724. */
  111725. tintColor: Color3;
  111726. /**
  111727. * Defines the distance at which the tint color should be found in the
  111728. * clear coat media.
  111729. * This is only use if tint is enabled
  111730. */
  111731. tintColorAtDistance: number;
  111732. /**
  111733. * Defines the clear coat layer thickness.
  111734. * This is only use if tint is enabled
  111735. */
  111736. tintThickness: number;
  111737. private _tintTexture;
  111738. /**
  111739. * Stores the clear tint values in a texture.
  111740. * rgb is tint
  111741. * a is a thickness factor
  111742. */
  111743. tintTexture: Nullable<BaseTexture>;
  111744. /** @hidden */
  111745. private _internalMarkAllSubMeshesAsTexturesDirty;
  111746. /** @hidden */
  111747. _markAllSubMeshesAsTexturesDirty(): void;
  111748. /**
  111749. * Instantiate a new istance of clear coat configuration.
  111750. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  111751. */
  111752. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  111753. /**
  111754. * Gets wehter the submesh is ready to be used or not.
  111755. * @param defines the list of "defines" to update.
  111756. * @param scene defines the scene the material belongs to.
  111757. * @param engine defines the engine the material belongs to.
  111758. * @param disableBumpMap defines wether the material disables bump or not.
  111759. * @returns - boolean indicating that the submesh is ready or not.
  111760. */
  111761. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  111762. /**
  111763. * Checks to see if a texture is used in the material.
  111764. * @param defines the list of "defines" to update.
  111765. * @param scene defines the scene to the material belongs to.
  111766. */
  111767. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  111768. /**
  111769. * Binds the material data.
  111770. * @param uniformBuffer defines the Uniform buffer to fill in.
  111771. * @param scene defines the scene the material belongs to.
  111772. * @param engine defines the engine the material belongs to.
  111773. * @param disableBumpMap defines wether the material disables bump or not.
  111774. * @param isFrozen defines wether the material is frozen or not.
  111775. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  111776. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  111777. */
  111778. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  111779. /**
  111780. * Checks to see if a texture is used in the material.
  111781. * @param texture - Base texture to use.
  111782. * @returns - Boolean specifying if a texture is used in the material.
  111783. */
  111784. hasTexture(texture: BaseTexture): boolean;
  111785. /**
  111786. * Returns an array of the actively used textures.
  111787. * @param activeTextures Array of BaseTextures
  111788. */
  111789. getActiveTextures(activeTextures: BaseTexture[]): void;
  111790. /**
  111791. * Returns the animatable textures.
  111792. * @param animatables Array of animatable textures.
  111793. */
  111794. getAnimatables(animatables: IAnimatable[]): void;
  111795. /**
  111796. * Disposes the resources of the material.
  111797. * @param forceDisposeTextures - Forces the disposal of all textures.
  111798. */
  111799. dispose(forceDisposeTextures?: boolean): void;
  111800. /**
  111801. * Get the current class name of the texture useful for serialization or dynamic coding.
  111802. * @returns "PBRClearCoatConfiguration"
  111803. */
  111804. getClassName(): string;
  111805. /**
  111806. * Add fallbacks to the effect fallbacks list.
  111807. * @param defines defines the Base texture to use.
  111808. * @param fallbacks defines the current fallback list.
  111809. * @param currentRank defines the current fallback rank.
  111810. * @returns the new fallback rank.
  111811. */
  111812. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  111813. /**
  111814. * Add the required uniforms to the current list.
  111815. * @param uniforms defines the current uniform list.
  111816. */
  111817. static AddUniforms(uniforms: string[]): void;
  111818. /**
  111819. * Add the required samplers to the current list.
  111820. * @param samplers defines the current sampler list.
  111821. */
  111822. static AddSamplers(samplers: string[]): void;
  111823. /**
  111824. * Add the required uniforms to the current buffer.
  111825. * @param uniformBuffer defines the current uniform buffer.
  111826. */
  111827. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  111828. /**
  111829. * Makes a duplicate of the current configuration into another one.
  111830. * @param clearCoatConfiguration define the config where to copy the info
  111831. */
  111832. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  111833. /**
  111834. * Serializes this clear coat configuration.
  111835. * @returns - An object with the serialized config.
  111836. */
  111837. serialize(): any;
  111838. /**
  111839. * Parses a anisotropy Configuration from a serialized object.
  111840. * @param source - Serialized object.
  111841. * @param scene Defines the scene we are parsing for
  111842. * @param rootUrl Defines the rootUrl to load from
  111843. */
  111844. parse(source: any, scene: Scene, rootUrl: string): void;
  111845. }
  111846. }
  111847. declare module BABYLON {
  111848. /**
  111849. * @hidden
  111850. */
  111851. export interface IMaterialAnisotropicDefines {
  111852. ANISOTROPIC: boolean;
  111853. ANISOTROPIC_TEXTURE: boolean;
  111854. ANISOTROPIC_TEXTUREDIRECTUV: number;
  111855. MAINUV1: boolean;
  111856. _areTexturesDirty: boolean;
  111857. _needUVs: boolean;
  111858. }
  111859. /**
  111860. * Define the code related to the anisotropic parameters of the pbr material.
  111861. */
  111862. export class PBRAnisotropicConfiguration {
  111863. private _isEnabled;
  111864. /**
  111865. * Defines if the anisotropy is enabled in the material.
  111866. */
  111867. isEnabled: boolean;
  111868. /**
  111869. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  111870. */
  111871. intensity: number;
  111872. /**
  111873. * Defines if the effect is along the tangents, bitangents or in between.
  111874. * By default, the effect is "strectching" the highlights along the tangents.
  111875. */
  111876. direction: Vector2;
  111877. private _texture;
  111878. /**
  111879. * Stores the anisotropy values in a texture.
  111880. * rg is direction (like normal from -1 to 1)
  111881. * b is a intensity
  111882. */
  111883. texture: Nullable<BaseTexture>;
  111884. /** @hidden */
  111885. private _internalMarkAllSubMeshesAsTexturesDirty;
  111886. /** @hidden */
  111887. _markAllSubMeshesAsTexturesDirty(): void;
  111888. /**
  111889. * Instantiate a new istance of anisotropy configuration.
  111890. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  111891. */
  111892. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  111893. /**
  111894. * Specifies that the submesh is ready to be used.
  111895. * @param defines the list of "defines" to update.
  111896. * @param scene defines the scene the material belongs to.
  111897. * @returns - boolean indicating that the submesh is ready or not.
  111898. */
  111899. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  111900. /**
  111901. * Checks to see if a texture is used in the material.
  111902. * @param defines the list of "defines" to update.
  111903. * @param mesh the mesh we are preparing the defines for.
  111904. * @param scene defines the scene the material belongs to.
  111905. */
  111906. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  111907. /**
  111908. * Binds the material data.
  111909. * @param uniformBuffer defines the Uniform buffer to fill in.
  111910. * @param scene defines the scene the material belongs to.
  111911. * @param isFrozen defines wether the material is frozen or not.
  111912. */
  111913. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  111914. /**
  111915. * Checks to see if a texture is used in the material.
  111916. * @param texture - Base texture to use.
  111917. * @returns - Boolean specifying if a texture is used in the material.
  111918. */
  111919. hasTexture(texture: BaseTexture): boolean;
  111920. /**
  111921. * Returns an array of the actively used textures.
  111922. * @param activeTextures Array of BaseTextures
  111923. */
  111924. getActiveTextures(activeTextures: BaseTexture[]): void;
  111925. /**
  111926. * Returns the animatable textures.
  111927. * @param animatables Array of animatable textures.
  111928. */
  111929. getAnimatables(animatables: IAnimatable[]): void;
  111930. /**
  111931. * Disposes the resources of the material.
  111932. * @param forceDisposeTextures - Forces the disposal of all textures.
  111933. */
  111934. dispose(forceDisposeTextures?: boolean): void;
  111935. /**
  111936. * Get the current class name of the texture useful for serialization or dynamic coding.
  111937. * @returns "PBRAnisotropicConfiguration"
  111938. */
  111939. getClassName(): string;
  111940. /**
  111941. * Add fallbacks to the effect fallbacks list.
  111942. * @param defines defines the Base texture to use.
  111943. * @param fallbacks defines the current fallback list.
  111944. * @param currentRank defines the current fallback rank.
  111945. * @returns the new fallback rank.
  111946. */
  111947. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  111948. /**
  111949. * Add the required uniforms to the current list.
  111950. * @param uniforms defines the current uniform list.
  111951. */
  111952. static AddUniforms(uniforms: string[]): void;
  111953. /**
  111954. * Add the required uniforms to the current buffer.
  111955. * @param uniformBuffer defines the current uniform buffer.
  111956. */
  111957. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  111958. /**
  111959. * Add the required samplers to the current list.
  111960. * @param samplers defines the current sampler list.
  111961. */
  111962. static AddSamplers(samplers: string[]): void;
  111963. /**
  111964. * Makes a duplicate of the current configuration into another one.
  111965. * @param anisotropicConfiguration define the config where to copy the info
  111966. */
  111967. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  111968. /**
  111969. * Serializes this anisotropy configuration.
  111970. * @returns - An object with the serialized config.
  111971. */
  111972. serialize(): any;
  111973. /**
  111974. * Parses a anisotropy Configuration from a serialized object.
  111975. * @param source - Serialized object.
  111976. * @param scene Defines the scene we are parsing for
  111977. * @param rootUrl Defines the rootUrl to load from
  111978. */
  111979. parse(source: any, scene: Scene, rootUrl: string): void;
  111980. }
  111981. }
  111982. declare module BABYLON {
  111983. /**
  111984. * @hidden
  111985. */
  111986. export interface IMaterialBRDFDefines {
  111987. BRDF_V_HEIGHT_CORRELATED: boolean;
  111988. MS_BRDF_ENERGY_CONSERVATION: boolean;
  111989. SPHERICAL_HARMONICS: boolean;
  111990. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  111991. /** @hidden */
  111992. _areMiscDirty: boolean;
  111993. }
  111994. /**
  111995. * Define the code related to the BRDF parameters of the pbr material.
  111996. */
  111997. export class PBRBRDFConfiguration {
  111998. /**
  111999. * Default value used for the energy conservation.
  112000. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  112001. */
  112002. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  112003. /**
  112004. * Default value used for the Smith Visibility Height Correlated mode.
  112005. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  112006. */
  112007. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  112008. /**
  112009. * Default value used for the IBL diffuse part.
  112010. * This can help switching back to the polynomials mode globally which is a tiny bit
  112011. * less GPU intensive at the drawback of a lower quality.
  112012. */
  112013. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  112014. /**
  112015. * Default value used for activating energy conservation for the specular workflow.
  112016. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  112017. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  112018. */
  112019. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  112020. private _useEnergyConservation;
  112021. /**
  112022. * Defines if the material uses energy conservation.
  112023. */
  112024. useEnergyConservation: boolean;
  112025. private _useSmithVisibilityHeightCorrelated;
  112026. /**
  112027. * LEGACY Mode set to false
  112028. * Defines if the material uses height smith correlated visibility term.
  112029. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  112030. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  112031. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  112032. * Not relying on height correlated will also disable energy conservation.
  112033. */
  112034. useSmithVisibilityHeightCorrelated: boolean;
  112035. private _useSphericalHarmonics;
  112036. /**
  112037. * LEGACY Mode set to false
  112038. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  112039. * diffuse part of the IBL.
  112040. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  112041. * to the ground truth.
  112042. */
  112043. useSphericalHarmonics: boolean;
  112044. private _useSpecularGlossinessInputEnergyConservation;
  112045. /**
  112046. * Defines if the material uses energy conservation, when the specular workflow is active.
  112047. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  112048. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  112049. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  112050. */
  112051. useSpecularGlossinessInputEnergyConservation: boolean;
  112052. /** @hidden */
  112053. private _internalMarkAllSubMeshesAsMiscDirty;
  112054. /** @hidden */
  112055. _markAllSubMeshesAsMiscDirty(): void;
  112056. /**
  112057. * Instantiate a new istance of clear coat configuration.
  112058. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  112059. */
  112060. constructor(markAllSubMeshesAsMiscDirty: () => void);
  112061. /**
  112062. * Checks to see if a texture is used in the material.
  112063. * @param defines the list of "defines" to update.
  112064. */
  112065. prepareDefines(defines: IMaterialBRDFDefines): void;
  112066. /**
  112067. * Get the current class name of the texture useful for serialization or dynamic coding.
  112068. * @returns "PBRClearCoatConfiguration"
  112069. */
  112070. getClassName(): string;
  112071. /**
  112072. * Makes a duplicate of the current configuration into another one.
  112073. * @param brdfConfiguration define the config where to copy the info
  112074. */
  112075. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  112076. /**
  112077. * Serializes this BRDF configuration.
  112078. * @returns - An object with the serialized config.
  112079. */
  112080. serialize(): any;
  112081. /**
  112082. * Parses a anisotropy Configuration from a serialized object.
  112083. * @param source - Serialized object.
  112084. * @param scene Defines the scene we are parsing for
  112085. * @param rootUrl Defines the rootUrl to load from
  112086. */
  112087. parse(source: any, scene: Scene, rootUrl: string): void;
  112088. }
  112089. }
  112090. declare module BABYLON {
  112091. /**
  112092. * @hidden
  112093. */
  112094. export interface IMaterialSheenDefines {
  112095. SHEEN: boolean;
  112096. SHEEN_TEXTURE: boolean;
  112097. SHEEN_TEXTUREDIRECTUV: number;
  112098. SHEEN_LINKWITHALBEDO: boolean;
  112099. /** @hidden */
  112100. _areTexturesDirty: boolean;
  112101. }
  112102. /**
  112103. * Define the code related to the Sheen parameters of the pbr material.
  112104. */
  112105. export class PBRSheenConfiguration {
  112106. private _isEnabled;
  112107. /**
  112108. * Defines if the material uses sheen.
  112109. */
  112110. isEnabled: boolean;
  112111. private _linkSheenWithAlbedo;
  112112. /**
  112113. * Defines if the sheen is linked to the sheen color.
  112114. */
  112115. linkSheenWithAlbedo: boolean;
  112116. /**
  112117. * Defines the sheen intensity.
  112118. */
  112119. intensity: number;
  112120. /**
  112121. * Defines the sheen color.
  112122. */
  112123. color: Color3;
  112124. private _texture;
  112125. /**
  112126. * Stores the sheen tint values in a texture.
  112127. * rgb is tint
  112128. * a is a intensity
  112129. */
  112130. texture: Nullable<BaseTexture>;
  112131. /** @hidden */
  112132. private _internalMarkAllSubMeshesAsTexturesDirty;
  112133. /** @hidden */
  112134. _markAllSubMeshesAsTexturesDirty(): void;
  112135. /**
  112136. * Instantiate a new istance of clear coat configuration.
  112137. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  112138. */
  112139. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  112140. /**
  112141. * Specifies that the submesh is ready to be used.
  112142. * @param defines the list of "defines" to update.
  112143. * @param scene defines the scene the material belongs to.
  112144. * @returns - boolean indicating that the submesh is ready or not.
  112145. */
  112146. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  112147. /**
  112148. * Checks to see if a texture is used in the material.
  112149. * @param defines the list of "defines" to update.
  112150. * @param scene defines the scene the material belongs to.
  112151. */
  112152. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  112153. /**
  112154. * Binds the material data.
  112155. * @param uniformBuffer defines the Uniform buffer to fill in.
  112156. * @param scene defines the scene the material belongs to.
  112157. * @param isFrozen defines wether the material is frozen or not.
  112158. */
  112159. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  112160. /**
  112161. * Checks to see if a texture is used in the material.
  112162. * @param texture - Base texture to use.
  112163. * @returns - Boolean specifying if a texture is used in the material.
  112164. */
  112165. hasTexture(texture: BaseTexture): boolean;
  112166. /**
  112167. * Returns an array of the actively used textures.
  112168. * @param activeTextures Array of BaseTextures
  112169. */
  112170. getActiveTextures(activeTextures: BaseTexture[]): void;
  112171. /**
  112172. * Returns the animatable textures.
  112173. * @param animatables Array of animatable textures.
  112174. */
  112175. getAnimatables(animatables: IAnimatable[]): void;
  112176. /**
  112177. * Disposes the resources of the material.
  112178. * @param forceDisposeTextures - Forces the disposal of all textures.
  112179. */
  112180. dispose(forceDisposeTextures?: boolean): void;
  112181. /**
  112182. * Get the current class name of the texture useful for serialization or dynamic coding.
  112183. * @returns "PBRSheenConfiguration"
  112184. */
  112185. getClassName(): string;
  112186. /**
  112187. * Add fallbacks to the effect fallbacks list.
  112188. * @param defines defines the Base texture to use.
  112189. * @param fallbacks defines the current fallback list.
  112190. * @param currentRank defines the current fallback rank.
  112191. * @returns the new fallback rank.
  112192. */
  112193. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  112194. /**
  112195. * Add the required uniforms to the current list.
  112196. * @param uniforms defines the current uniform list.
  112197. */
  112198. static AddUniforms(uniforms: string[]): void;
  112199. /**
  112200. * Add the required uniforms to the current buffer.
  112201. * @param uniformBuffer defines the current uniform buffer.
  112202. */
  112203. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  112204. /**
  112205. * Add the required samplers to the current list.
  112206. * @param samplers defines the current sampler list.
  112207. */
  112208. static AddSamplers(samplers: string[]): void;
  112209. /**
  112210. * Makes a duplicate of the current configuration into another one.
  112211. * @param sheenConfiguration define the config where to copy the info
  112212. */
  112213. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  112214. /**
  112215. * Serializes this BRDF configuration.
  112216. * @returns - An object with the serialized config.
  112217. */
  112218. serialize(): any;
  112219. /**
  112220. * Parses a anisotropy Configuration from a serialized object.
  112221. * @param source - Serialized object.
  112222. * @param scene Defines the scene we are parsing for
  112223. * @param rootUrl Defines the rootUrl to load from
  112224. */
  112225. parse(source: any, scene: Scene, rootUrl: string): void;
  112226. }
  112227. }
  112228. declare module BABYLON {
  112229. /**
  112230. * @hidden
  112231. */
  112232. export interface IMaterialSubSurfaceDefines {
  112233. SUBSURFACE: boolean;
  112234. SS_REFRACTION: boolean;
  112235. SS_TRANSLUCENCY: boolean;
  112236. SS_SCATERRING: boolean;
  112237. SS_THICKNESSANDMASK_TEXTURE: boolean;
  112238. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  112239. SS_REFRACTIONMAP_3D: boolean;
  112240. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  112241. SS_LODINREFRACTIONALPHA: boolean;
  112242. SS_GAMMAREFRACTION: boolean;
  112243. SS_RGBDREFRACTION: boolean;
  112244. SS_LINEARSPECULARREFRACTION: boolean;
  112245. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  112246. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  112247. /** @hidden */
  112248. _areTexturesDirty: boolean;
  112249. }
  112250. /**
  112251. * Define the code related to the sub surface parameters of the pbr material.
  112252. */
  112253. export class PBRSubSurfaceConfiguration {
  112254. private _isRefractionEnabled;
  112255. /**
  112256. * Defines if the refraction is enabled in the material.
  112257. */
  112258. isRefractionEnabled: boolean;
  112259. private _isTranslucencyEnabled;
  112260. /**
  112261. * Defines if the translucency is enabled in the material.
  112262. */
  112263. isTranslucencyEnabled: boolean;
  112264. private _isScatteringEnabled;
  112265. /**
  112266. * Defines the refraction intensity of the material.
  112267. * The refraction when enabled replaces the Diffuse part of the material.
  112268. * The intensity helps transitionning between diffuse and refraction.
  112269. */
  112270. refractionIntensity: number;
  112271. /**
  112272. * Defines the translucency intensity of the material.
  112273. * When translucency has been enabled, this defines how much of the "translucency"
  112274. * is addded to the diffuse part of the material.
  112275. */
  112276. translucencyIntensity: number;
  112277. /**
  112278. * Defines the scattering intensity of the material.
  112279. * When scattering has been enabled, this defines how much of the "scattered light"
  112280. * is addded to the diffuse part of the material.
  112281. */
  112282. scatteringIntensity: number;
  112283. private _thicknessTexture;
  112284. /**
  112285. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  112286. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  112287. * 0 would mean minimumThickness
  112288. * 1 would mean maximumThickness
  112289. * The other channels might be use as a mask to vary the different effects intensity.
  112290. */
  112291. thicknessTexture: Nullable<BaseTexture>;
  112292. private _refractionTexture;
  112293. /**
  112294. * Defines the texture to use for refraction.
  112295. */
  112296. refractionTexture: Nullable<BaseTexture>;
  112297. private _indexOfRefraction;
  112298. /**
  112299. * Defines the index of refraction used in the material.
  112300. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  112301. */
  112302. indexOfRefraction: number;
  112303. private _invertRefractionY;
  112304. /**
  112305. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  112306. */
  112307. invertRefractionY: boolean;
  112308. private _linkRefractionWithTransparency;
  112309. /**
  112310. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  112311. * Materials half opaque for instance using refraction could benefit from this control.
  112312. */
  112313. linkRefractionWithTransparency: boolean;
  112314. /**
  112315. * Defines the minimum thickness stored in the thickness map.
  112316. * If no thickness map is defined, this value will be used to simulate thickness.
  112317. */
  112318. minimumThickness: number;
  112319. /**
  112320. * Defines the maximum thickness stored in the thickness map.
  112321. */
  112322. maximumThickness: number;
  112323. /**
  112324. * Defines the volume tint of the material.
  112325. * This is used for both translucency and scattering.
  112326. */
  112327. tintColor: Color3;
  112328. /**
  112329. * Defines the distance at which the tint color should be found in the media.
  112330. * This is used for refraction only.
  112331. */
  112332. tintColorAtDistance: number;
  112333. /**
  112334. * Defines how far each channel transmit through the media.
  112335. * It is defined as a color to simplify it selection.
  112336. */
  112337. diffusionDistance: Color3;
  112338. private _useMaskFromThicknessTexture;
  112339. /**
  112340. * Stores the intensity of the different subsurface effects in the thickness texture.
  112341. * * the green channel is the translucency intensity.
  112342. * * the blue channel is the scattering intensity.
  112343. * * the alpha channel is the refraction intensity.
  112344. */
  112345. useMaskFromThicknessTexture: boolean;
  112346. /** @hidden */
  112347. private _internalMarkAllSubMeshesAsTexturesDirty;
  112348. /** @hidden */
  112349. _markAllSubMeshesAsTexturesDirty(): void;
  112350. /**
  112351. * Instantiate a new istance of sub surface configuration.
  112352. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  112353. */
  112354. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  112355. /**
  112356. * Gets wehter the submesh is ready to be used or not.
  112357. * @param defines the list of "defines" to update.
  112358. * @param scene defines the scene the material belongs to.
  112359. * @returns - boolean indicating that the submesh is ready or not.
  112360. */
  112361. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  112362. /**
  112363. * Checks to see if a texture is used in the material.
  112364. * @param defines the list of "defines" to update.
  112365. * @param scene defines the scene to the material belongs to.
  112366. */
  112367. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  112368. /**
  112369. * Binds the material data.
  112370. * @param uniformBuffer defines the Uniform buffer to fill in.
  112371. * @param scene defines the scene the material belongs to.
  112372. * @param engine defines the engine the material belongs to.
  112373. * @param isFrozen defines wether the material is frozen or not.
  112374. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  112375. */
  112376. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  112377. /**
  112378. * Unbinds the material from the mesh.
  112379. * @param activeEffect defines the effect that should be unbound from.
  112380. * @returns true if unbound, otherwise false
  112381. */
  112382. unbind(activeEffect: Effect): boolean;
  112383. /**
  112384. * Returns the texture used for refraction or null if none is used.
  112385. * @param scene defines the scene the material belongs to.
  112386. * @returns - Refraction texture if present. If no refraction texture and refraction
  112387. * is linked with transparency, returns environment texture. Otherwise, returns null.
  112388. */
  112389. private _getRefractionTexture;
  112390. /**
  112391. * Returns true if alpha blending should be disabled.
  112392. */
  112393. readonly disableAlphaBlending: boolean;
  112394. /**
  112395. * Fills the list of render target textures.
  112396. * @param renderTargets the list of render targets to update
  112397. */
  112398. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  112399. /**
  112400. * Checks to see if a texture is used in the material.
  112401. * @param texture - Base texture to use.
  112402. * @returns - Boolean specifying if a texture is used in the material.
  112403. */
  112404. hasTexture(texture: BaseTexture): boolean;
  112405. /**
  112406. * Gets a boolean indicating that current material needs to register RTT
  112407. * @returns true if this uses a render target otherwise false.
  112408. */
  112409. hasRenderTargetTextures(): boolean;
  112410. /**
  112411. * Returns an array of the actively used textures.
  112412. * @param activeTextures Array of BaseTextures
  112413. */
  112414. getActiveTextures(activeTextures: BaseTexture[]): void;
  112415. /**
  112416. * Returns the animatable textures.
  112417. * @param animatables Array of animatable textures.
  112418. */
  112419. getAnimatables(animatables: IAnimatable[]): void;
  112420. /**
  112421. * Disposes the resources of the material.
  112422. * @param forceDisposeTextures - Forces the disposal of all textures.
  112423. */
  112424. dispose(forceDisposeTextures?: boolean): void;
  112425. /**
  112426. * Get the current class name of the texture useful for serialization or dynamic coding.
  112427. * @returns "PBRSubSurfaceConfiguration"
  112428. */
  112429. getClassName(): string;
  112430. /**
  112431. * Add fallbacks to the effect fallbacks list.
  112432. * @param defines defines the Base texture to use.
  112433. * @param fallbacks defines the current fallback list.
  112434. * @param currentRank defines the current fallback rank.
  112435. * @returns the new fallback rank.
  112436. */
  112437. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  112438. /**
  112439. * Add the required uniforms to the current list.
  112440. * @param uniforms defines the current uniform list.
  112441. */
  112442. static AddUniforms(uniforms: string[]): void;
  112443. /**
  112444. * Add the required samplers to the current list.
  112445. * @param samplers defines the current sampler list.
  112446. */
  112447. static AddSamplers(samplers: string[]): void;
  112448. /**
  112449. * Add the required uniforms to the current buffer.
  112450. * @param uniformBuffer defines the current uniform buffer.
  112451. */
  112452. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  112453. /**
  112454. * Makes a duplicate of the current configuration into another one.
  112455. * @param configuration define the config where to copy the info
  112456. */
  112457. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  112458. /**
  112459. * Serializes this Sub Surface configuration.
  112460. * @returns - An object with the serialized config.
  112461. */
  112462. serialize(): any;
  112463. /**
  112464. * Parses a anisotropy Configuration from a serialized object.
  112465. * @param source - Serialized object.
  112466. * @param scene Defines the scene we are parsing for
  112467. * @param rootUrl Defines the rootUrl to load from
  112468. */
  112469. parse(source: any, scene: Scene, rootUrl: string): void;
  112470. }
  112471. }
  112472. declare module BABYLON {
  112473. /** @hidden */
  112474. export var pbrFragmentDeclaration: {
  112475. name: string;
  112476. shader: string;
  112477. };
  112478. }
  112479. declare module BABYLON {
  112480. /** @hidden */
  112481. export var pbrUboDeclaration: {
  112482. name: string;
  112483. shader: string;
  112484. };
  112485. }
  112486. declare module BABYLON {
  112487. /** @hidden */
  112488. export var pbrFragmentExtraDeclaration: {
  112489. name: string;
  112490. shader: string;
  112491. };
  112492. }
  112493. declare module BABYLON {
  112494. /** @hidden */
  112495. export var pbrFragmentSamplersDeclaration: {
  112496. name: string;
  112497. shader: string;
  112498. };
  112499. }
  112500. declare module BABYLON {
  112501. /** @hidden */
  112502. export var pbrHelperFunctions: {
  112503. name: string;
  112504. shader: string;
  112505. };
  112506. }
  112507. declare module BABYLON {
  112508. /** @hidden */
  112509. export var harmonicsFunctions: {
  112510. name: string;
  112511. shader: string;
  112512. };
  112513. }
  112514. declare module BABYLON {
  112515. /** @hidden */
  112516. export var pbrDirectLightingSetupFunctions: {
  112517. name: string;
  112518. shader: string;
  112519. };
  112520. }
  112521. declare module BABYLON {
  112522. /** @hidden */
  112523. export var pbrDirectLightingFalloffFunctions: {
  112524. name: string;
  112525. shader: string;
  112526. };
  112527. }
  112528. declare module BABYLON {
  112529. /** @hidden */
  112530. export var pbrBRDFFunctions: {
  112531. name: string;
  112532. shader: string;
  112533. };
  112534. }
  112535. declare module BABYLON {
  112536. /** @hidden */
  112537. export var pbrDirectLightingFunctions: {
  112538. name: string;
  112539. shader: string;
  112540. };
  112541. }
  112542. declare module BABYLON {
  112543. /** @hidden */
  112544. export var pbrIBLFunctions: {
  112545. name: string;
  112546. shader: string;
  112547. };
  112548. }
  112549. declare module BABYLON {
  112550. /** @hidden */
  112551. export var pbrDebug: {
  112552. name: string;
  112553. shader: string;
  112554. };
  112555. }
  112556. declare module BABYLON {
  112557. /** @hidden */
  112558. export var pbrPixelShader: {
  112559. name: string;
  112560. shader: string;
  112561. };
  112562. }
  112563. declare module BABYLON {
  112564. /** @hidden */
  112565. export var pbrVertexDeclaration: {
  112566. name: string;
  112567. shader: string;
  112568. };
  112569. }
  112570. declare module BABYLON {
  112571. /** @hidden */
  112572. export var pbrVertexShader: {
  112573. name: string;
  112574. shader: string;
  112575. };
  112576. }
  112577. declare module BABYLON {
  112578. /**
  112579. * Manages the defines for the PBR Material.
  112580. * @hidden
  112581. */
  112582. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  112583. PBR: boolean;
  112584. MAINUV1: boolean;
  112585. MAINUV2: boolean;
  112586. UV1: boolean;
  112587. UV2: boolean;
  112588. ALBEDO: boolean;
  112589. ALBEDODIRECTUV: number;
  112590. VERTEXCOLOR: boolean;
  112591. AMBIENT: boolean;
  112592. AMBIENTDIRECTUV: number;
  112593. AMBIENTINGRAYSCALE: boolean;
  112594. OPACITY: boolean;
  112595. VERTEXALPHA: boolean;
  112596. OPACITYDIRECTUV: number;
  112597. OPACITYRGB: boolean;
  112598. ALPHATEST: boolean;
  112599. DEPTHPREPASS: boolean;
  112600. ALPHABLEND: boolean;
  112601. ALPHAFROMALBEDO: boolean;
  112602. ALPHATESTVALUE: string;
  112603. SPECULAROVERALPHA: boolean;
  112604. RADIANCEOVERALPHA: boolean;
  112605. ALPHAFRESNEL: boolean;
  112606. LINEARALPHAFRESNEL: boolean;
  112607. PREMULTIPLYALPHA: boolean;
  112608. EMISSIVE: boolean;
  112609. EMISSIVEDIRECTUV: number;
  112610. REFLECTIVITY: boolean;
  112611. REFLECTIVITYDIRECTUV: number;
  112612. SPECULARTERM: boolean;
  112613. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  112614. MICROSURFACEAUTOMATIC: boolean;
  112615. LODBASEDMICROSFURACE: boolean;
  112616. MICROSURFACEMAP: boolean;
  112617. MICROSURFACEMAPDIRECTUV: number;
  112618. METALLICWORKFLOW: boolean;
  112619. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  112620. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  112621. METALLNESSSTOREINMETALMAPBLUE: boolean;
  112622. AOSTOREINMETALMAPRED: boolean;
  112623. ENVIRONMENTBRDF: boolean;
  112624. ENVIRONMENTBRDF_RGBD: boolean;
  112625. NORMAL: boolean;
  112626. TANGENT: boolean;
  112627. BUMP: boolean;
  112628. BUMPDIRECTUV: number;
  112629. OBJECTSPACE_NORMALMAP: boolean;
  112630. PARALLAX: boolean;
  112631. PARALLAXOCCLUSION: boolean;
  112632. NORMALXYSCALE: boolean;
  112633. LIGHTMAP: boolean;
  112634. LIGHTMAPDIRECTUV: number;
  112635. USELIGHTMAPASSHADOWMAP: boolean;
  112636. GAMMALIGHTMAP: boolean;
  112637. RGBDLIGHTMAP: boolean;
  112638. REFLECTION: boolean;
  112639. REFLECTIONMAP_3D: boolean;
  112640. REFLECTIONMAP_SPHERICAL: boolean;
  112641. REFLECTIONMAP_PLANAR: boolean;
  112642. REFLECTIONMAP_CUBIC: boolean;
  112643. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  112644. REFLECTIONMAP_PROJECTION: boolean;
  112645. REFLECTIONMAP_SKYBOX: boolean;
  112646. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  112647. REFLECTIONMAP_EXPLICIT: boolean;
  112648. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  112649. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  112650. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  112651. INVERTCUBICMAP: boolean;
  112652. USESPHERICALFROMREFLECTIONMAP: boolean;
  112653. USEIRRADIANCEMAP: boolean;
  112654. SPHERICAL_HARMONICS: boolean;
  112655. USESPHERICALINVERTEX: boolean;
  112656. REFLECTIONMAP_OPPOSITEZ: boolean;
  112657. LODINREFLECTIONALPHA: boolean;
  112658. GAMMAREFLECTION: boolean;
  112659. RGBDREFLECTION: boolean;
  112660. LINEARSPECULARREFLECTION: boolean;
  112661. RADIANCEOCCLUSION: boolean;
  112662. HORIZONOCCLUSION: boolean;
  112663. INSTANCES: boolean;
  112664. NUM_BONE_INFLUENCERS: number;
  112665. BonesPerMesh: number;
  112666. BONETEXTURE: boolean;
  112667. NONUNIFORMSCALING: boolean;
  112668. MORPHTARGETS: boolean;
  112669. MORPHTARGETS_NORMAL: boolean;
  112670. MORPHTARGETS_TANGENT: boolean;
  112671. MORPHTARGETS_UV: boolean;
  112672. NUM_MORPH_INFLUENCERS: number;
  112673. IMAGEPROCESSING: boolean;
  112674. VIGNETTE: boolean;
  112675. VIGNETTEBLENDMODEMULTIPLY: boolean;
  112676. VIGNETTEBLENDMODEOPAQUE: boolean;
  112677. TONEMAPPING: boolean;
  112678. TONEMAPPING_ACES: boolean;
  112679. CONTRAST: boolean;
  112680. COLORCURVES: boolean;
  112681. COLORGRADING: boolean;
  112682. COLORGRADING3D: boolean;
  112683. SAMPLER3DGREENDEPTH: boolean;
  112684. SAMPLER3DBGRMAP: boolean;
  112685. IMAGEPROCESSINGPOSTPROCESS: boolean;
  112686. EXPOSURE: boolean;
  112687. MULTIVIEW: boolean;
  112688. USEPHYSICALLIGHTFALLOFF: boolean;
  112689. USEGLTFLIGHTFALLOFF: boolean;
  112690. TWOSIDEDLIGHTING: boolean;
  112691. SHADOWFLOAT: boolean;
  112692. CLIPPLANE: boolean;
  112693. CLIPPLANE2: boolean;
  112694. CLIPPLANE3: boolean;
  112695. CLIPPLANE4: boolean;
  112696. POINTSIZE: boolean;
  112697. FOG: boolean;
  112698. LOGARITHMICDEPTH: boolean;
  112699. FORCENORMALFORWARD: boolean;
  112700. SPECULARAA: boolean;
  112701. CLEARCOAT: boolean;
  112702. CLEARCOAT_DEFAULTIOR: boolean;
  112703. CLEARCOAT_TEXTURE: boolean;
  112704. CLEARCOAT_TEXTUREDIRECTUV: number;
  112705. CLEARCOAT_BUMP: boolean;
  112706. CLEARCOAT_BUMPDIRECTUV: number;
  112707. CLEARCOAT_TINT: boolean;
  112708. CLEARCOAT_TINT_TEXTURE: boolean;
  112709. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  112710. ANISOTROPIC: boolean;
  112711. ANISOTROPIC_TEXTURE: boolean;
  112712. ANISOTROPIC_TEXTUREDIRECTUV: number;
  112713. BRDF_V_HEIGHT_CORRELATED: boolean;
  112714. MS_BRDF_ENERGY_CONSERVATION: boolean;
  112715. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  112716. SHEEN: boolean;
  112717. SHEEN_TEXTURE: boolean;
  112718. SHEEN_TEXTUREDIRECTUV: number;
  112719. SHEEN_LINKWITHALBEDO: boolean;
  112720. SUBSURFACE: boolean;
  112721. SS_REFRACTION: boolean;
  112722. SS_TRANSLUCENCY: boolean;
  112723. SS_SCATERRING: boolean;
  112724. SS_THICKNESSANDMASK_TEXTURE: boolean;
  112725. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  112726. SS_REFRACTIONMAP_3D: boolean;
  112727. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  112728. SS_LODINREFRACTIONALPHA: boolean;
  112729. SS_GAMMAREFRACTION: boolean;
  112730. SS_RGBDREFRACTION: boolean;
  112731. SS_LINEARSPECULARREFRACTION: boolean;
  112732. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  112733. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  112734. UNLIT: boolean;
  112735. DEBUGMODE: number;
  112736. /**
  112737. * Initializes the PBR Material defines.
  112738. */
  112739. constructor();
  112740. /**
  112741. * Resets the PBR Material defines.
  112742. */
  112743. reset(): void;
  112744. }
  112745. /**
  112746. * The Physically based material base class of BJS.
  112747. *
  112748. * This offers the main features of a standard PBR material.
  112749. * For more information, please refer to the documentation :
  112750. * https://doc.babylonjs.com/how_to/physically_based_rendering
  112751. */
  112752. export abstract class PBRBaseMaterial extends PushMaterial {
  112753. /**
  112754. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  112755. */
  112756. static readonly PBRMATERIAL_OPAQUE: number;
  112757. /**
  112758. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  112759. */
  112760. static readonly PBRMATERIAL_ALPHATEST: number;
  112761. /**
  112762. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  112763. */
  112764. static readonly PBRMATERIAL_ALPHABLEND: number;
  112765. /**
  112766. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  112767. * They are also discarded below the alpha cutoff threshold to improve performances.
  112768. */
  112769. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  112770. /**
  112771. * Defines the default value of how much AO map is occluding the analytical lights
  112772. * (point spot...).
  112773. */
  112774. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  112775. /**
  112776. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  112777. */
  112778. static readonly LIGHTFALLOFF_PHYSICAL: number;
  112779. /**
  112780. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  112781. * to enhance interoperability with other engines.
  112782. */
  112783. static readonly LIGHTFALLOFF_GLTF: number;
  112784. /**
  112785. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  112786. * to enhance interoperability with other materials.
  112787. */
  112788. static readonly LIGHTFALLOFF_STANDARD: number;
  112789. /**
  112790. * Intensity of the direct lights e.g. the four lights available in your scene.
  112791. * This impacts both the direct diffuse and specular highlights.
  112792. */
  112793. protected _directIntensity: number;
  112794. /**
  112795. * Intensity of the emissive part of the material.
  112796. * This helps controlling the emissive effect without modifying the emissive color.
  112797. */
  112798. protected _emissiveIntensity: number;
  112799. /**
  112800. * Intensity of the environment e.g. how much the environment will light the object
  112801. * either through harmonics for rough material or through the refelction for shiny ones.
  112802. */
  112803. protected _environmentIntensity: number;
  112804. /**
  112805. * This is a special control allowing the reduction of the specular highlights coming from the
  112806. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  112807. */
  112808. protected _specularIntensity: number;
  112809. /**
  112810. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  112811. */
  112812. private _lightingInfos;
  112813. /**
  112814. * Debug Control allowing disabling the bump map on this material.
  112815. */
  112816. protected _disableBumpMap: boolean;
  112817. /**
  112818. * AKA Diffuse Texture in standard nomenclature.
  112819. */
  112820. protected _albedoTexture: Nullable<BaseTexture>;
  112821. /**
  112822. * AKA Occlusion Texture in other nomenclature.
  112823. */
  112824. protected _ambientTexture: Nullable<BaseTexture>;
  112825. /**
  112826. * AKA Occlusion Texture Intensity in other nomenclature.
  112827. */
  112828. protected _ambientTextureStrength: number;
  112829. /**
  112830. * Defines how much the AO map is occluding the analytical lights (point spot...).
  112831. * 1 means it completely occludes it
  112832. * 0 mean it has no impact
  112833. */
  112834. protected _ambientTextureImpactOnAnalyticalLights: number;
  112835. /**
  112836. * Stores the alpha values in a texture.
  112837. */
  112838. protected _opacityTexture: Nullable<BaseTexture>;
  112839. /**
  112840. * Stores the reflection values in a texture.
  112841. */
  112842. protected _reflectionTexture: Nullable<BaseTexture>;
  112843. /**
  112844. * Stores the emissive values in a texture.
  112845. */
  112846. protected _emissiveTexture: Nullable<BaseTexture>;
  112847. /**
  112848. * AKA Specular texture in other nomenclature.
  112849. */
  112850. protected _reflectivityTexture: Nullable<BaseTexture>;
  112851. /**
  112852. * Used to switch from specular/glossiness to metallic/roughness workflow.
  112853. */
  112854. protected _metallicTexture: Nullable<BaseTexture>;
  112855. /**
  112856. * Specifies the metallic scalar of the metallic/roughness workflow.
  112857. * Can also be used to scale the metalness values of the metallic texture.
  112858. */
  112859. protected _metallic: Nullable<number>;
  112860. /**
  112861. * Specifies the roughness scalar of the metallic/roughness workflow.
  112862. * Can also be used to scale the roughness values of the metallic texture.
  112863. */
  112864. protected _roughness: Nullable<number>;
  112865. /**
  112866. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  112867. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  112868. */
  112869. protected _microSurfaceTexture: Nullable<BaseTexture>;
  112870. /**
  112871. * Stores surface normal data used to displace a mesh in a texture.
  112872. */
  112873. protected _bumpTexture: Nullable<BaseTexture>;
  112874. /**
  112875. * Stores the pre-calculated light information of a mesh in a texture.
  112876. */
  112877. protected _lightmapTexture: Nullable<BaseTexture>;
  112878. /**
  112879. * The color of a material in ambient lighting.
  112880. */
  112881. protected _ambientColor: Color3;
  112882. /**
  112883. * AKA Diffuse Color in other nomenclature.
  112884. */
  112885. protected _albedoColor: Color3;
  112886. /**
  112887. * AKA Specular Color in other nomenclature.
  112888. */
  112889. protected _reflectivityColor: Color3;
  112890. /**
  112891. * The color applied when light is reflected from a material.
  112892. */
  112893. protected _reflectionColor: Color3;
  112894. /**
  112895. * The color applied when light is emitted from a material.
  112896. */
  112897. protected _emissiveColor: Color3;
  112898. /**
  112899. * AKA Glossiness in other nomenclature.
  112900. */
  112901. protected _microSurface: number;
  112902. /**
  112903. * Specifies that the material will use the light map as a show map.
  112904. */
  112905. protected _useLightmapAsShadowmap: boolean;
  112906. /**
  112907. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  112908. * makes the reflect vector face the model (under horizon).
  112909. */
  112910. protected _useHorizonOcclusion: boolean;
  112911. /**
  112912. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  112913. * too much the area relying on ambient texture to define their ambient occlusion.
  112914. */
  112915. protected _useRadianceOcclusion: boolean;
  112916. /**
  112917. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  112918. */
  112919. protected _useAlphaFromAlbedoTexture: boolean;
  112920. /**
  112921. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  112922. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  112923. */
  112924. protected _useSpecularOverAlpha: boolean;
  112925. /**
  112926. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  112927. */
  112928. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  112929. /**
  112930. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  112931. */
  112932. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  112933. /**
  112934. * Specifies if the metallic texture contains the roughness information in its green channel.
  112935. */
  112936. protected _useRoughnessFromMetallicTextureGreen: boolean;
  112937. /**
  112938. * Specifies if the metallic texture contains the metallness information in its blue channel.
  112939. */
  112940. protected _useMetallnessFromMetallicTextureBlue: boolean;
  112941. /**
  112942. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  112943. */
  112944. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  112945. /**
  112946. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  112947. */
  112948. protected _useAmbientInGrayScale: boolean;
  112949. /**
  112950. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  112951. * The material will try to infer what glossiness each pixel should be.
  112952. */
  112953. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  112954. /**
  112955. * Defines the falloff type used in this material.
  112956. * It by default is Physical.
  112957. */
  112958. protected _lightFalloff: number;
  112959. /**
  112960. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  112961. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  112962. */
  112963. protected _useRadianceOverAlpha: boolean;
  112964. /**
  112965. * Allows using an object space normal map (instead of tangent space).
  112966. */
  112967. protected _useObjectSpaceNormalMap: boolean;
  112968. /**
  112969. * Allows using the bump map in parallax mode.
  112970. */
  112971. protected _useParallax: boolean;
  112972. /**
  112973. * Allows using the bump map in parallax occlusion mode.
  112974. */
  112975. protected _useParallaxOcclusion: boolean;
  112976. /**
  112977. * Controls the scale bias of the parallax mode.
  112978. */
  112979. protected _parallaxScaleBias: number;
  112980. /**
  112981. * If sets to true, disables all the lights affecting the material.
  112982. */
  112983. protected _disableLighting: boolean;
  112984. /**
  112985. * Number of Simultaneous lights allowed on the material.
  112986. */
  112987. protected _maxSimultaneousLights: number;
  112988. /**
  112989. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  112990. */
  112991. protected _invertNormalMapX: boolean;
  112992. /**
  112993. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  112994. */
  112995. protected _invertNormalMapY: boolean;
  112996. /**
  112997. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  112998. */
  112999. protected _twoSidedLighting: boolean;
  113000. /**
  113001. * Defines the alpha limits in alpha test mode.
  113002. */
  113003. protected _alphaCutOff: number;
  113004. /**
  113005. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  113006. */
  113007. protected _forceAlphaTest: boolean;
  113008. /**
  113009. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  113010. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  113011. */
  113012. protected _useAlphaFresnel: boolean;
  113013. /**
  113014. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  113015. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  113016. */
  113017. protected _useLinearAlphaFresnel: boolean;
  113018. /**
  113019. * The transparency mode of the material.
  113020. */
  113021. protected _transparencyMode: Nullable<number>;
  113022. /**
  113023. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  113024. * from cos thetav and roughness:
  113025. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  113026. */
  113027. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  113028. /**
  113029. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  113030. */
  113031. protected _forceIrradianceInFragment: boolean;
  113032. /**
  113033. * Force normal to face away from face.
  113034. */
  113035. protected _forceNormalForward: boolean;
  113036. /**
  113037. * Enables specular anti aliasing in the PBR shader.
  113038. * It will both interacts on the Geometry for analytical and IBL lighting.
  113039. * It also prefilter the roughness map based on the bump values.
  113040. */
  113041. protected _enableSpecularAntiAliasing: boolean;
  113042. /**
  113043. * Default configuration related to image processing available in the PBR Material.
  113044. */
  113045. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  113046. /**
  113047. * Keep track of the image processing observer to allow dispose and replace.
  113048. */
  113049. private _imageProcessingObserver;
  113050. /**
  113051. * Attaches a new image processing configuration to the PBR Material.
  113052. * @param configuration
  113053. */
  113054. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  113055. /**
  113056. * Stores the available render targets.
  113057. */
  113058. private _renderTargets;
  113059. /**
  113060. * Sets the global ambient color for the material used in lighting calculations.
  113061. */
  113062. private _globalAmbientColor;
  113063. /**
  113064. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  113065. */
  113066. private _useLogarithmicDepth;
  113067. /**
  113068. * If set to true, no lighting calculations will be applied.
  113069. */
  113070. private _unlit;
  113071. private _debugMode;
  113072. /**
  113073. * @hidden
  113074. * This is reserved for the inspector.
  113075. * Defines the material debug mode.
  113076. * It helps seeing only some components of the material while troubleshooting.
  113077. */
  113078. debugMode: number;
  113079. /**
  113080. * @hidden
  113081. * This is reserved for the inspector.
  113082. * Specify from where on screen the debug mode should start.
  113083. * The value goes from -1 (full screen) to 1 (not visible)
  113084. * It helps with side by side comparison against the final render
  113085. * This defaults to -1
  113086. */
  113087. private debugLimit;
  113088. /**
  113089. * @hidden
  113090. * This is reserved for the inspector.
  113091. * As the default viewing range might not be enough (if the ambient is really small for instance)
  113092. * You can use the factor to better multiply the final value.
  113093. */
  113094. private debugFactor;
  113095. /**
  113096. * Defines the clear coat layer parameters for the material.
  113097. */
  113098. readonly clearCoat: PBRClearCoatConfiguration;
  113099. /**
  113100. * Defines the anisotropic parameters for the material.
  113101. */
  113102. readonly anisotropy: PBRAnisotropicConfiguration;
  113103. /**
  113104. * Defines the BRDF parameters for the material.
  113105. */
  113106. readonly brdf: PBRBRDFConfiguration;
  113107. /**
  113108. * Defines the Sheen parameters for the material.
  113109. */
  113110. readonly sheen: PBRSheenConfiguration;
  113111. /**
  113112. * Defines the SubSurface parameters for the material.
  113113. */
  113114. readonly subSurface: PBRSubSurfaceConfiguration;
  113115. /**
  113116. * Custom callback helping to override the default shader used in the material.
  113117. */
  113118. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  113119. protected _rebuildInParallel: boolean;
  113120. /**
  113121. * Instantiates a new PBRMaterial instance.
  113122. *
  113123. * @param name The material name
  113124. * @param scene The scene the material will be use in.
  113125. */
  113126. constructor(name: string, scene: Scene);
  113127. /**
  113128. * Gets a boolean indicating that current material needs to register RTT
  113129. */
  113130. readonly hasRenderTargetTextures: boolean;
  113131. /**
  113132. * Gets the name of the material class.
  113133. */
  113134. getClassName(): string;
  113135. /**
  113136. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  113137. */
  113138. /**
  113139. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  113140. */
  113141. useLogarithmicDepth: boolean;
  113142. /**
  113143. * Gets the current transparency mode.
  113144. */
  113145. /**
  113146. * Sets the transparency mode of the material.
  113147. *
  113148. * | Value | Type | Description |
  113149. * | ----- | ----------------------------------- | ----------- |
  113150. * | 0 | OPAQUE | |
  113151. * | 1 | ALPHATEST | |
  113152. * | 2 | ALPHABLEND | |
  113153. * | 3 | ALPHATESTANDBLEND | |
  113154. *
  113155. */
  113156. transparencyMode: Nullable<number>;
  113157. /**
  113158. * Returns true if alpha blending should be disabled.
  113159. */
  113160. private readonly _disableAlphaBlending;
  113161. /**
  113162. * Specifies whether or not this material should be rendered in alpha blend mode.
  113163. */
  113164. needAlphaBlending(): boolean;
  113165. /**
  113166. * Specifies if the mesh will require alpha blending.
  113167. * @param mesh - BJS mesh.
  113168. */
  113169. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  113170. /**
  113171. * Specifies whether or not this material should be rendered in alpha test mode.
  113172. */
  113173. needAlphaTesting(): boolean;
  113174. /**
  113175. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  113176. */
  113177. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  113178. /**
  113179. * Gets the texture used for the alpha test.
  113180. */
  113181. getAlphaTestTexture(): Nullable<BaseTexture>;
  113182. /**
  113183. * Specifies that the submesh is ready to be used.
  113184. * @param mesh - BJS mesh.
  113185. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  113186. * @param useInstances - Specifies that instances should be used.
  113187. * @returns - boolean indicating that the submesh is ready or not.
  113188. */
  113189. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  113190. /**
  113191. * Specifies if the material uses metallic roughness workflow.
  113192. * @returns boolean specifiying if the material uses metallic roughness workflow.
  113193. */
  113194. isMetallicWorkflow(): boolean;
  113195. private _prepareEffect;
  113196. private _prepareDefines;
  113197. /**
  113198. * Force shader compilation
  113199. */
  113200. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  113201. clipPlane: boolean;
  113202. }>): void;
  113203. /**
  113204. * Initializes the uniform buffer layout for the shader.
  113205. */
  113206. buildUniformLayout(): void;
  113207. /**
  113208. * Unbinds the material from the mesh
  113209. */
  113210. unbind(): void;
  113211. /**
  113212. * Binds the submesh data.
  113213. * @param world - The world matrix.
  113214. * @param mesh - The BJS mesh.
  113215. * @param subMesh - A submesh of the BJS mesh.
  113216. */
  113217. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  113218. /**
  113219. * Returns the animatable textures.
  113220. * @returns - Array of animatable textures.
  113221. */
  113222. getAnimatables(): IAnimatable[];
  113223. /**
  113224. * Returns the texture used for reflections.
  113225. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  113226. */
  113227. private _getReflectionTexture;
  113228. /**
  113229. * Returns an array of the actively used textures.
  113230. * @returns - Array of BaseTextures
  113231. */
  113232. getActiveTextures(): BaseTexture[];
  113233. /**
  113234. * Checks to see if a texture is used in the material.
  113235. * @param texture - Base texture to use.
  113236. * @returns - Boolean specifying if a texture is used in the material.
  113237. */
  113238. hasTexture(texture: BaseTexture): boolean;
  113239. /**
  113240. * Disposes the resources of the material.
  113241. * @param forceDisposeEffect - Forces the disposal of effects.
  113242. * @param forceDisposeTextures - Forces the disposal of all textures.
  113243. */
  113244. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  113245. }
  113246. }
  113247. declare module BABYLON {
  113248. /**
  113249. * The Physically based material of BJS.
  113250. *
  113251. * This offers the main features of a standard PBR material.
  113252. * For more information, please refer to the documentation :
  113253. * https://doc.babylonjs.com/how_to/physically_based_rendering
  113254. */
  113255. export class PBRMaterial extends PBRBaseMaterial {
  113256. /**
  113257. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  113258. */
  113259. static readonly PBRMATERIAL_OPAQUE: number;
  113260. /**
  113261. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  113262. */
  113263. static readonly PBRMATERIAL_ALPHATEST: number;
  113264. /**
  113265. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  113266. */
  113267. static readonly PBRMATERIAL_ALPHABLEND: number;
  113268. /**
  113269. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  113270. * They are also discarded below the alpha cutoff threshold to improve performances.
  113271. */
  113272. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  113273. /**
  113274. * Defines the default value of how much AO map is occluding the analytical lights
  113275. * (point spot...).
  113276. */
  113277. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  113278. /**
  113279. * Intensity of the direct lights e.g. the four lights available in your scene.
  113280. * This impacts both the direct diffuse and specular highlights.
  113281. */
  113282. directIntensity: number;
  113283. /**
  113284. * Intensity of the emissive part of the material.
  113285. * This helps controlling the emissive effect without modifying the emissive color.
  113286. */
  113287. emissiveIntensity: number;
  113288. /**
  113289. * Intensity of the environment e.g. how much the environment will light the object
  113290. * either through harmonics for rough material or through the refelction for shiny ones.
  113291. */
  113292. environmentIntensity: number;
  113293. /**
  113294. * This is a special control allowing the reduction of the specular highlights coming from the
  113295. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  113296. */
  113297. specularIntensity: number;
  113298. /**
  113299. * Debug Control allowing disabling the bump map on this material.
  113300. */
  113301. disableBumpMap: boolean;
  113302. /**
  113303. * AKA Diffuse Texture in standard nomenclature.
  113304. */
  113305. albedoTexture: BaseTexture;
  113306. /**
  113307. * AKA Occlusion Texture in other nomenclature.
  113308. */
  113309. ambientTexture: BaseTexture;
  113310. /**
  113311. * AKA Occlusion Texture Intensity in other nomenclature.
  113312. */
  113313. ambientTextureStrength: number;
  113314. /**
  113315. * Defines how much the AO map is occluding the analytical lights (point spot...).
  113316. * 1 means it completely occludes it
  113317. * 0 mean it has no impact
  113318. */
  113319. ambientTextureImpactOnAnalyticalLights: number;
  113320. /**
  113321. * Stores the alpha values in a texture.
  113322. */
  113323. opacityTexture: BaseTexture;
  113324. /**
  113325. * Stores the reflection values in a texture.
  113326. */
  113327. reflectionTexture: Nullable<BaseTexture>;
  113328. /**
  113329. * Stores the emissive values in a texture.
  113330. */
  113331. emissiveTexture: BaseTexture;
  113332. /**
  113333. * AKA Specular texture in other nomenclature.
  113334. */
  113335. reflectivityTexture: BaseTexture;
  113336. /**
  113337. * Used to switch from specular/glossiness to metallic/roughness workflow.
  113338. */
  113339. metallicTexture: BaseTexture;
  113340. /**
  113341. * Specifies the metallic scalar of the metallic/roughness workflow.
  113342. * Can also be used to scale the metalness values of the metallic texture.
  113343. */
  113344. metallic: Nullable<number>;
  113345. /**
  113346. * Specifies the roughness scalar of the metallic/roughness workflow.
  113347. * Can also be used to scale the roughness values of the metallic texture.
  113348. */
  113349. roughness: Nullable<number>;
  113350. /**
  113351. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  113352. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  113353. */
  113354. microSurfaceTexture: BaseTexture;
  113355. /**
  113356. * Stores surface normal data used to displace a mesh in a texture.
  113357. */
  113358. bumpTexture: BaseTexture;
  113359. /**
  113360. * Stores the pre-calculated light information of a mesh in a texture.
  113361. */
  113362. lightmapTexture: BaseTexture;
  113363. /**
  113364. * Stores the refracted light information in a texture.
  113365. */
  113366. refractionTexture: Nullable<BaseTexture>;
  113367. /**
  113368. * The color of a material in ambient lighting.
  113369. */
  113370. ambientColor: Color3;
  113371. /**
  113372. * AKA Diffuse Color in other nomenclature.
  113373. */
  113374. albedoColor: Color3;
  113375. /**
  113376. * AKA Specular Color in other nomenclature.
  113377. */
  113378. reflectivityColor: Color3;
  113379. /**
  113380. * The color reflected from the material.
  113381. */
  113382. reflectionColor: Color3;
  113383. /**
  113384. * The color emitted from the material.
  113385. */
  113386. emissiveColor: Color3;
  113387. /**
  113388. * AKA Glossiness in other nomenclature.
  113389. */
  113390. microSurface: number;
  113391. /**
  113392. * source material index of refraction (IOR)' / 'destination material IOR.
  113393. */
  113394. indexOfRefraction: number;
  113395. /**
  113396. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  113397. */
  113398. invertRefractionY: boolean;
  113399. /**
  113400. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  113401. * Materials half opaque for instance using refraction could benefit from this control.
  113402. */
  113403. linkRefractionWithTransparency: boolean;
  113404. /**
  113405. * If true, the light map contains occlusion information instead of lighting info.
  113406. */
  113407. useLightmapAsShadowmap: boolean;
  113408. /**
  113409. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  113410. */
  113411. useAlphaFromAlbedoTexture: boolean;
  113412. /**
  113413. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  113414. */
  113415. forceAlphaTest: boolean;
  113416. /**
  113417. * Defines the alpha limits in alpha test mode.
  113418. */
  113419. alphaCutOff: number;
  113420. /**
  113421. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  113422. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  113423. */
  113424. useSpecularOverAlpha: boolean;
  113425. /**
  113426. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  113427. */
  113428. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  113429. /**
  113430. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  113431. */
  113432. useRoughnessFromMetallicTextureAlpha: boolean;
  113433. /**
  113434. * Specifies if the metallic texture contains the roughness information in its green channel.
  113435. */
  113436. useRoughnessFromMetallicTextureGreen: boolean;
  113437. /**
  113438. * Specifies if the metallic texture contains the metallness information in its blue channel.
  113439. */
  113440. useMetallnessFromMetallicTextureBlue: boolean;
  113441. /**
  113442. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  113443. */
  113444. useAmbientOcclusionFromMetallicTextureRed: boolean;
  113445. /**
  113446. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  113447. */
  113448. useAmbientInGrayScale: boolean;
  113449. /**
  113450. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  113451. * The material will try to infer what glossiness each pixel should be.
  113452. */
  113453. useAutoMicroSurfaceFromReflectivityMap: boolean;
  113454. /**
  113455. * BJS is using an harcoded light falloff based on a manually sets up range.
  113456. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  113457. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  113458. */
  113459. /**
  113460. * BJS is using an harcoded light falloff based on a manually sets up range.
  113461. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  113462. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  113463. */
  113464. usePhysicalLightFalloff: boolean;
  113465. /**
  113466. * In order to support the falloff compatibility with gltf, a special mode has been added
  113467. * to reproduce the gltf light falloff.
  113468. */
  113469. /**
  113470. * In order to support the falloff compatibility with gltf, a special mode has been added
  113471. * to reproduce the gltf light falloff.
  113472. */
  113473. useGLTFLightFalloff: boolean;
  113474. /**
  113475. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  113476. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  113477. */
  113478. useRadianceOverAlpha: boolean;
  113479. /**
  113480. * Allows using an object space normal map (instead of tangent space).
  113481. */
  113482. useObjectSpaceNormalMap: boolean;
  113483. /**
  113484. * Allows using the bump map in parallax mode.
  113485. */
  113486. useParallax: boolean;
  113487. /**
  113488. * Allows using the bump map in parallax occlusion mode.
  113489. */
  113490. useParallaxOcclusion: boolean;
  113491. /**
  113492. * Controls the scale bias of the parallax mode.
  113493. */
  113494. parallaxScaleBias: number;
  113495. /**
  113496. * If sets to true, disables all the lights affecting the material.
  113497. */
  113498. disableLighting: boolean;
  113499. /**
  113500. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  113501. */
  113502. forceIrradianceInFragment: boolean;
  113503. /**
  113504. * Number of Simultaneous lights allowed on the material.
  113505. */
  113506. maxSimultaneousLights: number;
  113507. /**
  113508. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  113509. */
  113510. invertNormalMapX: boolean;
  113511. /**
  113512. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  113513. */
  113514. invertNormalMapY: boolean;
  113515. /**
  113516. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  113517. */
  113518. twoSidedLighting: boolean;
  113519. /**
  113520. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  113521. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  113522. */
  113523. useAlphaFresnel: boolean;
  113524. /**
  113525. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  113526. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  113527. */
  113528. useLinearAlphaFresnel: boolean;
  113529. /**
  113530. * Let user defines the brdf lookup texture used for IBL.
  113531. * A default 8bit version is embedded but you could point at :
  113532. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  113533. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  113534. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  113535. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  113536. */
  113537. environmentBRDFTexture: Nullable<BaseTexture>;
  113538. /**
  113539. * Force normal to face away from face.
  113540. */
  113541. forceNormalForward: boolean;
  113542. /**
  113543. * Enables specular anti aliasing in the PBR shader.
  113544. * It will both interacts on the Geometry for analytical and IBL lighting.
  113545. * It also prefilter the roughness map based on the bump values.
  113546. */
  113547. enableSpecularAntiAliasing: boolean;
  113548. /**
  113549. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  113550. * makes the reflect vector face the model (under horizon).
  113551. */
  113552. useHorizonOcclusion: boolean;
  113553. /**
  113554. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  113555. * too much the area relying on ambient texture to define their ambient occlusion.
  113556. */
  113557. useRadianceOcclusion: boolean;
  113558. /**
  113559. * If set to true, no lighting calculations will be applied.
  113560. */
  113561. unlit: boolean;
  113562. /**
  113563. * Gets the image processing configuration used either in this material.
  113564. */
  113565. /**
  113566. * Sets the Default image processing configuration used either in the this material.
  113567. *
  113568. * If sets to null, the scene one is in use.
  113569. */
  113570. imageProcessingConfiguration: ImageProcessingConfiguration;
  113571. /**
  113572. * Gets wether the color curves effect is enabled.
  113573. */
  113574. /**
  113575. * Sets wether the color curves effect is enabled.
  113576. */
  113577. cameraColorCurvesEnabled: boolean;
  113578. /**
  113579. * Gets wether the color grading effect is enabled.
  113580. */
  113581. /**
  113582. * Gets wether the color grading effect is enabled.
  113583. */
  113584. cameraColorGradingEnabled: boolean;
  113585. /**
  113586. * Gets wether tonemapping is enabled or not.
  113587. */
  113588. /**
  113589. * Sets wether tonemapping is enabled or not
  113590. */
  113591. cameraToneMappingEnabled: boolean;
  113592. /**
  113593. * The camera exposure used on this material.
  113594. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  113595. * This corresponds to a photographic exposure.
  113596. */
  113597. /**
  113598. * The camera exposure used on this material.
  113599. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  113600. * This corresponds to a photographic exposure.
  113601. */
  113602. cameraExposure: number;
  113603. /**
  113604. * Gets The camera contrast used on this material.
  113605. */
  113606. /**
  113607. * Sets The camera contrast used on this material.
  113608. */
  113609. cameraContrast: number;
  113610. /**
  113611. * Gets the Color Grading 2D Lookup Texture.
  113612. */
  113613. /**
  113614. * Sets the Color Grading 2D Lookup Texture.
  113615. */
  113616. cameraColorGradingTexture: Nullable<BaseTexture>;
  113617. /**
  113618. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  113619. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  113620. * 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;
  113621. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  113622. */
  113623. /**
  113624. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  113625. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  113626. * 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;
  113627. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  113628. */
  113629. cameraColorCurves: Nullable<ColorCurves>;
  113630. /**
  113631. * Instantiates a new PBRMaterial instance.
  113632. *
  113633. * @param name The material name
  113634. * @param scene The scene the material will be use in.
  113635. */
  113636. constructor(name: string, scene: Scene);
  113637. /**
  113638. * Returns the name of this material class.
  113639. */
  113640. getClassName(): string;
  113641. /**
  113642. * Makes a duplicate of the current material.
  113643. * @param name - name to use for the new material.
  113644. */
  113645. clone(name: string): PBRMaterial;
  113646. /**
  113647. * Serializes this PBR Material.
  113648. * @returns - An object with the serialized material.
  113649. */
  113650. serialize(): any;
  113651. /**
  113652. * Parses a PBR Material from a serialized object.
  113653. * @param source - Serialized object.
  113654. * @param scene - BJS scene instance.
  113655. * @param rootUrl - url for the scene object
  113656. * @returns - PBRMaterial
  113657. */
  113658. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  113659. }
  113660. }
  113661. declare module BABYLON {
  113662. /**
  113663. * Direct draw surface info
  113664. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  113665. */
  113666. export interface DDSInfo {
  113667. /**
  113668. * Width of the texture
  113669. */
  113670. width: number;
  113671. /**
  113672. * Width of the texture
  113673. */
  113674. height: number;
  113675. /**
  113676. * Number of Mipmaps for the texture
  113677. * @see https://en.wikipedia.org/wiki/Mipmap
  113678. */
  113679. mipmapCount: number;
  113680. /**
  113681. * If the textures format is a known fourCC format
  113682. * @see https://www.fourcc.org/
  113683. */
  113684. isFourCC: boolean;
  113685. /**
  113686. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  113687. */
  113688. isRGB: boolean;
  113689. /**
  113690. * If the texture is a lumincance format
  113691. */
  113692. isLuminance: boolean;
  113693. /**
  113694. * If this is a cube texture
  113695. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  113696. */
  113697. isCube: boolean;
  113698. /**
  113699. * If the texture is a compressed format eg. FOURCC_DXT1
  113700. */
  113701. isCompressed: boolean;
  113702. /**
  113703. * The dxgiFormat of the texture
  113704. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  113705. */
  113706. dxgiFormat: number;
  113707. /**
  113708. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  113709. */
  113710. textureType: number;
  113711. /**
  113712. * Sphericle polynomial created for the dds texture
  113713. */
  113714. sphericalPolynomial?: SphericalPolynomial;
  113715. }
  113716. /**
  113717. * Class used to provide DDS decompression tools
  113718. */
  113719. export class DDSTools {
  113720. /**
  113721. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  113722. */
  113723. static StoreLODInAlphaChannel: boolean;
  113724. /**
  113725. * Gets DDS information from an array buffer
  113726. * @param arrayBuffer defines the array buffer to read data from
  113727. * @returns the DDS information
  113728. */
  113729. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  113730. private static _FloatView;
  113731. private static _Int32View;
  113732. private static _ToHalfFloat;
  113733. private static _FromHalfFloat;
  113734. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  113735. private static _GetHalfFloatRGBAArrayBuffer;
  113736. private static _GetFloatRGBAArrayBuffer;
  113737. private static _GetFloatAsUIntRGBAArrayBuffer;
  113738. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  113739. private static _GetRGBAArrayBuffer;
  113740. private static _ExtractLongWordOrder;
  113741. private static _GetRGBArrayBuffer;
  113742. private static _GetLuminanceArrayBuffer;
  113743. /**
  113744. * Uploads DDS Levels to a Babylon Texture
  113745. * @hidden
  113746. */
  113747. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  113748. }
  113749. interface Engine {
  113750. /**
  113751. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  113752. * @param rootUrl defines the url where the file to load is located
  113753. * @param scene defines the current scene
  113754. * @param lodScale defines scale to apply to the mip map selection
  113755. * @param lodOffset defines offset to apply to the mip map selection
  113756. * @param onLoad defines an optional callback raised when the texture is loaded
  113757. * @param onError defines an optional callback raised if there is an issue to load the texture
  113758. * @param format defines the format of the data
  113759. * @param forcedExtension defines the extension to use to pick the right loader
  113760. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  113761. * @returns the cube texture as an InternalTexture
  113762. */
  113763. 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;
  113764. }
  113765. }
  113766. declare module BABYLON {
  113767. /**
  113768. * Implementation of the DDS Texture Loader.
  113769. * @hidden
  113770. */
  113771. export class _DDSTextureLoader implements IInternalTextureLoader {
  113772. /**
  113773. * Defines wether the loader supports cascade loading the different faces.
  113774. */
  113775. readonly supportCascades: boolean;
  113776. /**
  113777. * This returns if the loader support the current file information.
  113778. * @param extension defines the file extension of the file being loaded
  113779. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113780. * @param fallback defines the fallback internal texture if any
  113781. * @param isBase64 defines whether the texture is encoded as a base64
  113782. * @param isBuffer defines whether the texture data are stored as a buffer
  113783. * @returns true if the loader can load the specified file
  113784. */
  113785. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  113786. /**
  113787. * Transform the url before loading if required.
  113788. * @param rootUrl the url of the texture
  113789. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113790. * @returns the transformed texture
  113791. */
  113792. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  113793. /**
  113794. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  113795. * @param rootUrl the url of the texture
  113796. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113797. * @returns the fallback texture
  113798. */
  113799. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  113800. /**
  113801. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  113802. * @param data contains the texture data
  113803. * @param texture defines the BabylonJS internal texture
  113804. * @param createPolynomials will be true if polynomials have been requested
  113805. * @param onLoad defines the callback to trigger once the texture is ready
  113806. * @param onError defines the callback to trigger in case of error
  113807. */
  113808. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  113809. /**
  113810. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  113811. * @param data contains the texture data
  113812. * @param texture defines the BabylonJS internal texture
  113813. * @param callback defines the method to call once ready to upload
  113814. */
  113815. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  113816. }
  113817. }
  113818. declare module BABYLON {
  113819. /**
  113820. * Implementation of the ENV Texture Loader.
  113821. * @hidden
  113822. */
  113823. export class _ENVTextureLoader implements IInternalTextureLoader {
  113824. /**
  113825. * Defines wether the loader supports cascade loading the different faces.
  113826. */
  113827. readonly supportCascades: boolean;
  113828. /**
  113829. * This returns if the loader support the current file information.
  113830. * @param extension defines the file extension of the file being loaded
  113831. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113832. * @param fallback defines the fallback internal texture if any
  113833. * @param isBase64 defines whether the texture is encoded as a base64
  113834. * @param isBuffer defines whether the texture data are stored as a buffer
  113835. * @returns true if the loader can load the specified file
  113836. */
  113837. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  113838. /**
  113839. * Transform the url before loading if required.
  113840. * @param rootUrl the url of the texture
  113841. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113842. * @returns the transformed texture
  113843. */
  113844. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  113845. /**
  113846. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  113847. * @param rootUrl the url of the texture
  113848. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113849. * @returns the fallback texture
  113850. */
  113851. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  113852. /**
  113853. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  113854. * @param data contains the texture data
  113855. * @param texture defines the BabylonJS internal texture
  113856. * @param createPolynomials will be true if polynomials have been requested
  113857. * @param onLoad defines the callback to trigger once the texture is ready
  113858. * @param onError defines the callback to trigger in case of error
  113859. */
  113860. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  113861. /**
  113862. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  113863. * @param data contains the texture data
  113864. * @param texture defines the BabylonJS internal texture
  113865. * @param callback defines the method to call once ready to upload
  113866. */
  113867. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  113868. }
  113869. }
  113870. declare module BABYLON {
  113871. /**
  113872. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  113873. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  113874. */
  113875. export class KhronosTextureContainer {
  113876. /** contents of the KTX container file */
  113877. arrayBuffer: any;
  113878. private static HEADER_LEN;
  113879. private static COMPRESSED_2D;
  113880. private static COMPRESSED_3D;
  113881. private static TEX_2D;
  113882. private static TEX_3D;
  113883. /**
  113884. * Gets the openGL type
  113885. */
  113886. glType: number;
  113887. /**
  113888. * Gets the openGL type size
  113889. */
  113890. glTypeSize: number;
  113891. /**
  113892. * Gets the openGL format
  113893. */
  113894. glFormat: number;
  113895. /**
  113896. * Gets the openGL internal format
  113897. */
  113898. glInternalFormat: number;
  113899. /**
  113900. * Gets the base internal format
  113901. */
  113902. glBaseInternalFormat: number;
  113903. /**
  113904. * Gets image width in pixel
  113905. */
  113906. pixelWidth: number;
  113907. /**
  113908. * Gets image height in pixel
  113909. */
  113910. pixelHeight: number;
  113911. /**
  113912. * Gets image depth in pixels
  113913. */
  113914. pixelDepth: number;
  113915. /**
  113916. * Gets the number of array elements
  113917. */
  113918. numberOfArrayElements: number;
  113919. /**
  113920. * Gets the number of faces
  113921. */
  113922. numberOfFaces: number;
  113923. /**
  113924. * Gets the number of mipmap levels
  113925. */
  113926. numberOfMipmapLevels: number;
  113927. /**
  113928. * Gets the bytes of key value data
  113929. */
  113930. bytesOfKeyValueData: number;
  113931. /**
  113932. * Gets the load type
  113933. */
  113934. loadType: number;
  113935. /**
  113936. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  113937. */
  113938. isInvalid: boolean;
  113939. /**
  113940. * Creates a new KhronosTextureContainer
  113941. * @param arrayBuffer contents of the KTX container file
  113942. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  113943. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  113944. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  113945. */
  113946. constructor(
  113947. /** contents of the KTX container file */
  113948. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  113949. /**
  113950. * Uploads KTX content to a Babylon Texture.
  113951. * It is assumed that the texture has already been created & is currently bound
  113952. * @hidden
  113953. */
  113954. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  113955. private _upload2DCompressedLevels;
  113956. }
  113957. }
  113958. declare module BABYLON {
  113959. /**
  113960. * Implementation of the KTX Texture Loader.
  113961. * @hidden
  113962. */
  113963. export class _KTXTextureLoader implements IInternalTextureLoader {
  113964. /**
  113965. * Defines wether the loader supports cascade loading the different faces.
  113966. */
  113967. readonly supportCascades: boolean;
  113968. /**
  113969. * This returns if the loader support the current file information.
  113970. * @param extension defines the file extension of the file being loaded
  113971. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113972. * @param fallback defines the fallback internal texture if any
  113973. * @param isBase64 defines whether the texture is encoded as a base64
  113974. * @param isBuffer defines whether the texture data are stored as a buffer
  113975. * @returns true if the loader can load the specified file
  113976. */
  113977. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  113978. /**
  113979. * Transform the url before loading if required.
  113980. * @param rootUrl the url of the texture
  113981. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113982. * @returns the transformed texture
  113983. */
  113984. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  113985. /**
  113986. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  113987. * @param rootUrl the url of the texture
  113988. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113989. * @returns the fallback texture
  113990. */
  113991. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  113992. /**
  113993. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  113994. * @param data contains the texture data
  113995. * @param texture defines the BabylonJS internal texture
  113996. * @param createPolynomials will be true if polynomials have been requested
  113997. * @param onLoad defines the callback to trigger once the texture is ready
  113998. * @param onError defines the callback to trigger in case of error
  113999. */
  114000. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  114001. /**
  114002. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  114003. * @param data contains the texture data
  114004. * @param texture defines the BabylonJS internal texture
  114005. * @param callback defines the method to call once ready to upload
  114006. */
  114007. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  114008. }
  114009. }
  114010. declare module BABYLON {
  114011. /**
  114012. * Options for the default xr helper
  114013. */
  114014. export class WebXRDefaultExperienceOptions {
  114015. /**
  114016. * Floor meshes that should be used for teleporting
  114017. */
  114018. floorMeshes: Array<AbstractMesh>;
  114019. }
  114020. /**
  114021. * Default experience which provides a similar setup to the previous webVRExperience
  114022. */
  114023. export class WebXRDefaultExperience {
  114024. /**
  114025. * Base experience
  114026. */
  114027. baseExperience: WebXRExperienceHelper;
  114028. /**
  114029. * Input experience extension
  114030. */
  114031. input: WebXRInput;
  114032. /**
  114033. * Loads the controller models
  114034. */
  114035. controllerModelLoader: WebXRControllerModelLoader;
  114036. /**
  114037. * Enables laser pointer and selection
  114038. */
  114039. pointerSelection: WebXRControllerPointerSelection;
  114040. /**
  114041. * Enables teleportation
  114042. */
  114043. teleportation: WebXRControllerTeleportation;
  114044. /**
  114045. * Enables ui for enetering/exiting xr
  114046. */
  114047. enterExitUI: WebXREnterExitUI;
  114048. /**
  114049. * Default output canvas xr should render to
  114050. */
  114051. outputCanvas: WebXRManagedOutputCanvas;
  114052. /**
  114053. * Creates the default xr experience
  114054. * @param scene scene
  114055. * @param options options for basic configuration
  114056. * @returns resulting WebXRDefaultExperience
  114057. */
  114058. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  114059. private constructor();
  114060. /**
  114061. * DIsposes of the experience helper
  114062. */
  114063. dispose(): void;
  114064. }
  114065. }
  114066. declare module BABYLON {
  114067. /** @hidden */
  114068. export var _forceSceneHelpersToBundle: boolean;
  114069. interface Scene {
  114070. /**
  114071. * Creates a default light for the scene.
  114072. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  114073. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  114074. */
  114075. createDefaultLight(replace?: boolean): void;
  114076. /**
  114077. * Creates a default camera for the scene.
  114078. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  114079. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  114080. * @param replace has default false, when true replaces the active camera in the scene
  114081. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  114082. */
  114083. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  114084. /**
  114085. * Creates a default camera and a default light.
  114086. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  114087. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  114088. * @param replace has the default false, when true replaces the active camera/light in the scene
  114089. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  114090. */
  114091. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  114092. /**
  114093. * Creates a new sky box
  114094. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  114095. * @param environmentTexture defines the texture to use as environment texture
  114096. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  114097. * @param scale defines the overall scale of the skybox
  114098. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  114099. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  114100. * @returns a new mesh holding the sky box
  114101. */
  114102. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  114103. /**
  114104. * Creates a new environment
  114105. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  114106. * @param options defines the options you can use to configure the environment
  114107. * @returns the new EnvironmentHelper
  114108. */
  114109. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  114110. /**
  114111. * Creates a new VREXperienceHelper
  114112. * @see http://doc.babylonjs.com/how_to/webvr_helper
  114113. * @param webVROptions defines the options used to create the new VREXperienceHelper
  114114. * @returns a new VREXperienceHelper
  114115. */
  114116. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  114117. /**
  114118. * Creates a new WebXRDefaultExperience
  114119. * @see http://doc.babylonjs.com/how_to/webxr
  114120. * @param options experience options
  114121. * @returns a promise for a new WebXRDefaultExperience
  114122. */
  114123. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  114124. }
  114125. }
  114126. declare module BABYLON {
  114127. /**
  114128. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  114129. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  114130. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  114131. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  114132. */
  114133. export class VideoDome extends TransformNode {
  114134. /**
  114135. * Define the video source as a Monoscopic panoramic 360 video.
  114136. */
  114137. static readonly MODE_MONOSCOPIC: number;
  114138. /**
  114139. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  114140. */
  114141. static readonly MODE_TOPBOTTOM: number;
  114142. /**
  114143. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  114144. */
  114145. static readonly MODE_SIDEBYSIDE: number;
  114146. private _halfDome;
  114147. private _useDirectMapping;
  114148. /**
  114149. * The video texture being displayed on the sphere
  114150. */
  114151. protected _videoTexture: VideoTexture;
  114152. /**
  114153. * Gets the video texture being displayed on the sphere
  114154. */
  114155. readonly videoTexture: VideoTexture;
  114156. /**
  114157. * The skybox material
  114158. */
  114159. protected _material: BackgroundMaterial;
  114160. /**
  114161. * The surface used for the skybox
  114162. */
  114163. protected _mesh: Mesh;
  114164. /**
  114165. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  114166. */
  114167. private _halfDomeMask;
  114168. /**
  114169. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  114170. * Also see the options.resolution property.
  114171. */
  114172. fovMultiplier: number;
  114173. private _videoMode;
  114174. /**
  114175. * Gets or set the current video mode for the video. It can be:
  114176. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  114177. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  114178. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  114179. */
  114180. videoMode: number;
  114181. /**
  114182. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  114183. *
  114184. */
  114185. /**
  114186. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  114187. */
  114188. halfDome: boolean;
  114189. /**
  114190. * Oberserver used in Stereoscopic VR Mode.
  114191. */
  114192. private _onBeforeCameraRenderObserver;
  114193. /**
  114194. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  114195. * @param name Element's name, child elements will append suffixes for their own names.
  114196. * @param urlsOrVideo defines the url(s) or the video element to use
  114197. * @param options An object containing optional or exposed sub element properties
  114198. */
  114199. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  114200. resolution?: number;
  114201. clickToPlay?: boolean;
  114202. autoPlay?: boolean;
  114203. loop?: boolean;
  114204. size?: number;
  114205. poster?: string;
  114206. faceForward?: boolean;
  114207. useDirectMapping?: boolean;
  114208. halfDomeMode?: boolean;
  114209. }, scene: Scene);
  114210. private _changeVideoMode;
  114211. /**
  114212. * Releases resources associated with this node.
  114213. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  114214. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  114215. */
  114216. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  114217. }
  114218. }
  114219. declare module BABYLON {
  114220. /**
  114221. * This class can be used to get instrumentation data from a Babylon engine
  114222. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  114223. */
  114224. export class EngineInstrumentation implements IDisposable {
  114225. /**
  114226. * Define the instrumented engine.
  114227. */
  114228. engine: Engine;
  114229. private _captureGPUFrameTime;
  114230. private _gpuFrameTimeToken;
  114231. private _gpuFrameTime;
  114232. private _captureShaderCompilationTime;
  114233. private _shaderCompilationTime;
  114234. private _onBeginFrameObserver;
  114235. private _onEndFrameObserver;
  114236. private _onBeforeShaderCompilationObserver;
  114237. private _onAfterShaderCompilationObserver;
  114238. /**
  114239. * Gets the perf counter used for GPU frame time
  114240. */
  114241. readonly gpuFrameTimeCounter: PerfCounter;
  114242. /**
  114243. * Gets the GPU frame time capture status
  114244. */
  114245. /**
  114246. * Enable or disable the GPU frame time capture
  114247. */
  114248. captureGPUFrameTime: boolean;
  114249. /**
  114250. * Gets the perf counter used for shader compilation time
  114251. */
  114252. readonly shaderCompilationTimeCounter: PerfCounter;
  114253. /**
  114254. * Gets the shader compilation time capture status
  114255. */
  114256. /**
  114257. * Enable or disable the shader compilation time capture
  114258. */
  114259. captureShaderCompilationTime: boolean;
  114260. /**
  114261. * Instantiates a new engine instrumentation.
  114262. * This class can be used to get instrumentation data from a Babylon engine
  114263. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  114264. * @param engine Defines the engine to instrument
  114265. */
  114266. constructor(
  114267. /**
  114268. * Define the instrumented engine.
  114269. */
  114270. engine: Engine);
  114271. /**
  114272. * Dispose and release associated resources.
  114273. */
  114274. dispose(): void;
  114275. }
  114276. }
  114277. declare module BABYLON {
  114278. /**
  114279. * This class can be used to get instrumentation data from a Babylon engine
  114280. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  114281. */
  114282. export class SceneInstrumentation implements IDisposable {
  114283. /**
  114284. * Defines the scene to instrument
  114285. */
  114286. scene: Scene;
  114287. private _captureActiveMeshesEvaluationTime;
  114288. private _activeMeshesEvaluationTime;
  114289. private _captureRenderTargetsRenderTime;
  114290. private _renderTargetsRenderTime;
  114291. private _captureFrameTime;
  114292. private _frameTime;
  114293. private _captureRenderTime;
  114294. private _renderTime;
  114295. private _captureInterFrameTime;
  114296. private _interFrameTime;
  114297. private _captureParticlesRenderTime;
  114298. private _particlesRenderTime;
  114299. private _captureSpritesRenderTime;
  114300. private _spritesRenderTime;
  114301. private _capturePhysicsTime;
  114302. private _physicsTime;
  114303. private _captureAnimationsTime;
  114304. private _animationsTime;
  114305. private _captureCameraRenderTime;
  114306. private _cameraRenderTime;
  114307. private _onBeforeActiveMeshesEvaluationObserver;
  114308. private _onAfterActiveMeshesEvaluationObserver;
  114309. private _onBeforeRenderTargetsRenderObserver;
  114310. private _onAfterRenderTargetsRenderObserver;
  114311. private _onAfterRenderObserver;
  114312. private _onBeforeDrawPhaseObserver;
  114313. private _onAfterDrawPhaseObserver;
  114314. private _onBeforeAnimationsObserver;
  114315. private _onBeforeParticlesRenderingObserver;
  114316. private _onAfterParticlesRenderingObserver;
  114317. private _onBeforeSpritesRenderingObserver;
  114318. private _onAfterSpritesRenderingObserver;
  114319. private _onBeforePhysicsObserver;
  114320. private _onAfterPhysicsObserver;
  114321. private _onAfterAnimationsObserver;
  114322. private _onBeforeCameraRenderObserver;
  114323. private _onAfterCameraRenderObserver;
  114324. /**
  114325. * Gets the perf counter used for active meshes evaluation time
  114326. */
  114327. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  114328. /**
  114329. * Gets the active meshes evaluation time capture status
  114330. */
  114331. /**
  114332. * Enable or disable the active meshes evaluation time capture
  114333. */
  114334. captureActiveMeshesEvaluationTime: boolean;
  114335. /**
  114336. * Gets the perf counter used for render targets render time
  114337. */
  114338. readonly renderTargetsRenderTimeCounter: PerfCounter;
  114339. /**
  114340. * Gets the render targets render time capture status
  114341. */
  114342. /**
  114343. * Enable or disable the render targets render time capture
  114344. */
  114345. captureRenderTargetsRenderTime: boolean;
  114346. /**
  114347. * Gets the perf counter used for particles render time
  114348. */
  114349. readonly particlesRenderTimeCounter: PerfCounter;
  114350. /**
  114351. * Gets the particles render time capture status
  114352. */
  114353. /**
  114354. * Enable or disable the particles render time capture
  114355. */
  114356. captureParticlesRenderTime: boolean;
  114357. /**
  114358. * Gets the perf counter used for sprites render time
  114359. */
  114360. readonly spritesRenderTimeCounter: PerfCounter;
  114361. /**
  114362. * Gets the sprites render time capture status
  114363. */
  114364. /**
  114365. * Enable or disable the sprites render time capture
  114366. */
  114367. captureSpritesRenderTime: boolean;
  114368. /**
  114369. * Gets the perf counter used for physics time
  114370. */
  114371. readonly physicsTimeCounter: PerfCounter;
  114372. /**
  114373. * Gets the physics time capture status
  114374. */
  114375. /**
  114376. * Enable or disable the physics time capture
  114377. */
  114378. capturePhysicsTime: boolean;
  114379. /**
  114380. * Gets the perf counter used for animations time
  114381. */
  114382. readonly animationsTimeCounter: PerfCounter;
  114383. /**
  114384. * Gets the animations time capture status
  114385. */
  114386. /**
  114387. * Enable or disable the animations time capture
  114388. */
  114389. captureAnimationsTime: boolean;
  114390. /**
  114391. * Gets the perf counter used for frame time capture
  114392. */
  114393. readonly frameTimeCounter: PerfCounter;
  114394. /**
  114395. * Gets the frame time capture status
  114396. */
  114397. /**
  114398. * Enable or disable the frame time capture
  114399. */
  114400. captureFrameTime: boolean;
  114401. /**
  114402. * Gets the perf counter used for inter-frames time capture
  114403. */
  114404. readonly interFrameTimeCounter: PerfCounter;
  114405. /**
  114406. * Gets the inter-frames time capture status
  114407. */
  114408. /**
  114409. * Enable or disable the inter-frames time capture
  114410. */
  114411. captureInterFrameTime: boolean;
  114412. /**
  114413. * Gets the perf counter used for render time capture
  114414. */
  114415. readonly renderTimeCounter: PerfCounter;
  114416. /**
  114417. * Gets the render time capture status
  114418. */
  114419. /**
  114420. * Enable or disable the render time capture
  114421. */
  114422. captureRenderTime: boolean;
  114423. /**
  114424. * Gets the perf counter used for camera render time capture
  114425. */
  114426. readonly cameraRenderTimeCounter: PerfCounter;
  114427. /**
  114428. * Gets the camera render time capture status
  114429. */
  114430. /**
  114431. * Enable or disable the camera render time capture
  114432. */
  114433. captureCameraRenderTime: boolean;
  114434. /**
  114435. * Gets the perf counter used for draw calls
  114436. */
  114437. readonly drawCallsCounter: PerfCounter;
  114438. /**
  114439. * Instantiates a new scene instrumentation.
  114440. * This class can be used to get instrumentation data from a Babylon engine
  114441. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  114442. * @param scene Defines the scene to instrument
  114443. */
  114444. constructor(
  114445. /**
  114446. * Defines the scene to instrument
  114447. */
  114448. scene: Scene);
  114449. /**
  114450. * Dispose and release associated resources.
  114451. */
  114452. dispose(): void;
  114453. }
  114454. }
  114455. declare module BABYLON {
  114456. /** @hidden */
  114457. export var glowMapGenerationPixelShader: {
  114458. name: string;
  114459. shader: string;
  114460. };
  114461. }
  114462. declare module BABYLON {
  114463. /** @hidden */
  114464. export var glowMapGenerationVertexShader: {
  114465. name: string;
  114466. shader: string;
  114467. };
  114468. }
  114469. declare module BABYLON {
  114470. /**
  114471. * Effect layer options. This helps customizing the behaviour
  114472. * of the effect layer.
  114473. */
  114474. export interface IEffectLayerOptions {
  114475. /**
  114476. * Multiplication factor apply to the canvas size to compute the render target size
  114477. * used to generated the objects (the smaller the faster).
  114478. */
  114479. mainTextureRatio: number;
  114480. /**
  114481. * Enforces a fixed size texture to ensure effect stability across devices.
  114482. */
  114483. mainTextureFixedSize?: number;
  114484. /**
  114485. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  114486. */
  114487. alphaBlendingMode: number;
  114488. /**
  114489. * The camera attached to the layer.
  114490. */
  114491. camera: Nullable<Camera>;
  114492. /**
  114493. * The rendering group to draw the layer in.
  114494. */
  114495. renderingGroupId: number;
  114496. }
  114497. /**
  114498. * The effect layer Helps adding post process effect blended with the main pass.
  114499. *
  114500. * This can be for instance use to generate glow or higlight effects on the scene.
  114501. *
  114502. * The effect layer class can not be used directly and is intented to inherited from to be
  114503. * customized per effects.
  114504. */
  114505. export abstract class EffectLayer {
  114506. private _vertexBuffers;
  114507. private _indexBuffer;
  114508. private _cachedDefines;
  114509. private _effectLayerMapGenerationEffect;
  114510. private _effectLayerOptions;
  114511. private _mergeEffect;
  114512. protected _scene: Scene;
  114513. protected _engine: Engine;
  114514. protected _maxSize: number;
  114515. protected _mainTextureDesiredSize: ISize;
  114516. protected _mainTexture: RenderTargetTexture;
  114517. protected _shouldRender: boolean;
  114518. protected _postProcesses: PostProcess[];
  114519. protected _textures: BaseTexture[];
  114520. protected _emissiveTextureAndColor: {
  114521. texture: Nullable<BaseTexture>;
  114522. color: Color4;
  114523. };
  114524. /**
  114525. * The name of the layer
  114526. */
  114527. name: string;
  114528. /**
  114529. * The clear color of the texture used to generate the glow map.
  114530. */
  114531. neutralColor: Color4;
  114532. /**
  114533. * Specifies wether the highlight layer is enabled or not.
  114534. */
  114535. isEnabled: boolean;
  114536. /**
  114537. * Gets the camera attached to the layer.
  114538. */
  114539. readonly camera: Nullable<Camera>;
  114540. /**
  114541. * Gets the rendering group id the layer should render in.
  114542. */
  114543. renderingGroupId: number;
  114544. /**
  114545. * An event triggered when the effect layer has been disposed.
  114546. */
  114547. onDisposeObservable: Observable<EffectLayer>;
  114548. /**
  114549. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  114550. */
  114551. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  114552. /**
  114553. * An event triggered when the generated texture is being merged in the scene.
  114554. */
  114555. onBeforeComposeObservable: Observable<EffectLayer>;
  114556. /**
  114557. * An event triggered when the generated texture has been merged in the scene.
  114558. */
  114559. onAfterComposeObservable: Observable<EffectLayer>;
  114560. /**
  114561. * An event triggered when the efffect layer changes its size.
  114562. */
  114563. onSizeChangedObservable: Observable<EffectLayer>;
  114564. /** @hidden */
  114565. static _SceneComponentInitialization: (scene: Scene) => void;
  114566. /**
  114567. * Instantiates a new effect Layer and references it in the scene.
  114568. * @param name The name of the layer
  114569. * @param scene The scene to use the layer in
  114570. */
  114571. constructor(
  114572. /** The Friendly of the effect in the scene */
  114573. name: string, scene: Scene);
  114574. /**
  114575. * Get the effect name of the layer.
  114576. * @return The effect name
  114577. */
  114578. abstract getEffectName(): string;
  114579. /**
  114580. * Checks for the readiness of the element composing the layer.
  114581. * @param subMesh the mesh to check for
  114582. * @param useInstances specify wether or not to use instances to render the mesh
  114583. * @return true if ready otherwise, false
  114584. */
  114585. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  114586. /**
  114587. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  114588. * @returns true if the effect requires stencil during the main canvas render pass.
  114589. */
  114590. abstract needStencil(): boolean;
  114591. /**
  114592. * Create the merge effect. This is the shader use to blit the information back
  114593. * to the main canvas at the end of the scene rendering.
  114594. * @returns The effect containing the shader used to merge the effect on the main canvas
  114595. */
  114596. protected abstract _createMergeEffect(): Effect;
  114597. /**
  114598. * Creates the render target textures and post processes used in the effect layer.
  114599. */
  114600. protected abstract _createTextureAndPostProcesses(): void;
  114601. /**
  114602. * Implementation specific of rendering the generating effect on the main canvas.
  114603. * @param effect The effect used to render through
  114604. */
  114605. protected abstract _internalRender(effect: Effect): void;
  114606. /**
  114607. * Sets the required values for both the emissive texture and and the main color.
  114608. */
  114609. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  114610. /**
  114611. * Free any resources and references associated to a mesh.
  114612. * Internal use
  114613. * @param mesh The mesh to free.
  114614. */
  114615. abstract _disposeMesh(mesh: Mesh): void;
  114616. /**
  114617. * Serializes this layer (Glow or Highlight for example)
  114618. * @returns a serialized layer object
  114619. */
  114620. abstract serialize?(): any;
  114621. /**
  114622. * Initializes the effect layer with the required options.
  114623. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  114624. */
  114625. protected _init(options: Partial<IEffectLayerOptions>): void;
  114626. /**
  114627. * Generates the index buffer of the full screen quad blending to the main canvas.
  114628. */
  114629. private _generateIndexBuffer;
  114630. /**
  114631. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  114632. */
  114633. private _generateVertexBuffer;
  114634. /**
  114635. * Sets the main texture desired size which is the closest power of two
  114636. * of the engine canvas size.
  114637. */
  114638. private _setMainTextureSize;
  114639. /**
  114640. * Creates the main texture for the effect layer.
  114641. */
  114642. protected _createMainTexture(): void;
  114643. /**
  114644. * Adds specific effects defines.
  114645. * @param defines The defines to add specifics to.
  114646. */
  114647. protected _addCustomEffectDefines(defines: string[]): void;
  114648. /**
  114649. * Checks for the readiness of the element composing the layer.
  114650. * @param subMesh the mesh to check for
  114651. * @param useInstances specify wether or not to use instances to render the mesh
  114652. * @param emissiveTexture the associated emissive texture used to generate the glow
  114653. * @return true if ready otherwise, false
  114654. */
  114655. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  114656. /**
  114657. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  114658. */
  114659. render(): void;
  114660. /**
  114661. * Determine if a given mesh will be used in the current effect.
  114662. * @param mesh mesh to test
  114663. * @returns true if the mesh will be used
  114664. */
  114665. hasMesh(mesh: AbstractMesh): boolean;
  114666. /**
  114667. * Returns true if the layer contains information to display, otherwise false.
  114668. * @returns true if the glow layer should be rendered
  114669. */
  114670. shouldRender(): boolean;
  114671. /**
  114672. * Returns true if the mesh should render, otherwise false.
  114673. * @param mesh The mesh to render
  114674. * @returns true if it should render otherwise false
  114675. */
  114676. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  114677. /**
  114678. * Returns true if the mesh can be rendered, otherwise false.
  114679. * @param mesh The mesh to render
  114680. * @param material The material used on the mesh
  114681. * @returns true if it can be rendered otherwise false
  114682. */
  114683. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  114684. /**
  114685. * Returns true if the mesh should render, otherwise false.
  114686. * @param mesh The mesh to render
  114687. * @returns true if it should render otherwise false
  114688. */
  114689. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  114690. /**
  114691. * Renders the submesh passed in parameter to the generation map.
  114692. */
  114693. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  114694. /**
  114695. * Rebuild the required buffers.
  114696. * @hidden Internal use only.
  114697. */
  114698. _rebuild(): void;
  114699. /**
  114700. * Dispose only the render target textures and post process.
  114701. */
  114702. private _disposeTextureAndPostProcesses;
  114703. /**
  114704. * Dispose the highlight layer and free resources.
  114705. */
  114706. dispose(): void;
  114707. /**
  114708. * Gets the class name of the effect layer
  114709. * @returns the string with the class name of the effect layer
  114710. */
  114711. getClassName(): string;
  114712. /**
  114713. * Creates an effect layer from parsed effect layer data
  114714. * @param parsedEffectLayer defines effect layer data
  114715. * @param scene defines the current scene
  114716. * @param rootUrl defines the root URL containing the effect layer information
  114717. * @returns a parsed effect Layer
  114718. */
  114719. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  114720. }
  114721. }
  114722. declare module BABYLON {
  114723. interface AbstractScene {
  114724. /**
  114725. * The list of effect layers (highlights/glow) added to the scene
  114726. * @see http://doc.babylonjs.com/how_to/highlight_layer
  114727. * @see http://doc.babylonjs.com/how_to/glow_layer
  114728. */
  114729. effectLayers: Array<EffectLayer>;
  114730. /**
  114731. * Removes the given effect layer from this scene.
  114732. * @param toRemove defines the effect layer to remove
  114733. * @returns the index of the removed effect layer
  114734. */
  114735. removeEffectLayer(toRemove: EffectLayer): number;
  114736. /**
  114737. * Adds the given effect layer to this scene
  114738. * @param newEffectLayer defines the effect layer to add
  114739. */
  114740. addEffectLayer(newEffectLayer: EffectLayer): void;
  114741. }
  114742. /**
  114743. * Defines the layer scene component responsible to manage any effect layers
  114744. * in a given scene.
  114745. */
  114746. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  114747. /**
  114748. * The component name helpfull to identify the component in the list of scene components.
  114749. */
  114750. readonly name: string;
  114751. /**
  114752. * The scene the component belongs to.
  114753. */
  114754. scene: Scene;
  114755. private _engine;
  114756. private _renderEffects;
  114757. private _needStencil;
  114758. private _previousStencilState;
  114759. /**
  114760. * Creates a new instance of the component for the given scene
  114761. * @param scene Defines the scene to register the component in
  114762. */
  114763. constructor(scene: Scene);
  114764. /**
  114765. * Registers the component in a given scene
  114766. */
  114767. register(): void;
  114768. /**
  114769. * Rebuilds the elements related to this component in case of
  114770. * context lost for instance.
  114771. */
  114772. rebuild(): void;
  114773. /**
  114774. * Serializes the component data to the specified json object
  114775. * @param serializationObject The object to serialize to
  114776. */
  114777. serialize(serializationObject: any): void;
  114778. /**
  114779. * Adds all the elements from the container to the scene
  114780. * @param container the container holding the elements
  114781. */
  114782. addFromContainer(container: AbstractScene): void;
  114783. /**
  114784. * Removes all the elements in the container from the scene
  114785. * @param container contains the elements to remove
  114786. * @param dispose if the removed element should be disposed (default: false)
  114787. */
  114788. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  114789. /**
  114790. * Disposes the component and the associated ressources.
  114791. */
  114792. dispose(): void;
  114793. private _isReadyForMesh;
  114794. private _renderMainTexture;
  114795. private _setStencil;
  114796. private _setStencilBack;
  114797. private _draw;
  114798. private _drawCamera;
  114799. private _drawRenderingGroup;
  114800. }
  114801. }
  114802. declare module BABYLON {
  114803. /** @hidden */
  114804. export var glowMapMergePixelShader: {
  114805. name: string;
  114806. shader: string;
  114807. };
  114808. }
  114809. declare module BABYLON {
  114810. /** @hidden */
  114811. export var glowMapMergeVertexShader: {
  114812. name: string;
  114813. shader: string;
  114814. };
  114815. }
  114816. declare module BABYLON {
  114817. interface AbstractScene {
  114818. /**
  114819. * Return a the first highlight layer of the scene with a given name.
  114820. * @param name The name of the highlight layer to look for.
  114821. * @return The highlight layer if found otherwise null.
  114822. */
  114823. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  114824. }
  114825. /**
  114826. * Glow layer options. This helps customizing the behaviour
  114827. * of the glow layer.
  114828. */
  114829. export interface IGlowLayerOptions {
  114830. /**
  114831. * Multiplication factor apply to the canvas size to compute the render target size
  114832. * used to generated the glowing objects (the smaller the faster).
  114833. */
  114834. mainTextureRatio: number;
  114835. /**
  114836. * Enforces a fixed size texture to ensure resize independant blur.
  114837. */
  114838. mainTextureFixedSize?: number;
  114839. /**
  114840. * How big is the kernel of the blur texture.
  114841. */
  114842. blurKernelSize: number;
  114843. /**
  114844. * The camera attached to the layer.
  114845. */
  114846. camera: Nullable<Camera>;
  114847. /**
  114848. * Enable MSAA by chosing the number of samples.
  114849. */
  114850. mainTextureSamples?: number;
  114851. /**
  114852. * The rendering group to draw the layer in.
  114853. */
  114854. renderingGroupId: number;
  114855. }
  114856. /**
  114857. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  114858. *
  114859. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  114860. * glowy meshes to your scene.
  114861. *
  114862. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  114863. */
  114864. export class GlowLayer extends EffectLayer {
  114865. /**
  114866. * Effect Name of the layer.
  114867. */
  114868. static readonly EffectName: string;
  114869. /**
  114870. * The default blur kernel size used for the glow.
  114871. */
  114872. static DefaultBlurKernelSize: number;
  114873. /**
  114874. * The default texture size ratio used for the glow.
  114875. */
  114876. static DefaultTextureRatio: number;
  114877. /**
  114878. * Sets the kernel size of the blur.
  114879. */
  114880. /**
  114881. * Gets the kernel size of the blur.
  114882. */
  114883. blurKernelSize: number;
  114884. /**
  114885. * Sets the glow intensity.
  114886. */
  114887. /**
  114888. * Gets the glow intensity.
  114889. */
  114890. intensity: number;
  114891. private _options;
  114892. private _intensity;
  114893. private _horizontalBlurPostprocess1;
  114894. private _verticalBlurPostprocess1;
  114895. private _horizontalBlurPostprocess2;
  114896. private _verticalBlurPostprocess2;
  114897. private _blurTexture1;
  114898. private _blurTexture2;
  114899. private _postProcesses1;
  114900. private _postProcesses2;
  114901. private _includedOnlyMeshes;
  114902. private _excludedMeshes;
  114903. /**
  114904. * Callback used to let the user override the color selection on a per mesh basis
  114905. */
  114906. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  114907. /**
  114908. * Callback used to let the user override the texture selection on a per mesh basis
  114909. */
  114910. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  114911. /**
  114912. * Instantiates a new glow Layer and references it to the scene.
  114913. * @param name The name of the layer
  114914. * @param scene The scene to use the layer in
  114915. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  114916. */
  114917. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  114918. /**
  114919. * Get the effect name of the layer.
  114920. * @return The effect name
  114921. */
  114922. getEffectName(): string;
  114923. /**
  114924. * Create the merge effect. This is the shader use to blit the information back
  114925. * to the main canvas at the end of the scene rendering.
  114926. */
  114927. protected _createMergeEffect(): Effect;
  114928. /**
  114929. * Creates the render target textures and post processes used in the glow layer.
  114930. */
  114931. protected _createTextureAndPostProcesses(): void;
  114932. /**
  114933. * Checks for the readiness of the element composing the layer.
  114934. * @param subMesh the mesh to check for
  114935. * @param useInstances specify wether or not to use instances to render the mesh
  114936. * @param emissiveTexture the associated emissive texture used to generate the glow
  114937. * @return true if ready otherwise, false
  114938. */
  114939. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  114940. /**
  114941. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  114942. */
  114943. needStencil(): boolean;
  114944. /**
  114945. * Returns true if the mesh can be rendered, otherwise false.
  114946. * @param mesh The mesh to render
  114947. * @param material The material used on the mesh
  114948. * @returns true if it can be rendered otherwise false
  114949. */
  114950. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  114951. /**
  114952. * Implementation specific of rendering the generating effect on the main canvas.
  114953. * @param effect The effect used to render through
  114954. */
  114955. protected _internalRender(effect: Effect): void;
  114956. /**
  114957. * Sets the required values for both the emissive texture and and the main color.
  114958. */
  114959. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  114960. /**
  114961. * Returns true if the mesh should render, otherwise false.
  114962. * @param mesh The mesh to render
  114963. * @returns true if it should render otherwise false
  114964. */
  114965. protected _shouldRenderMesh(mesh: Mesh): boolean;
  114966. /**
  114967. * Adds specific effects defines.
  114968. * @param defines The defines to add specifics to.
  114969. */
  114970. protected _addCustomEffectDefines(defines: string[]): void;
  114971. /**
  114972. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  114973. * @param mesh The mesh to exclude from the glow layer
  114974. */
  114975. addExcludedMesh(mesh: Mesh): void;
  114976. /**
  114977. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  114978. * @param mesh The mesh to remove
  114979. */
  114980. removeExcludedMesh(mesh: Mesh): void;
  114981. /**
  114982. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  114983. * @param mesh The mesh to include in the glow layer
  114984. */
  114985. addIncludedOnlyMesh(mesh: Mesh): void;
  114986. /**
  114987. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  114988. * @param mesh The mesh to remove
  114989. */
  114990. removeIncludedOnlyMesh(mesh: Mesh): void;
  114991. /**
  114992. * Determine if a given mesh will be used in the glow layer
  114993. * @param mesh The mesh to test
  114994. * @returns true if the mesh will be highlighted by the current glow layer
  114995. */
  114996. hasMesh(mesh: AbstractMesh): boolean;
  114997. /**
  114998. * Free any resources and references associated to a mesh.
  114999. * Internal use
  115000. * @param mesh The mesh to free.
  115001. * @hidden
  115002. */
  115003. _disposeMesh(mesh: Mesh): void;
  115004. /**
  115005. * Gets the class name of the effect layer
  115006. * @returns the string with the class name of the effect layer
  115007. */
  115008. getClassName(): string;
  115009. /**
  115010. * Serializes this glow layer
  115011. * @returns a serialized glow layer object
  115012. */
  115013. serialize(): any;
  115014. /**
  115015. * Creates a Glow Layer from parsed glow layer data
  115016. * @param parsedGlowLayer defines glow layer data
  115017. * @param scene defines the current scene
  115018. * @param rootUrl defines the root URL containing the glow layer information
  115019. * @returns a parsed Glow Layer
  115020. */
  115021. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  115022. }
  115023. }
  115024. declare module BABYLON {
  115025. /** @hidden */
  115026. export var glowBlurPostProcessPixelShader: {
  115027. name: string;
  115028. shader: string;
  115029. };
  115030. }
  115031. declare module BABYLON {
  115032. interface AbstractScene {
  115033. /**
  115034. * Return a the first highlight layer of the scene with a given name.
  115035. * @param name The name of the highlight layer to look for.
  115036. * @return The highlight layer if found otherwise null.
  115037. */
  115038. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  115039. }
  115040. /**
  115041. * Highlight layer options. This helps customizing the behaviour
  115042. * of the highlight layer.
  115043. */
  115044. export interface IHighlightLayerOptions {
  115045. /**
  115046. * Multiplication factor apply to the canvas size to compute the render target size
  115047. * used to generated the glowing objects (the smaller the faster).
  115048. */
  115049. mainTextureRatio: number;
  115050. /**
  115051. * Enforces a fixed size texture to ensure resize independant blur.
  115052. */
  115053. mainTextureFixedSize?: number;
  115054. /**
  115055. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  115056. * of the picture to blur (the smaller the faster).
  115057. */
  115058. blurTextureSizeRatio: number;
  115059. /**
  115060. * How big in texel of the blur texture is the vertical blur.
  115061. */
  115062. blurVerticalSize: number;
  115063. /**
  115064. * How big in texel of the blur texture is the horizontal blur.
  115065. */
  115066. blurHorizontalSize: number;
  115067. /**
  115068. * Alpha blending mode used to apply the blur. Default is combine.
  115069. */
  115070. alphaBlendingMode: number;
  115071. /**
  115072. * The camera attached to the layer.
  115073. */
  115074. camera: Nullable<Camera>;
  115075. /**
  115076. * Should we display highlight as a solid stroke?
  115077. */
  115078. isStroke?: boolean;
  115079. /**
  115080. * The rendering group to draw the layer in.
  115081. */
  115082. renderingGroupId: number;
  115083. }
  115084. /**
  115085. * The highlight layer Helps adding a glow effect around a mesh.
  115086. *
  115087. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  115088. * glowy meshes to your scene.
  115089. *
  115090. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  115091. */
  115092. export class HighlightLayer extends EffectLayer {
  115093. name: string;
  115094. /**
  115095. * Effect Name of the highlight layer.
  115096. */
  115097. static readonly EffectName: string;
  115098. /**
  115099. * The neutral color used during the preparation of the glow effect.
  115100. * This is black by default as the blend operation is a blend operation.
  115101. */
  115102. static NeutralColor: Color4;
  115103. /**
  115104. * Stencil value used for glowing meshes.
  115105. */
  115106. static GlowingMeshStencilReference: number;
  115107. /**
  115108. * Stencil value used for the other meshes in the scene.
  115109. */
  115110. static NormalMeshStencilReference: number;
  115111. /**
  115112. * Specifies whether or not the inner glow is ACTIVE in the layer.
  115113. */
  115114. innerGlow: boolean;
  115115. /**
  115116. * Specifies whether or not the outer glow is ACTIVE in the layer.
  115117. */
  115118. outerGlow: boolean;
  115119. /**
  115120. * Specifies the horizontal size of the blur.
  115121. */
  115122. /**
  115123. * Gets the horizontal size of the blur.
  115124. */
  115125. blurHorizontalSize: number;
  115126. /**
  115127. * Specifies the vertical size of the blur.
  115128. */
  115129. /**
  115130. * Gets the vertical size of the blur.
  115131. */
  115132. blurVerticalSize: number;
  115133. /**
  115134. * An event triggered when the highlight layer is being blurred.
  115135. */
  115136. onBeforeBlurObservable: Observable<HighlightLayer>;
  115137. /**
  115138. * An event triggered when the highlight layer has been blurred.
  115139. */
  115140. onAfterBlurObservable: Observable<HighlightLayer>;
  115141. private _instanceGlowingMeshStencilReference;
  115142. private _options;
  115143. private _downSamplePostprocess;
  115144. private _horizontalBlurPostprocess;
  115145. private _verticalBlurPostprocess;
  115146. private _blurTexture;
  115147. private _meshes;
  115148. private _excludedMeshes;
  115149. /**
  115150. * Instantiates a new highlight Layer and references it to the scene..
  115151. * @param name The name of the layer
  115152. * @param scene The scene to use the layer in
  115153. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  115154. */
  115155. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  115156. /**
  115157. * Get the effect name of the layer.
  115158. * @return The effect name
  115159. */
  115160. getEffectName(): string;
  115161. /**
  115162. * Create the merge effect. This is the shader use to blit the information back
  115163. * to the main canvas at the end of the scene rendering.
  115164. */
  115165. protected _createMergeEffect(): Effect;
  115166. /**
  115167. * Creates the render target textures and post processes used in the highlight layer.
  115168. */
  115169. protected _createTextureAndPostProcesses(): void;
  115170. /**
  115171. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  115172. */
  115173. needStencil(): boolean;
  115174. /**
  115175. * Checks for the readiness of the element composing the layer.
  115176. * @param subMesh the mesh to check for
  115177. * @param useInstances specify wether or not to use instances to render the mesh
  115178. * @param emissiveTexture the associated emissive texture used to generate the glow
  115179. * @return true if ready otherwise, false
  115180. */
  115181. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  115182. /**
  115183. * Implementation specific of rendering the generating effect on the main canvas.
  115184. * @param effect The effect used to render through
  115185. */
  115186. protected _internalRender(effect: Effect): void;
  115187. /**
  115188. * Returns true if the layer contains information to display, otherwise false.
  115189. */
  115190. shouldRender(): boolean;
  115191. /**
  115192. * Returns true if the mesh should render, otherwise false.
  115193. * @param mesh The mesh to render
  115194. * @returns true if it should render otherwise false
  115195. */
  115196. protected _shouldRenderMesh(mesh: Mesh): boolean;
  115197. /**
  115198. * Sets the required values for both the emissive texture and and the main color.
  115199. */
  115200. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  115201. /**
  115202. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  115203. * @param mesh The mesh to exclude from the highlight layer
  115204. */
  115205. addExcludedMesh(mesh: Mesh): void;
  115206. /**
  115207. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  115208. * @param mesh The mesh to highlight
  115209. */
  115210. removeExcludedMesh(mesh: Mesh): void;
  115211. /**
  115212. * Determine if a given mesh will be highlighted by the current HighlightLayer
  115213. * @param mesh mesh to test
  115214. * @returns true if the mesh will be highlighted by the current HighlightLayer
  115215. */
  115216. hasMesh(mesh: AbstractMesh): boolean;
  115217. /**
  115218. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  115219. * @param mesh The mesh to highlight
  115220. * @param color The color of the highlight
  115221. * @param glowEmissiveOnly Extract the glow from the emissive texture
  115222. */
  115223. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  115224. /**
  115225. * Remove a mesh from the highlight layer in order to make it stop glowing.
  115226. * @param mesh The mesh to highlight
  115227. */
  115228. removeMesh(mesh: Mesh): void;
  115229. /**
  115230. * Force the stencil to the normal expected value for none glowing parts
  115231. */
  115232. private _defaultStencilReference;
  115233. /**
  115234. * Free any resources and references associated to a mesh.
  115235. * Internal use
  115236. * @param mesh The mesh to free.
  115237. * @hidden
  115238. */
  115239. _disposeMesh(mesh: Mesh): void;
  115240. /**
  115241. * Dispose the highlight layer and free resources.
  115242. */
  115243. dispose(): void;
  115244. /**
  115245. * Gets the class name of the effect layer
  115246. * @returns the string with the class name of the effect layer
  115247. */
  115248. getClassName(): string;
  115249. /**
  115250. * Serializes this Highlight layer
  115251. * @returns a serialized Highlight layer object
  115252. */
  115253. serialize(): any;
  115254. /**
  115255. * Creates a Highlight layer from parsed Highlight layer data
  115256. * @param parsedHightlightLayer defines the Highlight layer data
  115257. * @param scene defines the current scene
  115258. * @param rootUrl defines the root URL containing the Highlight layer information
  115259. * @returns a parsed Highlight layer
  115260. */
  115261. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  115262. }
  115263. }
  115264. declare module BABYLON {
  115265. interface AbstractScene {
  115266. /**
  115267. * The list of layers (background and foreground) of the scene
  115268. */
  115269. layers: Array<Layer>;
  115270. }
  115271. /**
  115272. * Defines the layer scene component responsible to manage any layers
  115273. * in a given scene.
  115274. */
  115275. export class LayerSceneComponent implements ISceneComponent {
  115276. /**
  115277. * The component name helpfull to identify the component in the list of scene components.
  115278. */
  115279. readonly name: string;
  115280. /**
  115281. * The scene the component belongs to.
  115282. */
  115283. scene: Scene;
  115284. private _engine;
  115285. /**
  115286. * Creates a new instance of the component for the given scene
  115287. * @param scene Defines the scene to register the component in
  115288. */
  115289. constructor(scene: Scene);
  115290. /**
  115291. * Registers the component in a given scene
  115292. */
  115293. register(): void;
  115294. /**
  115295. * Rebuilds the elements related to this component in case of
  115296. * context lost for instance.
  115297. */
  115298. rebuild(): void;
  115299. /**
  115300. * Disposes the component and the associated ressources.
  115301. */
  115302. dispose(): void;
  115303. private _draw;
  115304. private _drawCameraPredicate;
  115305. private _drawCameraBackground;
  115306. private _drawCameraForeground;
  115307. private _drawRenderTargetPredicate;
  115308. private _drawRenderTargetBackground;
  115309. private _drawRenderTargetForeground;
  115310. /**
  115311. * Adds all the elements from the container to the scene
  115312. * @param container the container holding the elements
  115313. */
  115314. addFromContainer(container: AbstractScene): void;
  115315. /**
  115316. * Removes all the elements in the container from the scene
  115317. * @param container contains the elements to remove
  115318. * @param dispose if the removed element should be disposed (default: false)
  115319. */
  115320. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  115321. }
  115322. }
  115323. declare module BABYLON {
  115324. /** @hidden */
  115325. export var layerPixelShader: {
  115326. name: string;
  115327. shader: string;
  115328. };
  115329. }
  115330. declare module BABYLON {
  115331. /** @hidden */
  115332. export var layerVertexShader: {
  115333. name: string;
  115334. shader: string;
  115335. };
  115336. }
  115337. declare module BABYLON {
  115338. /**
  115339. * This represents a full screen 2d layer.
  115340. * This can be useful to display a picture in the background of your scene for instance.
  115341. * @see https://www.babylonjs-playground.com/#08A2BS#1
  115342. */
  115343. export class Layer {
  115344. /**
  115345. * Define the name of the layer.
  115346. */
  115347. name: string;
  115348. /**
  115349. * Define the texture the layer should display.
  115350. */
  115351. texture: Nullable<Texture>;
  115352. /**
  115353. * Is the layer in background or foreground.
  115354. */
  115355. isBackground: boolean;
  115356. /**
  115357. * Define the color of the layer (instead of texture).
  115358. */
  115359. color: Color4;
  115360. /**
  115361. * Define the scale of the layer in order to zoom in out of the texture.
  115362. */
  115363. scale: Vector2;
  115364. /**
  115365. * Define an offset for the layer in order to shift the texture.
  115366. */
  115367. offset: Vector2;
  115368. /**
  115369. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  115370. */
  115371. alphaBlendingMode: number;
  115372. /**
  115373. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  115374. * Alpha test will not mix with the background color in case of transparency.
  115375. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  115376. */
  115377. alphaTest: boolean;
  115378. /**
  115379. * Define a mask to restrict the layer to only some of the scene cameras.
  115380. */
  115381. layerMask: number;
  115382. /**
  115383. * Define the list of render target the layer is visible into.
  115384. */
  115385. renderTargetTextures: RenderTargetTexture[];
  115386. /**
  115387. * Define if the layer is only used in renderTarget or if it also
  115388. * renders in the main frame buffer of the canvas.
  115389. */
  115390. renderOnlyInRenderTargetTextures: boolean;
  115391. private _scene;
  115392. private _vertexBuffers;
  115393. private _indexBuffer;
  115394. private _effect;
  115395. private _alphaTestEffect;
  115396. /**
  115397. * An event triggered when the layer is disposed.
  115398. */
  115399. onDisposeObservable: Observable<Layer>;
  115400. private _onDisposeObserver;
  115401. /**
  115402. * Back compatibility with callback before the onDisposeObservable existed.
  115403. * The set callback will be triggered when the layer has been disposed.
  115404. */
  115405. onDispose: () => void;
  115406. /**
  115407. * An event triggered before rendering the scene
  115408. */
  115409. onBeforeRenderObservable: Observable<Layer>;
  115410. private _onBeforeRenderObserver;
  115411. /**
  115412. * Back compatibility with callback before the onBeforeRenderObservable existed.
  115413. * The set callback will be triggered just before rendering the layer.
  115414. */
  115415. onBeforeRender: () => void;
  115416. /**
  115417. * An event triggered after rendering the scene
  115418. */
  115419. onAfterRenderObservable: Observable<Layer>;
  115420. private _onAfterRenderObserver;
  115421. /**
  115422. * Back compatibility with callback before the onAfterRenderObservable existed.
  115423. * The set callback will be triggered just after rendering the layer.
  115424. */
  115425. onAfterRender: () => void;
  115426. /**
  115427. * Instantiates a new layer.
  115428. * This represents a full screen 2d layer.
  115429. * This can be useful to display a picture in the background of your scene for instance.
  115430. * @see https://www.babylonjs-playground.com/#08A2BS#1
  115431. * @param name Define the name of the layer in the scene
  115432. * @param imgUrl Define the url of the texture to display in the layer
  115433. * @param scene Define the scene the layer belongs to
  115434. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  115435. * @param color Defines a color for the layer
  115436. */
  115437. constructor(
  115438. /**
  115439. * Define the name of the layer.
  115440. */
  115441. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  115442. private _createIndexBuffer;
  115443. /** @hidden */
  115444. _rebuild(): void;
  115445. /**
  115446. * Renders the layer in the scene.
  115447. */
  115448. render(): void;
  115449. /**
  115450. * Disposes and releases the associated ressources.
  115451. */
  115452. dispose(): void;
  115453. }
  115454. }
  115455. declare module BABYLON {
  115456. /** @hidden */
  115457. export var lensFlarePixelShader: {
  115458. name: string;
  115459. shader: string;
  115460. };
  115461. }
  115462. declare module BABYLON {
  115463. /** @hidden */
  115464. export var lensFlareVertexShader: {
  115465. name: string;
  115466. shader: string;
  115467. };
  115468. }
  115469. declare module BABYLON {
  115470. /**
  115471. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  115472. * It is usually composed of several `lensFlare`.
  115473. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115474. */
  115475. export class LensFlareSystem {
  115476. /**
  115477. * Define the name of the lens flare system
  115478. */
  115479. name: string;
  115480. /**
  115481. * List of lens flares used in this system.
  115482. */
  115483. lensFlares: LensFlare[];
  115484. /**
  115485. * Define a limit from the border the lens flare can be visible.
  115486. */
  115487. borderLimit: number;
  115488. /**
  115489. * Define a viewport border we do not want to see the lens flare in.
  115490. */
  115491. viewportBorder: number;
  115492. /**
  115493. * Define a predicate which could limit the list of meshes able to occlude the effect.
  115494. */
  115495. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  115496. /**
  115497. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  115498. */
  115499. layerMask: number;
  115500. /**
  115501. * Define the id of the lens flare system in the scene.
  115502. * (equal to name by default)
  115503. */
  115504. id: string;
  115505. private _scene;
  115506. private _emitter;
  115507. private _vertexBuffers;
  115508. private _indexBuffer;
  115509. private _effect;
  115510. private _positionX;
  115511. private _positionY;
  115512. private _isEnabled;
  115513. /** @hidden */
  115514. static _SceneComponentInitialization: (scene: Scene) => void;
  115515. /**
  115516. * Instantiates a lens flare system.
  115517. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  115518. * It is usually composed of several `lensFlare`.
  115519. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115520. * @param name Define the name of the lens flare system in the scene
  115521. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  115522. * @param scene Define the scene the lens flare system belongs to
  115523. */
  115524. constructor(
  115525. /**
  115526. * Define the name of the lens flare system
  115527. */
  115528. name: string, emitter: any, scene: Scene);
  115529. /**
  115530. * Define if the lens flare system is enabled.
  115531. */
  115532. isEnabled: boolean;
  115533. /**
  115534. * Get the scene the effects belongs to.
  115535. * @returns the scene holding the lens flare system
  115536. */
  115537. getScene(): Scene;
  115538. /**
  115539. * Get the emitter of the lens flare system.
  115540. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  115541. * @returns the emitter of the lens flare system
  115542. */
  115543. getEmitter(): any;
  115544. /**
  115545. * Set the emitter of the lens flare system.
  115546. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  115547. * @param newEmitter Define the new emitter of the system
  115548. */
  115549. setEmitter(newEmitter: any): void;
  115550. /**
  115551. * Get the lens flare system emitter position.
  115552. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  115553. * @returns the position
  115554. */
  115555. getEmitterPosition(): Vector3;
  115556. /**
  115557. * @hidden
  115558. */
  115559. computeEffectivePosition(globalViewport: Viewport): boolean;
  115560. /** @hidden */
  115561. _isVisible(): boolean;
  115562. /**
  115563. * @hidden
  115564. */
  115565. render(): boolean;
  115566. /**
  115567. * Dispose and release the lens flare with its associated resources.
  115568. */
  115569. dispose(): void;
  115570. /**
  115571. * Parse a lens flare system from a JSON repressentation
  115572. * @param parsedLensFlareSystem Define the JSON to parse
  115573. * @param scene Define the scene the parsed system should be instantiated in
  115574. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  115575. * @returns the parsed system
  115576. */
  115577. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  115578. /**
  115579. * Serialize the current Lens Flare System into a JSON representation.
  115580. * @returns the serialized JSON
  115581. */
  115582. serialize(): any;
  115583. }
  115584. }
  115585. declare module BABYLON {
  115586. /**
  115587. * This represents one of the lens effect in a `lensFlareSystem`.
  115588. * It controls one of the indiviual texture used in the effect.
  115589. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115590. */
  115591. export class LensFlare {
  115592. /**
  115593. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  115594. */
  115595. size: number;
  115596. /**
  115597. * 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.
  115598. */
  115599. position: number;
  115600. /**
  115601. * Define the lens color.
  115602. */
  115603. color: Color3;
  115604. /**
  115605. * Define the lens texture.
  115606. */
  115607. texture: Nullable<Texture>;
  115608. /**
  115609. * Define the alpha mode to render this particular lens.
  115610. */
  115611. alphaMode: number;
  115612. private _system;
  115613. /**
  115614. * Creates a new Lens Flare.
  115615. * This represents one of the lens effect in a `lensFlareSystem`.
  115616. * It controls one of the indiviual texture used in the effect.
  115617. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115618. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  115619. * @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.
  115620. * @param color Define the lens color
  115621. * @param imgUrl Define the lens texture url
  115622. * @param system Define the `lensFlareSystem` this flare is part of
  115623. * @returns The newly created Lens Flare
  115624. */
  115625. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  115626. /**
  115627. * Instantiates a new Lens Flare.
  115628. * This represents one of the lens effect in a `lensFlareSystem`.
  115629. * It controls one of the indiviual texture used in the effect.
  115630. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115631. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  115632. * @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.
  115633. * @param color Define the lens color
  115634. * @param imgUrl Define the lens texture url
  115635. * @param system Define the `lensFlareSystem` this flare is part of
  115636. */
  115637. constructor(
  115638. /**
  115639. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  115640. */
  115641. size: number,
  115642. /**
  115643. * 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.
  115644. */
  115645. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  115646. /**
  115647. * Dispose and release the lens flare with its associated resources.
  115648. */
  115649. dispose(): void;
  115650. }
  115651. }
  115652. declare module BABYLON {
  115653. interface AbstractScene {
  115654. /**
  115655. * The list of lens flare system added to the scene
  115656. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115657. */
  115658. lensFlareSystems: Array<LensFlareSystem>;
  115659. /**
  115660. * Removes the given lens flare system from this scene.
  115661. * @param toRemove The lens flare system to remove
  115662. * @returns The index of the removed lens flare system
  115663. */
  115664. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  115665. /**
  115666. * Adds the given lens flare system to this scene
  115667. * @param newLensFlareSystem The lens flare system to add
  115668. */
  115669. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  115670. /**
  115671. * Gets a lens flare system using its name
  115672. * @param name defines the name to look for
  115673. * @returns the lens flare system or null if not found
  115674. */
  115675. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  115676. /**
  115677. * Gets a lens flare system using its id
  115678. * @param id defines the id to look for
  115679. * @returns the lens flare system or null if not found
  115680. */
  115681. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  115682. }
  115683. /**
  115684. * Defines the lens flare scene component responsible to manage any lens flares
  115685. * in a given scene.
  115686. */
  115687. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  115688. /**
  115689. * The component name helpfull to identify the component in the list of scene components.
  115690. */
  115691. readonly name: string;
  115692. /**
  115693. * The scene the component belongs to.
  115694. */
  115695. scene: Scene;
  115696. /**
  115697. * Creates a new instance of the component for the given scene
  115698. * @param scene Defines the scene to register the component in
  115699. */
  115700. constructor(scene: Scene);
  115701. /**
  115702. * Registers the component in a given scene
  115703. */
  115704. register(): void;
  115705. /**
  115706. * Rebuilds the elements related to this component in case of
  115707. * context lost for instance.
  115708. */
  115709. rebuild(): void;
  115710. /**
  115711. * Adds all the elements from the container to the scene
  115712. * @param container the container holding the elements
  115713. */
  115714. addFromContainer(container: AbstractScene): void;
  115715. /**
  115716. * Removes all the elements in the container from the scene
  115717. * @param container contains the elements to remove
  115718. * @param dispose if the removed element should be disposed (default: false)
  115719. */
  115720. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  115721. /**
  115722. * Serializes the component data to the specified json object
  115723. * @param serializationObject The object to serialize to
  115724. */
  115725. serialize(serializationObject: any): void;
  115726. /**
  115727. * Disposes the component and the associated ressources.
  115728. */
  115729. dispose(): void;
  115730. private _draw;
  115731. }
  115732. }
  115733. declare module BABYLON {
  115734. /**
  115735. * Defines the shadow generator component responsible to manage any shadow generators
  115736. * in a given scene.
  115737. */
  115738. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  115739. /**
  115740. * The component name helpfull to identify the component in the list of scene components.
  115741. */
  115742. readonly name: string;
  115743. /**
  115744. * The scene the component belongs to.
  115745. */
  115746. scene: Scene;
  115747. /**
  115748. * Creates a new instance of the component for the given scene
  115749. * @param scene Defines the scene to register the component in
  115750. */
  115751. constructor(scene: Scene);
  115752. /**
  115753. * Registers the component in a given scene
  115754. */
  115755. register(): void;
  115756. /**
  115757. * Rebuilds the elements related to this component in case of
  115758. * context lost for instance.
  115759. */
  115760. rebuild(): void;
  115761. /**
  115762. * Serializes the component data to the specified json object
  115763. * @param serializationObject The object to serialize to
  115764. */
  115765. serialize(serializationObject: any): void;
  115766. /**
  115767. * Adds all the elements from the container to the scene
  115768. * @param container the container holding the elements
  115769. */
  115770. addFromContainer(container: AbstractScene): void;
  115771. /**
  115772. * Removes all the elements in the container from the scene
  115773. * @param container contains the elements to remove
  115774. * @param dispose if the removed element should be disposed (default: false)
  115775. */
  115776. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  115777. /**
  115778. * Rebuilds the elements related to this component in case of
  115779. * context lost for instance.
  115780. */
  115781. dispose(): void;
  115782. private _gatherRenderTargets;
  115783. }
  115784. }
  115785. declare module BABYLON {
  115786. /**
  115787. * A point light is a light defined by an unique point in world space.
  115788. * The light is emitted in every direction from this point.
  115789. * A good example of a point light is a standard light bulb.
  115790. * Documentation: https://doc.babylonjs.com/babylon101/lights
  115791. */
  115792. export class PointLight extends ShadowLight {
  115793. private _shadowAngle;
  115794. /**
  115795. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115796. * This specifies what angle the shadow will use to be created.
  115797. *
  115798. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  115799. */
  115800. /**
  115801. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115802. * This specifies what angle the shadow will use to be created.
  115803. *
  115804. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  115805. */
  115806. shadowAngle: number;
  115807. /**
  115808. * Gets the direction if it has been set.
  115809. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115810. */
  115811. /**
  115812. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115813. */
  115814. direction: Vector3;
  115815. /**
  115816. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  115817. * A PointLight emits the light in every direction.
  115818. * It can cast shadows.
  115819. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  115820. * ```javascript
  115821. * var pointLight = new PointLight("pl", camera.position, scene);
  115822. * ```
  115823. * Documentation : https://doc.babylonjs.com/babylon101/lights
  115824. * @param name The light friendly name
  115825. * @param position The position of the point light in the scene
  115826. * @param scene The scene the lights belongs to
  115827. */
  115828. constructor(name: string, position: Vector3, scene: Scene);
  115829. /**
  115830. * Returns the string "PointLight"
  115831. * @returns the class name
  115832. */
  115833. getClassName(): string;
  115834. /**
  115835. * Returns the integer 0.
  115836. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  115837. */
  115838. getTypeID(): number;
  115839. /**
  115840. * Specifies wether or not the shadowmap should be a cube texture.
  115841. * @returns true if the shadowmap needs to be a cube texture.
  115842. */
  115843. needCube(): boolean;
  115844. /**
  115845. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  115846. * @param faceIndex The index of the face we are computed the direction to generate shadow
  115847. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  115848. */
  115849. getShadowDirection(faceIndex?: number): Vector3;
  115850. /**
  115851. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  115852. * - fov = PI / 2
  115853. * - aspect ratio : 1.0
  115854. * - z-near and far equal to the active camera minZ and maxZ.
  115855. * Returns the PointLight.
  115856. */
  115857. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  115858. protected _buildUniformLayout(): void;
  115859. /**
  115860. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  115861. * @param effect The effect to update
  115862. * @param lightIndex The index of the light in the effect to update
  115863. * @returns The point light
  115864. */
  115865. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  115866. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  115867. /**
  115868. * Prepares the list of defines specific to the light type.
  115869. * @param defines the list of defines
  115870. * @param lightIndex defines the index of the light for the effect
  115871. */
  115872. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  115873. }
  115874. }
  115875. declare module BABYLON {
  115876. /**
  115877. * Header information of HDR texture files.
  115878. */
  115879. export interface HDRInfo {
  115880. /**
  115881. * The height of the texture in pixels.
  115882. */
  115883. height: number;
  115884. /**
  115885. * The width of the texture in pixels.
  115886. */
  115887. width: number;
  115888. /**
  115889. * The index of the beginning of the data in the binary file.
  115890. */
  115891. dataPosition: number;
  115892. }
  115893. /**
  115894. * This groups tools to convert HDR texture to native colors array.
  115895. */
  115896. export class HDRTools {
  115897. private static Ldexp;
  115898. private static Rgbe2float;
  115899. private static readStringLine;
  115900. /**
  115901. * Reads header information from an RGBE texture stored in a native array.
  115902. * More information on this format are available here:
  115903. * https://en.wikipedia.org/wiki/RGBE_image_format
  115904. *
  115905. * @param uint8array The binary file stored in native array.
  115906. * @return The header information.
  115907. */
  115908. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  115909. /**
  115910. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  115911. * This RGBE texture needs to store the information as a panorama.
  115912. *
  115913. * More information on this format are available here:
  115914. * https://en.wikipedia.org/wiki/RGBE_image_format
  115915. *
  115916. * @param buffer The binary file stored in an array buffer.
  115917. * @param size The expected size of the extracted cubemap.
  115918. * @return The Cube Map information.
  115919. */
  115920. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  115921. /**
  115922. * Returns the pixels data extracted from an RGBE texture.
  115923. * This pixels will be stored left to right up to down in the R G B order in one array.
  115924. *
  115925. * More information on this format are available here:
  115926. * https://en.wikipedia.org/wiki/RGBE_image_format
  115927. *
  115928. * @param uint8array The binary file stored in an array buffer.
  115929. * @param hdrInfo The header information of the file.
  115930. * @return The pixels data in RGB right to left up to down order.
  115931. */
  115932. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  115933. private static RGBE_ReadPixels_RLE;
  115934. }
  115935. }
  115936. declare module BABYLON {
  115937. /**
  115938. * This represents a texture coming from an HDR input.
  115939. *
  115940. * The only supported format is currently panorama picture stored in RGBE format.
  115941. * Example of such files can be found on HDRLib: http://hdrlib.com/
  115942. */
  115943. export class HDRCubeTexture extends BaseTexture {
  115944. private static _facesMapping;
  115945. private _generateHarmonics;
  115946. private _noMipmap;
  115947. private _textureMatrix;
  115948. private _size;
  115949. private _onLoad;
  115950. private _onError;
  115951. /**
  115952. * The texture URL.
  115953. */
  115954. url: string;
  115955. /**
  115956. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  115957. */
  115958. coordinatesMode: number;
  115959. protected _isBlocking: boolean;
  115960. /**
  115961. * Sets wether or not the texture is blocking during loading.
  115962. */
  115963. /**
  115964. * Gets wether or not the texture is blocking during loading.
  115965. */
  115966. isBlocking: boolean;
  115967. protected _rotationY: number;
  115968. /**
  115969. * Sets texture matrix rotation angle around Y axis in radians.
  115970. */
  115971. /**
  115972. * Gets texture matrix rotation angle around Y axis radians.
  115973. */
  115974. rotationY: number;
  115975. /**
  115976. * Gets or sets the center of the bounding box associated with the cube texture
  115977. * It must define where the camera used to render the texture was set
  115978. */
  115979. boundingBoxPosition: Vector3;
  115980. private _boundingBoxSize;
  115981. /**
  115982. * Gets or sets the size of the bounding box associated with the cube texture
  115983. * When defined, the cubemap will switch to local mode
  115984. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  115985. * @example https://www.babylonjs-playground.com/#RNASML
  115986. */
  115987. boundingBoxSize: Vector3;
  115988. /**
  115989. * Instantiates an HDRTexture from the following parameters.
  115990. *
  115991. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  115992. * @param scene The scene the texture will be used in
  115993. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  115994. * @param noMipmap Forces to not generate the mipmap if true
  115995. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  115996. * @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)
  115997. * @param reserved Reserved flag for internal use.
  115998. */
  115999. 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>);
  116000. /**
  116001. * Get the current class name of the texture useful for serialization or dynamic coding.
  116002. * @returns "HDRCubeTexture"
  116003. */
  116004. getClassName(): string;
  116005. /**
  116006. * Occurs when the file is raw .hdr file.
  116007. */
  116008. private loadTexture;
  116009. clone(): HDRCubeTexture;
  116010. delayLoad(): void;
  116011. /**
  116012. * Get the texture reflection matrix used to rotate/transform the reflection.
  116013. * @returns the reflection matrix
  116014. */
  116015. getReflectionTextureMatrix(): Matrix;
  116016. /**
  116017. * Set the texture reflection matrix used to rotate/transform the reflection.
  116018. * @param value Define the reflection matrix to set
  116019. */
  116020. setReflectionTextureMatrix(value: Matrix): void;
  116021. /**
  116022. * Parses a JSON representation of an HDR Texture in order to create the texture
  116023. * @param parsedTexture Define the JSON representation
  116024. * @param scene Define the scene the texture should be created in
  116025. * @param rootUrl Define the root url in case we need to load relative dependencies
  116026. * @returns the newly created texture after parsing
  116027. */
  116028. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  116029. serialize(): any;
  116030. }
  116031. }
  116032. declare module BABYLON {
  116033. /**
  116034. * Class used to control physics engine
  116035. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  116036. */
  116037. export class PhysicsEngine implements IPhysicsEngine {
  116038. private _physicsPlugin;
  116039. /**
  116040. * Global value used to control the smallest number supported by the simulation
  116041. */
  116042. static Epsilon: number;
  116043. private _impostors;
  116044. private _joints;
  116045. /**
  116046. * Gets the gravity vector used by the simulation
  116047. */
  116048. gravity: Vector3;
  116049. /**
  116050. * Factory used to create the default physics plugin.
  116051. * @returns The default physics plugin
  116052. */
  116053. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  116054. /**
  116055. * Creates a new Physics Engine
  116056. * @param gravity defines the gravity vector used by the simulation
  116057. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  116058. */
  116059. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  116060. /**
  116061. * Sets the gravity vector used by the simulation
  116062. * @param gravity defines the gravity vector to use
  116063. */
  116064. setGravity(gravity: Vector3): void;
  116065. /**
  116066. * Set the time step of the physics engine.
  116067. * Default is 1/60.
  116068. * To slow it down, enter 1/600 for example.
  116069. * To speed it up, 1/30
  116070. * @param newTimeStep defines the new timestep to apply to this world.
  116071. */
  116072. setTimeStep(newTimeStep?: number): void;
  116073. /**
  116074. * Get the time step of the physics engine.
  116075. * @returns the current time step
  116076. */
  116077. getTimeStep(): number;
  116078. /**
  116079. * Release all resources
  116080. */
  116081. dispose(): void;
  116082. /**
  116083. * Gets the name of the current physics plugin
  116084. * @returns the name of the plugin
  116085. */
  116086. getPhysicsPluginName(): string;
  116087. /**
  116088. * Adding a new impostor for the impostor tracking.
  116089. * This will be done by the impostor itself.
  116090. * @param impostor the impostor to add
  116091. */
  116092. addImpostor(impostor: PhysicsImpostor): void;
  116093. /**
  116094. * Remove an impostor from the engine.
  116095. * This impostor and its mesh will not longer be updated by the physics engine.
  116096. * @param impostor the impostor to remove
  116097. */
  116098. removeImpostor(impostor: PhysicsImpostor): void;
  116099. /**
  116100. * Add a joint to the physics engine
  116101. * @param mainImpostor defines the main impostor to which the joint is added.
  116102. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  116103. * @param joint defines the joint that will connect both impostors.
  116104. */
  116105. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  116106. /**
  116107. * Removes a joint from the simulation
  116108. * @param mainImpostor defines the impostor used with the joint
  116109. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  116110. * @param joint defines the joint to remove
  116111. */
  116112. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  116113. /**
  116114. * Called by the scene. No need to call it.
  116115. * @param delta defines the timespam between frames
  116116. */
  116117. _step(delta: number): void;
  116118. /**
  116119. * Gets the current plugin used to run the simulation
  116120. * @returns current plugin
  116121. */
  116122. getPhysicsPlugin(): IPhysicsEnginePlugin;
  116123. /**
  116124. * Gets the list of physic impostors
  116125. * @returns an array of PhysicsImpostor
  116126. */
  116127. getImpostors(): Array<PhysicsImpostor>;
  116128. /**
  116129. * Gets the impostor for a physics enabled object
  116130. * @param object defines the object impersonated by the impostor
  116131. * @returns the PhysicsImpostor or null if not found
  116132. */
  116133. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  116134. /**
  116135. * Gets the impostor for a physics body object
  116136. * @param body defines physics body used by the impostor
  116137. * @returns the PhysicsImpostor or null if not found
  116138. */
  116139. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  116140. /**
  116141. * Does a raycast in the physics world
  116142. * @param from when should the ray start?
  116143. * @param to when should the ray end?
  116144. * @returns PhysicsRaycastResult
  116145. */
  116146. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  116147. }
  116148. }
  116149. declare module BABYLON {
  116150. /** @hidden */
  116151. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  116152. private _useDeltaForWorldStep;
  116153. world: any;
  116154. name: string;
  116155. private _physicsMaterials;
  116156. private _fixedTimeStep;
  116157. private _cannonRaycastResult;
  116158. private _raycastResult;
  116159. private _physicsBodysToRemoveAfterStep;
  116160. BJSCANNON: any;
  116161. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  116162. setGravity(gravity: Vector3): void;
  116163. setTimeStep(timeStep: number): void;
  116164. getTimeStep(): number;
  116165. executeStep(delta: number): void;
  116166. private _removeMarkedPhysicsBodiesFromWorld;
  116167. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116168. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116169. generatePhysicsBody(impostor: PhysicsImpostor): void;
  116170. private _processChildMeshes;
  116171. removePhysicsBody(impostor: PhysicsImpostor): void;
  116172. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  116173. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  116174. private _addMaterial;
  116175. private _checkWithEpsilon;
  116176. private _createShape;
  116177. private _createHeightmap;
  116178. private _minus90X;
  116179. private _plus90X;
  116180. private _tmpPosition;
  116181. private _tmpDeltaPosition;
  116182. private _tmpUnityRotation;
  116183. private _updatePhysicsBodyTransformation;
  116184. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  116185. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  116186. isSupported(): boolean;
  116187. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116188. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116189. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116190. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116191. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  116192. getBodyMass(impostor: PhysicsImpostor): number;
  116193. getBodyFriction(impostor: PhysicsImpostor): number;
  116194. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  116195. getBodyRestitution(impostor: PhysicsImpostor): number;
  116196. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  116197. sleepBody(impostor: PhysicsImpostor): void;
  116198. wakeUpBody(impostor: PhysicsImpostor): void;
  116199. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  116200. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  116201. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  116202. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  116203. getRadius(impostor: PhysicsImpostor): number;
  116204. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  116205. dispose(): void;
  116206. private _extendNamespace;
  116207. /**
  116208. * Does a raycast in the physics world
  116209. * @param from when should the ray start?
  116210. * @param to when should the ray end?
  116211. * @returns PhysicsRaycastResult
  116212. */
  116213. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  116214. }
  116215. }
  116216. declare module BABYLON {
  116217. /** @hidden */
  116218. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  116219. world: any;
  116220. name: string;
  116221. BJSOIMO: any;
  116222. private _raycastResult;
  116223. constructor(iterations?: number, oimoInjection?: any);
  116224. setGravity(gravity: Vector3): void;
  116225. setTimeStep(timeStep: number): void;
  116226. getTimeStep(): number;
  116227. private _tmpImpostorsArray;
  116228. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  116229. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116230. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116231. generatePhysicsBody(impostor: PhysicsImpostor): void;
  116232. private _tmpPositionVector;
  116233. removePhysicsBody(impostor: PhysicsImpostor): void;
  116234. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  116235. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  116236. isSupported(): boolean;
  116237. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  116238. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  116239. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116240. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116241. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116242. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116243. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  116244. getBodyMass(impostor: PhysicsImpostor): number;
  116245. getBodyFriction(impostor: PhysicsImpostor): number;
  116246. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  116247. getBodyRestitution(impostor: PhysicsImpostor): number;
  116248. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  116249. sleepBody(impostor: PhysicsImpostor): void;
  116250. wakeUpBody(impostor: PhysicsImpostor): void;
  116251. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  116252. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  116253. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  116254. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  116255. getRadius(impostor: PhysicsImpostor): number;
  116256. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  116257. dispose(): void;
  116258. /**
  116259. * Does a raycast in the physics world
  116260. * @param from when should the ray start?
  116261. * @param to when should the ray end?
  116262. * @returns PhysicsRaycastResult
  116263. */
  116264. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  116265. }
  116266. }
  116267. declare module BABYLON {
  116268. /**
  116269. * Class containing static functions to help procedurally build meshes
  116270. */
  116271. export class RibbonBuilder {
  116272. /**
  116273. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  116274. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  116275. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  116276. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  116277. * * 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
  116278. * * 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
  116279. * * 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
  116280. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116281. * * If you create a double-sided mesh, you can choose what parts of 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
  116282. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  116283. * * 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
  116284. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  116285. * * 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
  116286. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  116287. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116288. * @param name defines the name of the mesh
  116289. * @param options defines the options used to create the mesh
  116290. * @param scene defines the hosting scene
  116291. * @returns the ribbon mesh
  116292. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  116293. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  116294. */
  116295. static CreateRibbon(name: string, options: {
  116296. pathArray: Vector3[][];
  116297. closeArray?: boolean;
  116298. closePath?: boolean;
  116299. offset?: number;
  116300. updatable?: boolean;
  116301. sideOrientation?: number;
  116302. frontUVs?: Vector4;
  116303. backUVs?: Vector4;
  116304. instance?: Mesh;
  116305. invertUV?: boolean;
  116306. uvs?: Vector2[];
  116307. colors?: Color4[];
  116308. }, scene?: Nullable<Scene>): Mesh;
  116309. }
  116310. }
  116311. declare module BABYLON {
  116312. /**
  116313. * Class containing static functions to help procedurally build meshes
  116314. */
  116315. export class ShapeBuilder {
  116316. /**
  116317. * 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.
  116318. * * 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.
  116319. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  116320. * * 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.
  116321. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  116322. * * 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
  116323. * * 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
  116324. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  116325. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116326. * * If you create a double-sided mesh, you can choose what parts of 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
  116327. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  116328. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  116329. * @param name defines the name of the mesh
  116330. * @param options defines the options used to create the mesh
  116331. * @param scene defines the hosting scene
  116332. * @returns the extruded shape mesh
  116333. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  116334. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  116335. */
  116336. static ExtrudeShape(name: string, options: {
  116337. shape: Vector3[];
  116338. path: Vector3[];
  116339. scale?: number;
  116340. rotation?: number;
  116341. cap?: number;
  116342. updatable?: boolean;
  116343. sideOrientation?: number;
  116344. frontUVs?: Vector4;
  116345. backUVs?: Vector4;
  116346. instance?: Mesh;
  116347. invertUV?: boolean;
  116348. }, scene?: Nullable<Scene>): Mesh;
  116349. /**
  116350. * Creates an custom extruded shape mesh.
  116351. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  116352. * * 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.
  116353. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  116354. * * 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
  116355. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  116356. * * 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
  116357. * * It must returns a float value that will be the scale value applied to the shape on each path point
  116358. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  116359. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  116360. * * 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
  116361. * * 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
  116362. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  116363. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116364. * * If you create a double-sided mesh, you can choose what parts of 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
  116365. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  116366. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116367. * @param name defines the name of the mesh
  116368. * @param options defines the options used to create the mesh
  116369. * @param scene defines the hosting scene
  116370. * @returns the custom extruded shape mesh
  116371. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  116372. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  116373. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  116374. */
  116375. static ExtrudeShapeCustom(name: string, options: {
  116376. shape: Vector3[];
  116377. path: Vector3[];
  116378. scaleFunction?: any;
  116379. rotationFunction?: any;
  116380. ribbonCloseArray?: boolean;
  116381. ribbonClosePath?: boolean;
  116382. cap?: number;
  116383. updatable?: boolean;
  116384. sideOrientation?: number;
  116385. frontUVs?: Vector4;
  116386. backUVs?: Vector4;
  116387. instance?: Mesh;
  116388. invertUV?: boolean;
  116389. }, scene?: Nullable<Scene>): Mesh;
  116390. private static _ExtrudeShapeGeneric;
  116391. }
  116392. }
  116393. declare module BABYLON {
  116394. /**
  116395. * AmmoJS Physics plugin
  116396. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  116397. * @see https://github.com/kripken/ammo.js/
  116398. */
  116399. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  116400. private _useDeltaForWorldStep;
  116401. /**
  116402. * Reference to the Ammo library
  116403. */
  116404. bjsAMMO: any;
  116405. /**
  116406. * Created ammoJS world which physics bodies are added to
  116407. */
  116408. world: any;
  116409. /**
  116410. * Name of the plugin
  116411. */
  116412. name: string;
  116413. private _timeStep;
  116414. private _fixedTimeStep;
  116415. private _maxSteps;
  116416. private _tmpQuaternion;
  116417. private _tmpAmmoTransform;
  116418. private _tmpAmmoQuaternion;
  116419. private _tmpAmmoConcreteContactResultCallback;
  116420. private _collisionConfiguration;
  116421. private _dispatcher;
  116422. private _overlappingPairCache;
  116423. private _solver;
  116424. private _softBodySolver;
  116425. private _tmpAmmoVectorA;
  116426. private _tmpAmmoVectorB;
  116427. private _tmpAmmoVectorC;
  116428. private _tmpAmmoVectorD;
  116429. private _tmpContactCallbackResult;
  116430. private _tmpAmmoVectorRCA;
  116431. private _tmpAmmoVectorRCB;
  116432. private _raycastResult;
  116433. private static readonly DISABLE_COLLISION_FLAG;
  116434. private static readonly KINEMATIC_FLAG;
  116435. private static readonly DISABLE_DEACTIVATION_FLAG;
  116436. /**
  116437. * Initializes the ammoJS plugin
  116438. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  116439. * @param ammoInjection can be used to inject your own ammo reference
  116440. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  116441. */
  116442. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  116443. /**
  116444. * Sets the gravity of the physics world (m/(s^2))
  116445. * @param gravity Gravity to set
  116446. */
  116447. setGravity(gravity: Vector3): void;
  116448. /**
  116449. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  116450. * @param timeStep timestep to use in seconds
  116451. */
  116452. setTimeStep(timeStep: number): void;
  116453. /**
  116454. * 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)
  116455. * @param fixedTimeStep fixedTimeStep to use in seconds
  116456. */
  116457. setFixedTimeStep(fixedTimeStep: number): void;
  116458. /**
  116459. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  116460. * @param maxSteps the maximum number of steps by the physics engine per frame
  116461. */
  116462. setMaxSteps(maxSteps: number): void;
  116463. /**
  116464. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  116465. * @returns the current timestep in seconds
  116466. */
  116467. getTimeStep(): number;
  116468. private _isImpostorInContact;
  116469. private _isImpostorPairInContact;
  116470. private _stepSimulation;
  116471. /**
  116472. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  116473. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  116474. * After the step the babylon meshes are set to the position of the physics imposters
  116475. * @param delta amount of time to step forward
  116476. * @param impostors array of imposters to update before/after the step
  116477. */
  116478. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  116479. /**
  116480. * Update babylon mesh to match physics world object
  116481. * @param impostor imposter to match
  116482. */
  116483. private _afterSoftStep;
  116484. /**
  116485. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  116486. * @param impostor imposter to match
  116487. */
  116488. private _ropeStep;
  116489. /**
  116490. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  116491. * @param impostor imposter to match
  116492. */
  116493. private _softbodyOrClothStep;
  116494. private _tmpVector;
  116495. private _tmpMatrix;
  116496. /**
  116497. * Applies an impulse on the imposter
  116498. * @param impostor imposter to apply impulse to
  116499. * @param force amount of force to be applied to the imposter
  116500. * @param contactPoint the location to apply the impulse on the imposter
  116501. */
  116502. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116503. /**
  116504. * Applies a force on the imposter
  116505. * @param impostor imposter to apply force
  116506. * @param force amount of force to be applied to the imposter
  116507. * @param contactPoint the location to apply the force on the imposter
  116508. */
  116509. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116510. /**
  116511. * Creates a physics body using the plugin
  116512. * @param impostor the imposter to create the physics body on
  116513. */
  116514. generatePhysicsBody(impostor: PhysicsImpostor): void;
  116515. /**
  116516. * Removes the physics body from the imposter and disposes of the body's memory
  116517. * @param impostor imposter to remove the physics body from
  116518. */
  116519. removePhysicsBody(impostor: PhysicsImpostor): void;
  116520. /**
  116521. * Generates a joint
  116522. * @param impostorJoint the imposter joint to create the joint with
  116523. */
  116524. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  116525. /**
  116526. * Removes a joint
  116527. * @param impostorJoint the imposter joint to remove the joint from
  116528. */
  116529. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  116530. private _addMeshVerts;
  116531. /**
  116532. * Initialise the soft body vertices to match its object's (mesh) vertices
  116533. * Softbody vertices (nodes) are in world space and to match this
  116534. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  116535. * @param impostor to create the softbody for
  116536. */
  116537. private _softVertexData;
  116538. /**
  116539. * Create an impostor's soft body
  116540. * @param impostor to create the softbody for
  116541. */
  116542. private _createSoftbody;
  116543. /**
  116544. * Create cloth for an impostor
  116545. * @param impostor to create the softbody for
  116546. */
  116547. private _createCloth;
  116548. /**
  116549. * Create rope for an impostor
  116550. * @param impostor to create the softbody for
  116551. */
  116552. private _createRope;
  116553. private _addHullVerts;
  116554. private _createShape;
  116555. /**
  116556. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  116557. * @param impostor imposter containing the physics body and babylon object
  116558. */
  116559. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  116560. /**
  116561. * Sets the babylon object's position/rotation from the physics body's position/rotation
  116562. * @param impostor imposter containing the physics body and babylon object
  116563. * @param newPosition new position
  116564. * @param newRotation new rotation
  116565. */
  116566. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  116567. /**
  116568. * If this plugin is supported
  116569. * @returns true if its supported
  116570. */
  116571. isSupported(): boolean;
  116572. /**
  116573. * Sets the linear velocity of the physics body
  116574. * @param impostor imposter to set the velocity on
  116575. * @param velocity velocity to set
  116576. */
  116577. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116578. /**
  116579. * Sets the angular velocity of the physics body
  116580. * @param impostor imposter to set the velocity on
  116581. * @param velocity velocity to set
  116582. */
  116583. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116584. /**
  116585. * gets the linear velocity
  116586. * @param impostor imposter to get linear velocity from
  116587. * @returns linear velocity
  116588. */
  116589. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116590. /**
  116591. * gets the angular velocity
  116592. * @param impostor imposter to get angular velocity from
  116593. * @returns angular velocity
  116594. */
  116595. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116596. /**
  116597. * Sets the mass of physics body
  116598. * @param impostor imposter to set the mass on
  116599. * @param mass mass to set
  116600. */
  116601. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  116602. /**
  116603. * Gets the mass of the physics body
  116604. * @param impostor imposter to get the mass from
  116605. * @returns mass
  116606. */
  116607. getBodyMass(impostor: PhysicsImpostor): number;
  116608. /**
  116609. * Gets friction of the impostor
  116610. * @param impostor impostor to get friction from
  116611. * @returns friction value
  116612. */
  116613. getBodyFriction(impostor: PhysicsImpostor): number;
  116614. /**
  116615. * Sets friction of the impostor
  116616. * @param impostor impostor to set friction on
  116617. * @param friction friction value
  116618. */
  116619. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  116620. /**
  116621. * Gets restitution of the impostor
  116622. * @param impostor impostor to get restitution from
  116623. * @returns restitution value
  116624. */
  116625. getBodyRestitution(impostor: PhysicsImpostor): number;
  116626. /**
  116627. * Sets resitution of the impostor
  116628. * @param impostor impostor to set resitution on
  116629. * @param restitution resitution value
  116630. */
  116631. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  116632. /**
  116633. * Gets pressure inside the impostor
  116634. * @param impostor impostor to get pressure from
  116635. * @returns pressure value
  116636. */
  116637. getBodyPressure(impostor: PhysicsImpostor): number;
  116638. /**
  116639. * Sets pressure inside a soft body impostor
  116640. * Cloth and rope must remain 0 pressure
  116641. * @param impostor impostor to set pressure on
  116642. * @param pressure pressure value
  116643. */
  116644. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  116645. /**
  116646. * Gets stiffness of the impostor
  116647. * @param impostor impostor to get stiffness from
  116648. * @returns pressure value
  116649. */
  116650. getBodyStiffness(impostor: PhysicsImpostor): number;
  116651. /**
  116652. * Sets stiffness of the impostor
  116653. * @param impostor impostor to set stiffness on
  116654. * @param stiffness stiffness value from 0 to 1
  116655. */
  116656. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  116657. /**
  116658. * Gets velocityIterations of the impostor
  116659. * @param impostor impostor to get velocity iterations from
  116660. * @returns velocityIterations value
  116661. */
  116662. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  116663. /**
  116664. * Sets velocityIterations of the impostor
  116665. * @param impostor impostor to set velocity iterations on
  116666. * @param velocityIterations velocityIterations value
  116667. */
  116668. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  116669. /**
  116670. * Gets positionIterations of the impostor
  116671. * @param impostor impostor to get position iterations from
  116672. * @returns positionIterations value
  116673. */
  116674. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  116675. /**
  116676. * Sets positionIterations of the impostor
  116677. * @param impostor impostor to set position on
  116678. * @param positionIterations positionIterations value
  116679. */
  116680. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  116681. /**
  116682. * Append an anchor to a cloth object
  116683. * @param impostor is the cloth impostor to add anchor to
  116684. * @param otherImpostor is the rigid impostor to anchor to
  116685. * @param width ratio across width from 0 to 1
  116686. * @param height ratio up height from 0 to 1
  116687. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  116688. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  116689. */
  116690. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  116691. /**
  116692. * Append an hook to a rope object
  116693. * @param impostor is the rope impostor to add hook to
  116694. * @param otherImpostor is the rigid impostor to hook to
  116695. * @param length ratio along the rope from 0 to 1
  116696. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  116697. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  116698. */
  116699. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  116700. /**
  116701. * Sleeps the physics body and stops it from being active
  116702. * @param impostor impostor to sleep
  116703. */
  116704. sleepBody(impostor: PhysicsImpostor): void;
  116705. /**
  116706. * Activates the physics body
  116707. * @param impostor impostor to activate
  116708. */
  116709. wakeUpBody(impostor: PhysicsImpostor): void;
  116710. /**
  116711. * Updates the distance parameters of the joint
  116712. * @param joint joint to update
  116713. * @param maxDistance maximum distance of the joint
  116714. * @param minDistance minimum distance of the joint
  116715. */
  116716. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  116717. /**
  116718. * Sets a motor on the joint
  116719. * @param joint joint to set motor on
  116720. * @param speed speed of the motor
  116721. * @param maxForce maximum force of the motor
  116722. * @param motorIndex index of the motor
  116723. */
  116724. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  116725. /**
  116726. * Sets the motors limit
  116727. * @param joint joint to set limit on
  116728. * @param upperLimit upper limit
  116729. * @param lowerLimit lower limit
  116730. */
  116731. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  116732. /**
  116733. * Syncs the position and rotation of a mesh with the impostor
  116734. * @param mesh mesh to sync
  116735. * @param impostor impostor to update the mesh with
  116736. */
  116737. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  116738. /**
  116739. * Gets the radius of the impostor
  116740. * @param impostor impostor to get radius from
  116741. * @returns the radius
  116742. */
  116743. getRadius(impostor: PhysicsImpostor): number;
  116744. /**
  116745. * Gets the box size of the impostor
  116746. * @param impostor impostor to get box size from
  116747. * @param result the resulting box size
  116748. */
  116749. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  116750. /**
  116751. * Disposes of the impostor
  116752. */
  116753. dispose(): void;
  116754. /**
  116755. * Does a raycast in the physics world
  116756. * @param from when should the ray start?
  116757. * @param to when should the ray end?
  116758. * @returns PhysicsRaycastResult
  116759. */
  116760. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  116761. }
  116762. }
  116763. declare module BABYLON {
  116764. interface AbstractScene {
  116765. /**
  116766. * The list of reflection probes added to the scene
  116767. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  116768. */
  116769. reflectionProbes: Array<ReflectionProbe>;
  116770. /**
  116771. * Removes the given reflection probe from this scene.
  116772. * @param toRemove The reflection probe to remove
  116773. * @returns The index of the removed reflection probe
  116774. */
  116775. removeReflectionProbe(toRemove: ReflectionProbe): number;
  116776. /**
  116777. * Adds the given reflection probe to this scene.
  116778. * @param newReflectionProbe The reflection probe to add
  116779. */
  116780. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  116781. }
  116782. /**
  116783. * Class used to generate realtime reflection / refraction cube textures
  116784. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  116785. */
  116786. export class ReflectionProbe {
  116787. /** defines the name of the probe */
  116788. name: string;
  116789. private _scene;
  116790. private _renderTargetTexture;
  116791. private _projectionMatrix;
  116792. private _viewMatrix;
  116793. private _target;
  116794. private _add;
  116795. private _attachedMesh;
  116796. private _invertYAxis;
  116797. /** Gets or sets probe position (center of the cube map) */
  116798. position: Vector3;
  116799. /**
  116800. * Creates a new reflection probe
  116801. * @param name defines the name of the probe
  116802. * @param size defines the texture resolution (for each face)
  116803. * @param scene defines the hosting scene
  116804. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  116805. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  116806. */
  116807. constructor(
  116808. /** defines the name of the probe */
  116809. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  116810. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  116811. samples: number;
  116812. /** Gets or sets the refresh rate to use (on every frame by default) */
  116813. refreshRate: number;
  116814. /**
  116815. * Gets the hosting scene
  116816. * @returns a Scene
  116817. */
  116818. getScene(): Scene;
  116819. /** Gets the internal CubeTexture used to render to */
  116820. readonly cubeTexture: RenderTargetTexture;
  116821. /** Gets the list of meshes to render */
  116822. readonly renderList: Nullable<AbstractMesh[]>;
  116823. /**
  116824. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  116825. * @param mesh defines the mesh to attach to
  116826. */
  116827. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  116828. /**
  116829. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  116830. * @param renderingGroupId The rendering group id corresponding to its index
  116831. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  116832. */
  116833. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  116834. /**
  116835. * Clean all associated resources
  116836. */
  116837. dispose(): void;
  116838. /**
  116839. * Converts the reflection probe information to a readable string for debug purpose.
  116840. * @param fullDetails Supports for multiple levels of logging within scene loading
  116841. * @returns the human readable reflection probe info
  116842. */
  116843. toString(fullDetails?: boolean): string;
  116844. /**
  116845. * Get the class name of the relfection probe.
  116846. * @returns "ReflectionProbe"
  116847. */
  116848. getClassName(): string;
  116849. /**
  116850. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  116851. * @returns The JSON representation of the texture
  116852. */
  116853. serialize(): any;
  116854. /**
  116855. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  116856. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  116857. * @param scene Define the scene the parsed reflection probe should be instantiated in
  116858. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  116859. * @returns The parsed reflection probe if successful
  116860. */
  116861. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  116862. }
  116863. }
  116864. declare module BABYLON {
  116865. /** @hidden */
  116866. export var _BabylonLoaderRegistered: boolean;
  116867. }
  116868. declare module BABYLON {
  116869. /**
  116870. * The Physically based simple base material of BJS.
  116871. *
  116872. * This enables better naming and convention enforcements on top of the pbrMaterial.
  116873. * It is used as the base class for both the specGloss and metalRough conventions.
  116874. */
  116875. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  116876. /**
  116877. * Number of Simultaneous lights allowed on the material.
  116878. */
  116879. maxSimultaneousLights: number;
  116880. /**
  116881. * If sets to true, disables all the lights affecting the material.
  116882. */
  116883. disableLighting: boolean;
  116884. /**
  116885. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  116886. */
  116887. environmentTexture: BaseTexture;
  116888. /**
  116889. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  116890. */
  116891. invertNormalMapX: boolean;
  116892. /**
  116893. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  116894. */
  116895. invertNormalMapY: boolean;
  116896. /**
  116897. * Normal map used in the model.
  116898. */
  116899. normalTexture: BaseTexture;
  116900. /**
  116901. * Emissivie color used to self-illuminate the model.
  116902. */
  116903. emissiveColor: Color3;
  116904. /**
  116905. * Emissivie texture used to self-illuminate the model.
  116906. */
  116907. emissiveTexture: BaseTexture;
  116908. /**
  116909. * Occlusion Channel Strenght.
  116910. */
  116911. occlusionStrength: number;
  116912. /**
  116913. * Occlusion Texture of the material (adding extra occlusion effects).
  116914. */
  116915. occlusionTexture: BaseTexture;
  116916. /**
  116917. * Defines the alpha limits in alpha test mode.
  116918. */
  116919. alphaCutOff: number;
  116920. /**
  116921. * Gets the current double sided mode.
  116922. */
  116923. /**
  116924. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  116925. */
  116926. doubleSided: boolean;
  116927. /**
  116928. * Stores the pre-calculated light information of a mesh in a texture.
  116929. */
  116930. lightmapTexture: BaseTexture;
  116931. /**
  116932. * If true, the light map contains occlusion information instead of lighting info.
  116933. */
  116934. useLightmapAsShadowmap: boolean;
  116935. /**
  116936. * Instantiates a new PBRMaterial instance.
  116937. *
  116938. * @param name The material name
  116939. * @param scene The scene the material will be use in.
  116940. */
  116941. constructor(name: string, scene: Scene);
  116942. getClassName(): string;
  116943. }
  116944. }
  116945. declare module BABYLON {
  116946. /**
  116947. * The PBR material of BJS following the metal roughness convention.
  116948. *
  116949. * This fits to the PBR convention in the GLTF definition:
  116950. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  116951. */
  116952. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  116953. /**
  116954. * The base color has two different interpretations depending on the value of metalness.
  116955. * When the material is a metal, the base color is the specific measured reflectance value
  116956. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  116957. * of the material.
  116958. */
  116959. baseColor: Color3;
  116960. /**
  116961. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  116962. * well as opacity information in the alpha channel.
  116963. */
  116964. baseTexture: BaseTexture;
  116965. /**
  116966. * Specifies the metallic scalar value of the material.
  116967. * Can also be used to scale the metalness values of the metallic texture.
  116968. */
  116969. metallic: number;
  116970. /**
  116971. * Specifies the roughness scalar value of the material.
  116972. * Can also be used to scale the roughness values of the metallic texture.
  116973. */
  116974. roughness: number;
  116975. /**
  116976. * Texture containing both the metallic value in the B channel and the
  116977. * roughness value in the G channel to keep better precision.
  116978. */
  116979. metallicRoughnessTexture: BaseTexture;
  116980. /**
  116981. * Instantiates a new PBRMetalRoughnessMaterial instance.
  116982. *
  116983. * @param name The material name
  116984. * @param scene The scene the material will be use in.
  116985. */
  116986. constructor(name: string, scene: Scene);
  116987. /**
  116988. * Return the currrent class name of the material.
  116989. */
  116990. getClassName(): string;
  116991. /**
  116992. * Makes a duplicate of the current material.
  116993. * @param name - name to use for the new material.
  116994. */
  116995. clone(name: string): PBRMetallicRoughnessMaterial;
  116996. /**
  116997. * Serialize the material to a parsable JSON object.
  116998. */
  116999. serialize(): any;
  117000. /**
  117001. * Parses a JSON object correponding to the serialize function.
  117002. */
  117003. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  117004. }
  117005. }
  117006. declare module BABYLON {
  117007. /**
  117008. * The PBR material of BJS following the specular glossiness convention.
  117009. *
  117010. * This fits to the PBR convention in the GLTF definition:
  117011. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  117012. */
  117013. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  117014. /**
  117015. * Specifies the diffuse color of the material.
  117016. */
  117017. diffuseColor: Color3;
  117018. /**
  117019. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  117020. * channel.
  117021. */
  117022. diffuseTexture: BaseTexture;
  117023. /**
  117024. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  117025. */
  117026. specularColor: Color3;
  117027. /**
  117028. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  117029. */
  117030. glossiness: number;
  117031. /**
  117032. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  117033. */
  117034. specularGlossinessTexture: BaseTexture;
  117035. /**
  117036. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  117037. *
  117038. * @param name The material name
  117039. * @param scene The scene the material will be use in.
  117040. */
  117041. constructor(name: string, scene: Scene);
  117042. /**
  117043. * Return the currrent class name of the material.
  117044. */
  117045. getClassName(): string;
  117046. /**
  117047. * Makes a duplicate of the current material.
  117048. * @param name - name to use for the new material.
  117049. */
  117050. clone(name: string): PBRSpecularGlossinessMaterial;
  117051. /**
  117052. * Serialize the material to a parsable JSON object.
  117053. */
  117054. serialize(): any;
  117055. /**
  117056. * Parses a JSON object correponding to the serialize function.
  117057. */
  117058. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  117059. }
  117060. }
  117061. declare module BABYLON {
  117062. /**
  117063. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  117064. * It can help converting any input color in a desired output one. This can then be used to create effects
  117065. * from sepia, black and white to sixties or futuristic rendering...
  117066. *
  117067. * The only supported format is currently 3dl.
  117068. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  117069. */
  117070. export class ColorGradingTexture extends BaseTexture {
  117071. /**
  117072. * The current texture matrix. (will always be identity in color grading texture)
  117073. */
  117074. private _textureMatrix;
  117075. /**
  117076. * The texture URL.
  117077. */
  117078. url: string;
  117079. /**
  117080. * Empty line regex stored for GC.
  117081. */
  117082. private static _noneEmptyLineRegex;
  117083. private _engine;
  117084. /**
  117085. * Instantiates a ColorGradingTexture from the following parameters.
  117086. *
  117087. * @param url The location of the color gradind data (currently only supporting 3dl)
  117088. * @param scene The scene the texture will be used in
  117089. */
  117090. constructor(url: string, scene: Scene);
  117091. /**
  117092. * Returns the texture matrix used in most of the material.
  117093. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  117094. */
  117095. getTextureMatrix(): Matrix;
  117096. /**
  117097. * Occurs when the file being loaded is a .3dl LUT file.
  117098. */
  117099. private load3dlTexture;
  117100. /**
  117101. * Starts the loading process of the texture.
  117102. */
  117103. private loadTexture;
  117104. /**
  117105. * Clones the color gradind texture.
  117106. */
  117107. clone(): ColorGradingTexture;
  117108. /**
  117109. * Called during delayed load for textures.
  117110. */
  117111. delayLoad(): void;
  117112. /**
  117113. * Parses a color grading texture serialized by Babylon.
  117114. * @param parsedTexture The texture information being parsedTexture
  117115. * @param scene The scene to load the texture in
  117116. * @param rootUrl The root url of the data assets to load
  117117. * @return A color gradind texture
  117118. */
  117119. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  117120. /**
  117121. * Serializes the LUT texture to json format.
  117122. */
  117123. serialize(): any;
  117124. }
  117125. }
  117126. declare module BABYLON {
  117127. /**
  117128. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  117129. */
  117130. export class EquiRectangularCubeTexture extends BaseTexture {
  117131. /** The six faces of the cube. */
  117132. private static _FacesMapping;
  117133. private _noMipmap;
  117134. private _onLoad;
  117135. private _onError;
  117136. /** The size of the cubemap. */
  117137. private _size;
  117138. /** The buffer of the image. */
  117139. private _buffer;
  117140. /** The width of the input image. */
  117141. private _width;
  117142. /** The height of the input image. */
  117143. private _height;
  117144. /** The URL to the image. */
  117145. url: string;
  117146. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  117147. coordinatesMode: number;
  117148. /**
  117149. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  117150. * @param url The location of the image
  117151. * @param scene The scene the texture will be used in
  117152. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  117153. * @param noMipmap Forces to not generate the mipmap if true
  117154. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  117155. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  117156. * @param onLoad — defines a callback called when texture is loaded
  117157. * @param onError — defines a callback called if there is an error
  117158. */
  117159. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  117160. /**
  117161. * Load the image data, by putting the image on a canvas and extracting its buffer.
  117162. */
  117163. private loadImage;
  117164. /**
  117165. * Convert the image buffer into a cubemap and create a CubeTexture.
  117166. */
  117167. private loadTexture;
  117168. /**
  117169. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  117170. * @param buffer The ArrayBuffer that should be converted.
  117171. * @returns The buffer as Float32Array.
  117172. */
  117173. private getFloat32ArrayFromArrayBuffer;
  117174. /**
  117175. * Get the current class name of the texture useful for serialization or dynamic coding.
  117176. * @returns "EquiRectangularCubeTexture"
  117177. */
  117178. getClassName(): string;
  117179. /**
  117180. * Create a clone of the current EquiRectangularCubeTexture and return it.
  117181. * @returns A clone of the current EquiRectangularCubeTexture.
  117182. */
  117183. clone(): EquiRectangularCubeTexture;
  117184. }
  117185. }
  117186. declare module BABYLON {
  117187. /**
  117188. * Based on jsTGALoader - Javascript loader for TGA file
  117189. * By Vincent Thibault
  117190. * @see http://blog.robrowser.com/javascript-tga-loader.html
  117191. */
  117192. export class TGATools {
  117193. private static _TYPE_INDEXED;
  117194. private static _TYPE_RGB;
  117195. private static _TYPE_GREY;
  117196. private static _TYPE_RLE_INDEXED;
  117197. private static _TYPE_RLE_RGB;
  117198. private static _TYPE_RLE_GREY;
  117199. private static _ORIGIN_MASK;
  117200. private static _ORIGIN_SHIFT;
  117201. private static _ORIGIN_BL;
  117202. private static _ORIGIN_BR;
  117203. private static _ORIGIN_UL;
  117204. private static _ORIGIN_UR;
  117205. /**
  117206. * Gets the header of a TGA file
  117207. * @param data defines the TGA data
  117208. * @returns the header
  117209. */
  117210. static GetTGAHeader(data: Uint8Array): any;
  117211. /**
  117212. * Uploads TGA content to a Babylon Texture
  117213. * @hidden
  117214. */
  117215. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  117216. /** @hidden */
  117217. 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;
  117218. /** @hidden */
  117219. 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;
  117220. /** @hidden */
  117221. 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;
  117222. /** @hidden */
  117223. 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;
  117224. /** @hidden */
  117225. 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;
  117226. /** @hidden */
  117227. 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;
  117228. }
  117229. }
  117230. declare module BABYLON {
  117231. /**
  117232. * Implementation of the TGA Texture Loader.
  117233. * @hidden
  117234. */
  117235. export class _TGATextureLoader implements IInternalTextureLoader {
  117236. /**
  117237. * Defines wether the loader supports cascade loading the different faces.
  117238. */
  117239. readonly supportCascades: boolean;
  117240. /**
  117241. * This returns if the loader support the current file information.
  117242. * @param extension defines the file extension of the file being loaded
  117243. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117244. * @param fallback defines the fallback internal texture if any
  117245. * @param isBase64 defines whether the texture is encoded as a base64
  117246. * @param isBuffer defines whether the texture data are stored as a buffer
  117247. * @returns true if the loader can load the specified file
  117248. */
  117249. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117250. /**
  117251. * Transform the url before loading if required.
  117252. * @param rootUrl the url of the texture
  117253. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117254. * @returns the transformed texture
  117255. */
  117256. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117257. /**
  117258. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117259. * @param rootUrl the url of the texture
  117260. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117261. * @returns the fallback texture
  117262. */
  117263. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117264. /**
  117265. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  117266. * @param data contains the texture data
  117267. * @param texture defines the BabylonJS internal texture
  117268. * @param createPolynomials will be true if polynomials have been requested
  117269. * @param onLoad defines the callback to trigger once the texture is ready
  117270. * @param onError defines the callback to trigger in case of error
  117271. */
  117272. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117273. /**
  117274. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117275. * @param data contains the texture data
  117276. * @param texture defines the BabylonJS internal texture
  117277. * @param callback defines the method to call once ready to upload
  117278. */
  117279. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  117280. }
  117281. }
  117282. declare module BABYLON {
  117283. /**
  117284. * Info about the .basis files
  117285. */
  117286. class BasisFileInfo {
  117287. /**
  117288. * If the file has alpha
  117289. */
  117290. hasAlpha: boolean;
  117291. /**
  117292. * Info about each image of the basis file
  117293. */
  117294. images: Array<{
  117295. levels: Array<{
  117296. width: number;
  117297. height: number;
  117298. transcodedPixels: ArrayBufferView;
  117299. }>;
  117300. }>;
  117301. }
  117302. /**
  117303. * Result of transcoding a basis file
  117304. */
  117305. class TranscodeResult {
  117306. /**
  117307. * Info about the .basis file
  117308. */
  117309. fileInfo: BasisFileInfo;
  117310. /**
  117311. * Format to use when loading the file
  117312. */
  117313. format: number;
  117314. }
  117315. /**
  117316. * Configuration options for the Basis transcoder
  117317. */
  117318. export class BasisTranscodeConfiguration {
  117319. /**
  117320. * Supported compression formats used to determine the supported output format of the transcoder
  117321. */
  117322. supportedCompressionFormats?: {
  117323. /**
  117324. * etc1 compression format
  117325. */
  117326. etc1?: boolean;
  117327. /**
  117328. * s3tc compression format
  117329. */
  117330. s3tc?: boolean;
  117331. /**
  117332. * pvrtc compression format
  117333. */
  117334. pvrtc?: boolean;
  117335. /**
  117336. * etc2 compression format
  117337. */
  117338. etc2?: boolean;
  117339. };
  117340. /**
  117341. * If mipmap levels should be loaded for transcoded images (Default: true)
  117342. */
  117343. loadMipmapLevels?: boolean;
  117344. /**
  117345. * Index of a single image to load (Default: all images)
  117346. */
  117347. loadSingleImage?: number;
  117348. }
  117349. /**
  117350. * Used to load .Basis files
  117351. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  117352. */
  117353. export class BasisTools {
  117354. private static _IgnoreSupportedFormats;
  117355. /**
  117356. * URL to use when loading the basis transcoder
  117357. */
  117358. static JSModuleURL: string;
  117359. /**
  117360. * URL to use when loading the wasm module for the transcoder
  117361. */
  117362. static WasmModuleURL: string;
  117363. /**
  117364. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  117365. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  117366. * @returns internal format corresponding to the Basis format
  117367. */
  117368. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  117369. private static _WorkerPromise;
  117370. private static _Worker;
  117371. private static _actionId;
  117372. private static _CreateWorkerAsync;
  117373. /**
  117374. * Transcodes a loaded image file to compressed pixel data
  117375. * @param imageData image data to transcode
  117376. * @param config configuration options for the transcoding
  117377. * @returns a promise resulting in the transcoded image
  117378. */
  117379. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  117380. /**
  117381. * Loads a texture from the transcode result
  117382. * @param texture texture load to
  117383. * @param transcodeResult the result of transcoding the basis file to load from
  117384. */
  117385. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  117386. }
  117387. }
  117388. declare module BABYLON {
  117389. /**
  117390. * Loader for .basis file format
  117391. */
  117392. export class _BasisTextureLoader implements IInternalTextureLoader {
  117393. /**
  117394. * Defines whether the loader supports cascade loading the different faces.
  117395. */
  117396. readonly supportCascades: boolean;
  117397. /**
  117398. * This returns if the loader support the current file information.
  117399. * @param extension defines the file extension of the file being loaded
  117400. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117401. * @param fallback defines the fallback internal texture if any
  117402. * @param isBase64 defines whether the texture is encoded as a base64
  117403. * @param isBuffer defines whether the texture data are stored as a buffer
  117404. * @returns true if the loader can load the specified file
  117405. */
  117406. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117407. /**
  117408. * Transform the url before loading if required.
  117409. * @param rootUrl the url of the texture
  117410. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117411. * @returns the transformed texture
  117412. */
  117413. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117414. /**
  117415. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117416. * @param rootUrl the url of the texture
  117417. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117418. * @returns the fallback texture
  117419. */
  117420. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117421. /**
  117422. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  117423. * @param data contains the texture data
  117424. * @param texture defines the BabylonJS internal texture
  117425. * @param createPolynomials will be true if polynomials have been requested
  117426. * @param onLoad defines the callback to trigger once the texture is ready
  117427. * @param onError defines the callback to trigger in case of error
  117428. */
  117429. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117430. /**
  117431. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117432. * @param data contains the texture data
  117433. * @param texture defines the BabylonJS internal texture
  117434. * @param callback defines the method to call once ready to upload
  117435. */
  117436. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  117437. }
  117438. }
  117439. declare module BABYLON {
  117440. /**
  117441. * 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.
  117442. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  117443. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  117444. */
  117445. export class CustomProceduralTexture extends ProceduralTexture {
  117446. private _animate;
  117447. private _time;
  117448. private _config;
  117449. private _texturePath;
  117450. /**
  117451. * Instantiates a new Custom Procedural Texture.
  117452. * 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.
  117453. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  117454. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  117455. * @param name Define the name of the texture
  117456. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  117457. * @param size Define the size of the texture to create
  117458. * @param scene Define the scene the texture belongs to
  117459. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  117460. * @param generateMipMaps Define if the texture should creates mip maps or not
  117461. */
  117462. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  117463. private _loadJson;
  117464. /**
  117465. * Is the texture ready to be used ? (rendered at least once)
  117466. * @returns true if ready, otherwise, false.
  117467. */
  117468. isReady(): boolean;
  117469. /**
  117470. * Render the texture to its associated render target.
  117471. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  117472. */
  117473. render(useCameraPostProcess?: boolean): void;
  117474. /**
  117475. * Update the list of dependant textures samplers in the shader.
  117476. */
  117477. updateTextures(): void;
  117478. /**
  117479. * Update the uniform values of the procedural texture in the shader.
  117480. */
  117481. updateShaderUniforms(): void;
  117482. /**
  117483. * Define if the texture animates or not.
  117484. */
  117485. animate: boolean;
  117486. }
  117487. }
  117488. declare module BABYLON {
  117489. /** @hidden */
  117490. export var noisePixelShader: {
  117491. name: string;
  117492. shader: string;
  117493. };
  117494. }
  117495. declare module BABYLON {
  117496. /**
  117497. * Class used to generate noise procedural textures
  117498. */
  117499. export class NoiseProceduralTexture extends ProceduralTexture {
  117500. private _time;
  117501. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  117502. brightness: number;
  117503. /** Defines the number of octaves to process */
  117504. octaves: number;
  117505. /** Defines the level of persistence (0.8 by default) */
  117506. persistence: number;
  117507. /** Gets or sets animation speed factor (default is 1) */
  117508. animationSpeedFactor: number;
  117509. /**
  117510. * Creates a new NoiseProceduralTexture
  117511. * @param name defines the name fo the texture
  117512. * @param size defines the size of the texture (default is 256)
  117513. * @param scene defines the hosting scene
  117514. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  117515. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  117516. */
  117517. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  117518. private _updateShaderUniforms;
  117519. protected _getDefines(): string;
  117520. /** Generate the current state of the procedural texture */
  117521. render(useCameraPostProcess?: boolean): void;
  117522. /**
  117523. * Serializes this noise procedural texture
  117524. * @returns a serialized noise procedural texture object
  117525. */
  117526. serialize(): any;
  117527. /**
  117528. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  117529. * @param parsedTexture defines parsed texture data
  117530. * @param scene defines the current scene
  117531. * @param rootUrl defines the root URL containing noise procedural texture information
  117532. * @returns a parsed NoiseProceduralTexture
  117533. */
  117534. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  117535. }
  117536. }
  117537. declare module BABYLON {
  117538. /**
  117539. * Raw cube texture where the raw buffers are passed in
  117540. */
  117541. export class RawCubeTexture extends CubeTexture {
  117542. /**
  117543. * Creates a cube texture where the raw buffers are passed in.
  117544. * @param scene defines the scene the texture is attached to
  117545. * @param data defines the array of data to use to create each face
  117546. * @param size defines the size of the textures
  117547. * @param format defines the format of the data
  117548. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  117549. * @param generateMipMaps defines if the engine should generate the mip levels
  117550. * @param invertY defines if data must be stored with Y axis inverted
  117551. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  117552. * @param compression defines the compression used (null by default)
  117553. */
  117554. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  117555. /**
  117556. * Updates the raw cube texture.
  117557. * @param data defines the data to store
  117558. * @param format defines the data format
  117559. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  117560. * @param invertY defines if data must be stored with Y axis inverted
  117561. * @param compression defines the compression used (null by default)
  117562. * @param level defines which level of the texture to update
  117563. */
  117564. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  117565. /**
  117566. * Updates a raw cube texture with RGBD encoded data.
  117567. * @param data defines the array of data [mipmap][face] to use to create each face
  117568. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  117569. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  117570. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  117571. * @returns a promsie that resolves when the operation is complete
  117572. */
  117573. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  117574. /**
  117575. * Clones the raw cube texture.
  117576. * @return a new cube texture
  117577. */
  117578. clone(): CubeTexture;
  117579. /** @hidden */
  117580. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  117581. }
  117582. }
  117583. declare module BABYLON {
  117584. /**
  117585. * Class used to store 3D textures containing user data
  117586. */
  117587. export class RawTexture3D extends Texture {
  117588. /** Gets or sets the texture format to use */
  117589. format: number;
  117590. private _engine;
  117591. /**
  117592. * Create a new RawTexture3D
  117593. * @param data defines the data of the texture
  117594. * @param width defines the width of the texture
  117595. * @param height defines the height of the texture
  117596. * @param depth defines the depth of the texture
  117597. * @param format defines the texture format to use
  117598. * @param scene defines the hosting scene
  117599. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  117600. * @param invertY defines if texture must be stored with Y axis inverted
  117601. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  117602. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  117603. */
  117604. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  117605. /** Gets or sets the texture format to use */
  117606. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  117607. /**
  117608. * Update the texture with new data
  117609. * @param data defines the data to store in the texture
  117610. */
  117611. update(data: ArrayBufferView): void;
  117612. }
  117613. }
  117614. declare module BABYLON {
  117615. /**
  117616. * Creates a refraction texture used by refraction channel of the standard material.
  117617. * It is like a mirror but to see through a material.
  117618. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  117619. */
  117620. export class RefractionTexture extends RenderTargetTexture {
  117621. /**
  117622. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  117623. * 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.
  117624. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  117625. */
  117626. refractionPlane: Plane;
  117627. /**
  117628. * Define how deep under the surface we should see.
  117629. */
  117630. depth: number;
  117631. /**
  117632. * Creates a refraction texture used by refraction channel of the standard material.
  117633. * It is like a mirror but to see through a material.
  117634. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  117635. * @param name Define the texture name
  117636. * @param size Define the size of the underlying texture
  117637. * @param scene Define the scene the refraction belongs to
  117638. * @param generateMipMaps Define if we need to generate mips level for the refraction
  117639. */
  117640. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  117641. /**
  117642. * Clone the refraction texture.
  117643. * @returns the cloned texture
  117644. */
  117645. clone(): RefractionTexture;
  117646. /**
  117647. * Serialize the texture to a JSON representation you could use in Parse later on
  117648. * @returns the serialized JSON representation
  117649. */
  117650. serialize(): any;
  117651. }
  117652. }
  117653. declare module BABYLON {
  117654. /**
  117655. * Defines the options related to the creation of an HtmlElementTexture
  117656. */
  117657. export interface IHtmlElementTextureOptions {
  117658. /**
  117659. * Defines wether mip maps should be created or not.
  117660. */
  117661. generateMipMaps?: boolean;
  117662. /**
  117663. * Defines the sampling mode of the texture.
  117664. */
  117665. samplingMode?: number;
  117666. /**
  117667. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  117668. */
  117669. engine: Nullable<Engine>;
  117670. /**
  117671. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  117672. */
  117673. scene: Nullable<Scene>;
  117674. }
  117675. /**
  117676. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  117677. * To be as efficient as possible depending on your constraints nothing aside the first upload
  117678. * is automatically managed.
  117679. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  117680. * in your application.
  117681. *
  117682. * As the update is not automatic, you need to call them manually.
  117683. */
  117684. export class HtmlElementTexture extends BaseTexture {
  117685. /**
  117686. * The texture URL.
  117687. */
  117688. element: HTMLVideoElement | HTMLCanvasElement;
  117689. private static readonly DefaultOptions;
  117690. private _textureMatrix;
  117691. private _engine;
  117692. private _isVideo;
  117693. private _generateMipMaps;
  117694. private _samplingMode;
  117695. /**
  117696. * Instantiates a HtmlElementTexture from the following parameters.
  117697. *
  117698. * @param name Defines the name of the texture
  117699. * @param element Defines the video or canvas the texture is filled with
  117700. * @param options Defines the other none mandatory texture creation options
  117701. */
  117702. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  117703. private _createInternalTexture;
  117704. /**
  117705. * Returns the texture matrix used in most of the material.
  117706. */
  117707. getTextureMatrix(): Matrix;
  117708. /**
  117709. * Updates the content of the texture.
  117710. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  117711. */
  117712. update(invertY?: Nullable<boolean>): void;
  117713. }
  117714. }
  117715. declare module BABYLON {
  117716. /**
  117717. * Enum used to define the target of a block
  117718. */
  117719. export enum NodeMaterialBlockTargets {
  117720. /** Vertex shader */
  117721. Vertex = 1,
  117722. /** Fragment shader */
  117723. Fragment = 2,
  117724. /** Neutral */
  117725. Neutral = 4,
  117726. /** Vertex and Fragment */
  117727. VertexAndFragment = 3
  117728. }
  117729. }
  117730. declare module BABYLON {
  117731. /**
  117732. * Defines the kind of connection point for node based material
  117733. */
  117734. export enum NodeMaterialBlockConnectionPointTypes {
  117735. /** Float */
  117736. Float = 1,
  117737. /** Int */
  117738. Int = 2,
  117739. /** Vector2 */
  117740. Vector2 = 4,
  117741. /** Vector3 */
  117742. Vector3 = 8,
  117743. /** Vector4 */
  117744. Vector4 = 16,
  117745. /** Color3 */
  117746. Color3 = 32,
  117747. /** Color4 */
  117748. Color4 = 64,
  117749. /** Matrix */
  117750. Matrix = 128,
  117751. /** Detect type based on connection */
  117752. AutoDetect = 1024,
  117753. /** Output type that will be defined by input type */
  117754. BasedOnInput = 2048
  117755. }
  117756. }
  117757. declare module BABYLON {
  117758. /**
  117759. * Root class for all node material optimizers
  117760. */
  117761. export class NodeMaterialOptimizer {
  117762. /**
  117763. * Function used to optimize a NodeMaterial graph
  117764. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  117765. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  117766. */
  117767. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  117768. }
  117769. }
  117770. declare module BABYLON {
  117771. /**
  117772. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  117773. */
  117774. export class TransformBlock extends NodeMaterialBlock {
  117775. /**
  117776. * Defines the value to use to complement W value to transform it to a Vector4
  117777. */
  117778. complementW: number;
  117779. /**
  117780. * Defines the value to use to complement z value to transform it to a Vector4
  117781. */
  117782. complementZ: number;
  117783. /**
  117784. * Creates a new TransformBlock
  117785. * @param name defines the block name
  117786. */
  117787. constructor(name: string);
  117788. /**
  117789. * Gets the current class name
  117790. * @returns the class name
  117791. */
  117792. getClassName(): string;
  117793. /**
  117794. * Gets the vector input
  117795. */
  117796. readonly vector: NodeMaterialConnectionPoint;
  117797. /**
  117798. * Gets the output component
  117799. */
  117800. readonly output: NodeMaterialConnectionPoint;
  117801. /**
  117802. * Gets the matrix transform input
  117803. */
  117804. readonly transform: NodeMaterialConnectionPoint;
  117805. protected _buildBlock(state: NodeMaterialBuildState): this;
  117806. serialize(): any;
  117807. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117808. protected _dumpPropertiesCode(): string;
  117809. }
  117810. }
  117811. declare module BABYLON {
  117812. /**
  117813. * Block used to output the vertex position
  117814. */
  117815. export class VertexOutputBlock extends NodeMaterialBlock {
  117816. /**
  117817. * Creates a new VertexOutputBlock
  117818. * @param name defines the block name
  117819. */
  117820. constructor(name: string);
  117821. /**
  117822. * Gets the current class name
  117823. * @returns the class name
  117824. */
  117825. getClassName(): string;
  117826. /**
  117827. * Gets the vector input component
  117828. */
  117829. readonly vector: NodeMaterialConnectionPoint;
  117830. protected _buildBlock(state: NodeMaterialBuildState): this;
  117831. }
  117832. }
  117833. declare module BABYLON {
  117834. /**
  117835. * Block used to output the final color
  117836. */
  117837. export class FragmentOutputBlock extends NodeMaterialBlock {
  117838. /**
  117839. * Create a new FragmentOutputBlock
  117840. * @param name defines the block name
  117841. */
  117842. constructor(name: string);
  117843. /**
  117844. * Gets the current class name
  117845. * @returns the class name
  117846. */
  117847. getClassName(): string;
  117848. /**
  117849. * Gets the rgba input component
  117850. */
  117851. readonly rgba: NodeMaterialConnectionPoint;
  117852. /**
  117853. * Gets the rgb input component
  117854. */
  117855. readonly rgb: NodeMaterialConnectionPoint;
  117856. /**
  117857. * Gets the a input component
  117858. */
  117859. readonly a: NodeMaterialConnectionPoint;
  117860. protected _buildBlock(state: NodeMaterialBuildState): this;
  117861. }
  117862. }
  117863. declare module BABYLON {
  117864. /**
  117865. * Enum used to define system values e.g. values automatically provided by the system
  117866. */
  117867. export enum NodeMaterialSystemValues {
  117868. /** World */
  117869. World = 1,
  117870. /** View */
  117871. View = 2,
  117872. /** Projection */
  117873. Projection = 3,
  117874. /** ViewProjection */
  117875. ViewProjection = 4,
  117876. /** WorldView */
  117877. WorldView = 5,
  117878. /** WorldViewProjection */
  117879. WorldViewProjection = 6,
  117880. /** CameraPosition */
  117881. CameraPosition = 7,
  117882. /** Fog Color */
  117883. FogColor = 8
  117884. }
  117885. }
  117886. declare module BABYLON {
  117887. /**
  117888. * Block used to read a reflection texture from a sampler
  117889. */
  117890. export class ReflectionTextureBlock extends NodeMaterialBlock {
  117891. private _define3DName;
  117892. private _defineCubicName;
  117893. private _defineExplicitName;
  117894. private _defineProjectionName;
  117895. private _defineLocalCubicName;
  117896. private _defineSphericalName;
  117897. private _definePlanarName;
  117898. private _defineEquirectangularName;
  117899. private _defineMirroredEquirectangularFixedName;
  117900. private _defineEquirectangularFixedName;
  117901. private _defineSkyboxName;
  117902. private _cubeSamplerName;
  117903. private _2DSamplerName;
  117904. private _positionUVWName;
  117905. private _directionWName;
  117906. private _reflectionCoordsName;
  117907. private _reflection2DCoordsName;
  117908. private _reflectionColorName;
  117909. private _reflectionMatrixName;
  117910. /**
  117911. * Gets or sets the texture associated with the node
  117912. */
  117913. texture: Nullable<BaseTexture>;
  117914. /**
  117915. * Create a new TextureBlock
  117916. * @param name defines the block name
  117917. */
  117918. constructor(name: string);
  117919. /**
  117920. * Gets the current class name
  117921. * @returns the class name
  117922. */
  117923. getClassName(): string;
  117924. /**
  117925. * Gets the world position input component
  117926. */
  117927. readonly position: NodeMaterialConnectionPoint;
  117928. /**
  117929. * Gets the world position input component
  117930. */
  117931. readonly worldPosition: NodeMaterialConnectionPoint;
  117932. /**
  117933. * Gets the world normal input component
  117934. */
  117935. readonly worldNormal: NodeMaterialConnectionPoint;
  117936. /**
  117937. * Gets the world input component
  117938. */
  117939. readonly world: NodeMaterialConnectionPoint;
  117940. /**
  117941. * Gets the camera (or eye) position component
  117942. */
  117943. readonly cameraPosition: NodeMaterialConnectionPoint;
  117944. /**
  117945. * Gets the view input component
  117946. */
  117947. readonly view: NodeMaterialConnectionPoint;
  117948. /**
  117949. * Gets the rgb output component
  117950. */
  117951. readonly rgb: NodeMaterialConnectionPoint;
  117952. /**
  117953. * Gets the r output component
  117954. */
  117955. readonly r: NodeMaterialConnectionPoint;
  117956. /**
  117957. * Gets the g output component
  117958. */
  117959. readonly g: NodeMaterialConnectionPoint;
  117960. /**
  117961. * Gets the b output component
  117962. */
  117963. readonly b: NodeMaterialConnectionPoint;
  117964. autoConfigure(material: NodeMaterial): void;
  117965. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117966. isReady(): boolean;
  117967. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117968. private _injectVertexCode;
  117969. private _writeOutput;
  117970. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  117971. serialize(): any;
  117972. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117973. }
  117974. }
  117975. declare module BABYLON {
  117976. /**
  117977. * Interface used to configure the node material editor
  117978. */
  117979. export interface INodeMaterialEditorOptions {
  117980. /** Define the URl to load node editor script */
  117981. editorURL?: string;
  117982. }
  117983. /** @hidden */
  117984. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  117985. /** BONES */
  117986. NUM_BONE_INFLUENCERS: number;
  117987. BonesPerMesh: number;
  117988. BONETEXTURE: boolean;
  117989. /** MORPH TARGETS */
  117990. MORPHTARGETS: boolean;
  117991. MORPHTARGETS_NORMAL: boolean;
  117992. MORPHTARGETS_TANGENT: boolean;
  117993. MORPHTARGETS_UV: boolean;
  117994. NUM_MORPH_INFLUENCERS: number;
  117995. /** IMAGE PROCESSING */
  117996. IMAGEPROCESSING: boolean;
  117997. VIGNETTE: boolean;
  117998. VIGNETTEBLENDMODEMULTIPLY: boolean;
  117999. VIGNETTEBLENDMODEOPAQUE: boolean;
  118000. TONEMAPPING: boolean;
  118001. TONEMAPPING_ACES: boolean;
  118002. CONTRAST: boolean;
  118003. EXPOSURE: boolean;
  118004. COLORCURVES: boolean;
  118005. COLORGRADING: boolean;
  118006. COLORGRADING3D: boolean;
  118007. SAMPLER3DGREENDEPTH: boolean;
  118008. SAMPLER3DBGRMAP: boolean;
  118009. IMAGEPROCESSINGPOSTPROCESS: boolean;
  118010. /** MISC. */
  118011. BUMPDIRECTUV: number;
  118012. constructor();
  118013. setValue(name: string, value: boolean): void;
  118014. }
  118015. /**
  118016. * Class used to configure NodeMaterial
  118017. */
  118018. export interface INodeMaterialOptions {
  118019. /**
  118020. * Defines if blocks should emit comments
  118021. */
  118022. emitComments: boolean;
  118023. }
  118024. /**
  118025. * Class used to create a node based material built by assembling shader blocks
  118026. */
  118027. export class NodeMaterial extends PushMaterial {
  118028. private static _BuildIdGenerator;
  118029. private _options;
  118030. private _vertexCompilationState;
  118031. private _fragmentCompilationState;
  118032. private _sharedData;
  118033. private _buildId;
  118034. private _buildWasSuccessful;
  118035. private _cachedWorldViewMatrix;
  118036. private _cachedWorldViewProjectionMatrix;
  118037. private _optimizers;
  118038. private _animationFrame;
  118039. /** Define the URl to load node editor script */
  118040. static EditorURL: string;
  118041. private BJSNODEMATERIALEDITOR;
  118042. /** Get the inspector from bundle or global */
  118043. private _getGlobalNodeMaterialEditor;
  118044. /**
  118045. * Gets or sets a boolean indicating that alpha value must be ignored (This will turn alpha blending off even if an alpha value is produced by the material)
  118046. */
  118047. ignoreAlpha: boolean;
  118048. /**
  118049. * Defines the maximum number of lights that can be used in the material
  118050. */
  118051. maxSimultaneousLights: number;
  118052. /**
  118053. * Observable raised when the material is built
  118054. */
  118055. onBuildObservable: Observable<NodeMaterial>;
  118056. /**
  118057. * Gets or sets the root nodes of the material vertex shader
  118058. */
  118059. _vertexOutputNodes: NodeMaterialBlock[];
  118060. /**
  118061. * Gets or sets the root nodes of the material fragment (pixel) shader
  118062. */
  118063. _fragmentOutputNodes: NodeMaterialBlock[];
  118064. /** Gets or sets options to control the node material overall behavior */
  118065. options: INodeMaterialOptions;
  118066. /**
  118067. * Default configuration related to image processing available in the standard Material.
  118068. */
  118069. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  118070. /**
  118071. * Gets the image processing configuration used either in this material.
  118072. */
  118073. /**
  118074. * Sets the Default image processing configuration used either in the this material.
  118075. *
  118076. * If sets to null, the scene one is in use.
  118077. */
  118078. imageProcessingConfiguration: ImageProcessingConfiguration;
  118079. /**
  118080. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  118081. */
  118082. attachedBlocks: NodeMaterialBlock[];
  118083. /**
  118084. * Create a new node based material
  118085. * @param name defines the material name
  118086. * @param scene defines the hosting scene
  118087. * @param options defines creation option
  118088. */
  118089. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  118090. /**
  118091. * Gets the current class name of the material e.g. "NodeMaterial"
  118092. * @returns the class name
  118093. */
  118094. getClassName(): string;
  118095. /**
  118096. * Keep track of the image processing observer to allow dispose and replace.
  118097. */
  118098. private _imageProcessingObserver;
  118099. /**
  118100. * Attaches a new image processing configuration to the Standard Material.
  118101. * @param configuration
  118102. */
  118103. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  118104. /**
  118105. * Get a block by its name
  118106. * @param name defines the name of the block to retrieve
  118107. * @returns the required block or null if not found
  118108. */
  118109. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  118110. /**
  118111. * Get a block by its name
  118112. * @param predicate defines the predicate used to find the good candidate
  118113. * @returns the required block or null if not found
  118114. */
  118115. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  118116. /**
  118117. * Get an input block by its name
  118118. * @param predicate defines the predicate used to find the good candidate
  118119. * @returns the required input block or null if not found
  118120. */
  118121. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  118122. /**
  118123. * Gets the list of input blocks attached to this material
  118124. * @returns an array of InputBlocks
  118125. */
  118126. getInputBlocks(): InputBlock[];
  118127. /**
  118128. * Adds a new optimizer to the list of optimizers
  118129. * @param optimizer defines the optimizers to add
  118130. * @returns the current material
  118131. */
  118132. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  118133. /**
  118134. * Remove an optimizer from the list of optimizers
  118135. * @param optimizer defines the optimizers to remove
  118136. * @returns the current material
  118137. */
  118138. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  118139. /**
  118140. * Add a new block to the list of output nodes
  118141. * @param node defines the node to add
  118142. * @returns the current material
  118143. */
  118144. addOutputNode(node: NodeMaterialBlock): this;
  118145. /**
  118146. * Remove a block from the list of root nodes
  118147. * @param node defines the node to remove
  118148. * @returns the current material
  118149. */
  118150. removeOutputNode(node: NodeMaterialBlock): this;
  118151. private _addVertexOutputNode;
  118152. private _removeVertexOutputNode;
  118153. private _addFragmentOutputNode;
  118154. private _removeFragmentOutputNode;
  118155. /**
  118156. * Specifies if the material will require alpha blending
  118157. * @returns a boolean specifying if alpha blending is needed
  118158. */
  118159. needAlphaBlending(): boolean;
  118160. /**
  118161. * Specifies if this material should be rendered in alpha test mode
  118162. * @returns a boolean specifying if an alpha test is needed.
  118163. */
  118164. needAlphaTesting(): boolean;
  118165. private _initializeBlock;
  118166. private _resetDualBlocks;
  118167. /**
  118168. * Build the material and generates the inner effect
  118169. * @param verbose defines if the build should log activity
  118170. */
  118171. build(verbose?: boolean): void;
  118172. /**
  118173. * Runs an otpimization phase to try to improve the shader code
  118174. */
  118175. optimize(): void;
  118176. private _prepareDefinesForAttributes;
  118177. /**
  118178. * Get if the submesh is ready to be used and all its information available.
  118179. * Child classes can use it to update shaders
  118180. * @param mesh defines the mesh to check
  118181. * @param subMesh defines which submesh to check
  118182. * @param useInstances specifies that instances should be used
  118183. * @returns a boolean indicating that the submesh is ready or not
  118184. */
  118185. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  118186. /**
  118187. * Get a string representing the shaders built by the current node graph
  118188. */
  118189. readonly compiledShaders: string;
  118190. /**
  118191. * Binds the world matrix to the material
  118192. * @param world defines the world transformation matrix
  118193. */
  118194. bindOnlyWorldMatrix(world: Matrix): void;
  118195. /**
  118196. * Binds the submesh to this material by preparing the effect and shader to draw
  118197. * @param world defines the world transformation matrix
  118198. * @param mesh defines the mesh containing the submesh
  118199. * @param subMesh defines the submesh to bind the material to
  118200. */
  118201. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  118202. /**
  118203. * Gets the active textures from the material
  118204. * @returns an array of textures
  118205. */
  118206. getActiveTextures(): BaseTexture[];
  118207. /**
  118208. * Gets the list of texture blocks
  118209. * @returns an array of texture blocks
  118210. */
  118211. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  118212. /**
  118213. * Specifies if the material uses a texture
  118214. * @param texture defines the texture to check against the material
  118215. * @returns a boolean specifying if the material uses the texture
  118216. */
  118217. hasTexture(texture: BaseTexture): boolean;
  118218. /**
  118219. * Disposes the material
  118220. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  118221. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  118222. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  118223. */
  118224. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  118225. /** Creates the node editor window. */
  118226. private _createNodeEditor;
  118227. /**
  118228. * Launch the node material editor
  118229. * @param config Define the configuration of the editor
  118230. * @return a promise fulfilled when the node editor is visible
  118231. */
  118232. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  118233. /**
  118234. * Clear the current material
  118235. */
  118236. clear(): void;
  118237. /**
  118238. * Clear the current material and set it to a default state
  118239. */
  118240. setToDefault(): void;
  118241. /**
  118242. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  118243. * @param url defines the url to load from
  118244. * @returns a promise that will fullfil when the material is fully loaded
  118245. */
  118246. loadAsync(url: string): Promise<unknown>;
  118247. private _gatherBlocks;
  118248. /**
  118249. * Generate a string containing the code declaration required to create an equivalent of this material
  118250. * @returns a string
  118251. */
  118252. generateCode(): string;
  118253. /**
  118254. * Serializes this material in a JSON representation
  118255. * @returns the serialized material object
  118256. */
  118257. serialize(): any;
  118258. private _restoreConnections;
  118259. /**
  118260. * Clear the current graph and load a new one from a serialization object
  118261. * @param source defines the JSON representation of the material
  118262. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  118263. */
  118264. loadFromSerialization(source: any, rootUrl?: string): void;
  118265. /**
  118266. * Creates a node material from parsed material data
  118267. * @param source defines the JSON representation of the material
  118268. * @param scene defines the hosting scene
  118269. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  118270. * @returns a new node material
  118271. */
  118272. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  118273. /**
  118274. * Creates a new node material set to default basic configuration
  118275. * @param name defines the name of the material
  118276. * @param scene defines the hosting scene
  118277. * @returns a new NodeMaterial
  118278. */
  118279. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  118280. }
  118281. }
  118282. declare module BABYLON {
  118283. /**
  118284. * Block used to read a texture from a sampler
  118285. */
  118286. export class TextureBlock extends NodeMaterialBlock {
  118287. private _defineName;
  118288. private _samplerName;
  118289. private _transformedUVName;
  118290. private _textureTransformName;
  118291. private _textureInfoName;
  118292. /**
  118293. * Gets or sets the texture associated with the node
  118294. */
  118295. texture: Nullable<Texture>;
  118296. /**
  118297. * Create a new TextureBlock
  118298. * @param name defines the block name
  118299. */
  118300. constructor(name: string);
  118301. /**
  118302. * Gets the current class name
  118303. * @returns the class name
  118304. */
  118305. getClassName(): string;
  118306. /**
  118307. * Gets the uv input component
  118308. */
  118309. readonly uv: NodeMaterialConnectionPoint;
  118310. /**
  118311. * Gets the rgba output component
  118312. */
  118313. readonly rgba: NodeMaterialConnectionPoint;
  118314. /**
  118315. * Gets the rgb output component
  118316. */
  118317. readonly rgb: NodeMaterialConnectionPoint;
  118318. /**
  118319. * Gets the r output component
  118320. */
  118321. readonly r: NodeMaterialConnectionPoint;
  118322. /**
  118323. * Gets the g output component
  118324. */
  118325. readonly g: NodeMaterialConnectionPoint;
  118326. /**
  118327. * Gets the b output component
  118328. */
  118329. readonly b: NodeMaterialConnectionPoint;
  118330. /**
  118331. * Gets the a output component
  118332. */
  118333. readonly a: NodeMaterialConnectionPoint;
  118334. readonly target: NodeMaterialBlockTargets;
  118335. autoConfigure(material: NodeMaterial): void;
  118336. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118337. isReady(): boolean;
  118338. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118339. private readonly _isMixed;
  118340. private _injectVertexCode;
  118341. private _writeOutput;
  118342. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  118343. protected _dumpPropertiesCode(): string;
  118344. serialize(): any;
  118345. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118346. }
  118347. }
  118348. declare module BABYLON {
  118349. /**
  118350. * Class used to store shared data between 2 NodeMaterialBuildState
  118351. */
  118352. export class NodeMaterialBuildStateSharedData {
  118353. /**
  118354. * Gets the list of emitted varyings
  118355. */
  118356. temps: string[];
  118357. /**
  118358. * Gets the list of emitted varyings
  118359. */
  118360. varyings: string[];
  118361. /**
  118362. * Gets the varying declaration string
  118363. */
  118364. varyingDeclaration: string;
  118365. /**
  118366. * Input blocks
  118367. */
  118368. inputBlocks: InputBlock[];
  118369. /**
  118370. * Input blocks
  118371. */
  118372. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  118373. /**
  118374. * Bindable blocks (Blocks that need to set data to the effect)
  118375. */
  118376. bindableBlocks: NodeMaterialBlock[];
  118377. /**
  118378. * List of blocks that can provide a compilation fallback
  118379. */
  118380. blocksWithFallbacks: NodeMaterialBlock[];
  118381. /**
  118382. * List of blocks that can provide a define update
  118383. */
  118384. blocksWithDefines: NodeMaterialBlock[];
  118385. /**
  118386. * List of blocks that can provide a repeatable content
  118387. */
  118388. repeatableContentBlocks: NodeMaterialBlock[];
  118389. /**
  118390. * List of blocks that can provide a dynamic list of uniforms
  118391. */
  118392. dynamicUniformBlocks: NodeMaterialBlock[];
  118393. /**
  118394. * List of blocks that can block the isReady function for the material
  118395. */
  118396. blockingBlocks: NodeMaterialBlock[];
  118397. /**
  118398. * Gets the list of animated inputs
  118399. */
  118400. animatedInputs: InputBlock[];
  118401. /**
  118402. * Build Id used to avoid multiple recompilations
  118403. */
  118404. buildId: number;
  118405. /** List of emitted variables */
  118406. variableNames: {
  118407. [key: string]: number;
  118408. };
  118409. /** List of emitted defines */
  118410. defineNames: {
  118411. [key: string]: number;
  118412. };
  118413. /** Should emit comments? */
  118414. emitComments: boolean;
  118415. /** Emit build activity */
  118416. verbose: boolean;
  118417. /** Gets or sets the hosting scene */
  118418. scene: Scene;
  118419. /**
  118420. * Gets the compilation hints emitted at compilation time
  118421. */
  118422. hints: {
  118423. needWorldViewMatrix: boolean;
  118424. needWorldViewProjectionMatrix: boolean;
  118425. needAlphaBlending: boolean;
  118426. needAlphaTesting: boolean;
  118427. };
  118428. /**
  118429. * List of compilation checks
  118430. */
  118431. checks: {
  118432. emitVertex: boolean;
  118433. emitFragment: boolean;
  118434. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  118435. };
  118436. /** Creates a new shared data */
  118437. constructor();
  118438. /**
  118439. * Emits console errors and exceptions if there is a failing check
  118440. */
  118441. emitErrors(): void;
  118442. }
  118443. }
  118444. declare module BABYLON {
  118445. /**
  118446. * Class used to store node based material build state
  118447. */
  118448. export class NodeMaterialBuildState {
  118449. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  118450. supportUniformBuffers: boolean;
  118451. /**
  118452. * Gets the list of emitted attributes
  118453. */
  118454. attributes: string[];
  118455. /**
  118456. * Gets the list of emitted uniforms
  118457. */
  118458. uniforms: string[];
  118459. /**
  118460. * Gets the list of emitted uniform buffers
  118461. */
  118462. uniformBuffers: string[];
  118463. /**
  118464. * Gets the list of emitted samplers
  118465. */
  118466. samplers: string[];
  118467. /**
  118468. * Gets the list of emitted functions
  118469. */
  118470. functions: {
  118471. [key: string]: string;
  118472. };
  118473. /**
  118474. * Gets the list of emitted extensions
  118475. */
  118476. extensions: {
  118477. [key: string]: string;
  118478. };
  118479. /**
  118480. * Gets the target of the compilation state
  118481. */
  118482. target: NodeMaterialBlockTargets;
  118483. /**
  118484. * Gets the list of emitted counters
  118485. */
  118486. counters: {
  118487. [key: string]: number;
  118488. };
  118489. /**
  118490. * Shared data between multiple NodeMaterialBuildState instances
  118491. */
  118492. sharedData: NodeMaterialBuildStateSharedData;
  118493. /** @hidden */
  118494. _vertexState: NodeMaterialBuildState;
  118495. /** @hidden */
  118496. _attributeDeclaration: string;
  118497. /** @hidden */
  118498. _uniformDeclaration: string;
  118499. /** @hidden */
  118500. _samplerDeclaration: string;
  118501. /** @hidden */
  118502. _varyingTransfer: string;
  118503. private _repeatableContentAnchorIndex;
  118504. /** @hidden */
  118505. _builtCompilationString: string;
  118506. /**
  118507. * Gets the emitted compilation strings
  118508. */
  118509. compilationString: string;
  118510. /**
  118511. * Finalize the compilation strings
  118512. * @param state defines the current compilation state
  118513. */
  118514. finalize(state: NodeMaterialBuildState): void;
  118515. /** @hidden */
  118516. readonly _repeatableContentAnchor: string;
  118517. /** @hidden */
  118518. _getFreeVariableName(prefix: string): string;
  118519. /** @hidden */
  118520. _getFreeDefineName(prefix: string): string;
  118521. /** @hidden */
  118522. _excludeVariableName(name: string): void;
  118523. /** @hidden */
  118524. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  118525. /** @hidden */
  118526. _emitExtension(name: string, extension: string): void;
  118527. /** @hidden */
  118528. _emitFunction(name: string, code: string, comments: string): void;
  118529. /** @hidden */
  118530. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  118531. replaceStrings?: {
  118532. search: RegExp;
  118533. replace: string;
  118534. }[];
  118535. repeatKey?: string;
  118536. }): string;
  118537. /** @hidden */
  118538. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  118539. repeatKey?: string;
  118540. removeAttributes?: boolean;
  118541. removeUniforms?: boolean;
  118542. removeVaryings?: boolean;
  118543. removeIfDef?: boolean;
  118544. replaceStrings?: {
  118545. search: RegExp;
  118546. replace: string;
  118547. }[];
  118548. }, storeKey?: string): void;
  118549. /** @hidden */
  118550. _registerTempVariable(name: string): boolean;
  118551. /** @hidden */
  118552. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  118553. /** @hidden */
  118554. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  118555. }
  118556. }
  118557. declare module BABYLON {
  118558. /**
  118559. * Defines a block that can be used inside a node based material
  118560. */
  118561. export class NodeMaterialBlock {
  118562. private _buildId;
  118563. private _buildTarget;
  118564. private _target;
  118565. private _isFinalMerger;
  118566. private _isInput;
  118567. /** @hidden */
  118568. _codeVariableName: string;
  118569. /** @hidden */
  118570. _inputs: NodeMaterialConnectionPoint[];
  118571. /** @hidden */
  118572. _outputs: NodeMaterialConnectionPoint[];
  118573. /** @hidden */
  118574. _preparationId: number;
  118575. /**
  118576. * Gets or sets the name of the block
  118577. */
  118578. name: string;
  118579. /**
  118580. * Gets or sets the unique id of the node
  118581. */
  118582. uniqueId: number;
  118583. /**
  118584. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  118585. */
  118586. readonly isFinalMerger: boolean;
  118587. /**
  118588. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  118589. */
  118590. readonly isInput: boolean;
  118591. /**
  118592. * Gets or sets the build Id
  118593. */
  118594. buildId: number;
  118595. /**
  118596. * Gets or sets the target of the block
  118597. */
  118598. target: NodeMaterialBlockTargets;
  118599. /**
  118600. * Gets the list of input points
  118601. */
  118602. readonly inputs: NodeMaterialConnectionPoint[];
  118603. /** Gets the list of output points */
  118604. readonly outputs: NodeMaterialConnectionPoint[];
  118605. /**
  118606. * Find an input by its name
  118607. * @param name defines the name of the input to look for
  118608. * @returns the input or null if not found
  118609. */
  118610. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  118611. /**
  118612. * Find an output by its name
  118613. * @param name defines the name of the outputto look for
  118614. * @returns the output or null if not found
  118615. */
  118616. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  118617. /**
  118618. * Creates a new NodeMaterialBlock
  118619. * @param name defines the block name
  118620. * @param target defines the target of that block (Vertex by default)
  118621. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  118622. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  118623. */
  118624. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  118625. /**
  118626. * Initialize the block and prepare the context for build
  118627. * @param state defines the state that will be used for the build
  118628. */
  118629. initialize(state: NodeMaterialBuildState): void;
  118630. /**
  118631. * Bind data to effect. Will only be called for blocks with isBindable === true
  118632. * @param effect defines the effect to bind data to
  118633. * @param nodeMaterial defines the hosting NodeMaterial
  118634. * @param mesh defines the mesh that will be rendered
  118635. */
  118636. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118637. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  118638. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  118639. protected _writeFloat(value: number): string;
  118640. /**
  118641. * Gets the current class name e.g. "NodeMaterialBlock"
  118642. * @returns the class name
  118643. */
  118644. getClassName(): string;
  118645. /**
  118646. * Register a new input. Must be called inside a block constructor
  118647. * @param name defines the connection point name
  118648. * @param type defines the connection point type
  118649. * @param isOptional defines a boolean indicating that this input can be omitted
  118650. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  118651. * @returns the current block
  118652. */
  118653. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  118654. /**
  118655. * Register a new output. Must be called inside a block constructor
  118656. * @param name defines the connection point name
  118657. * @param type defines the connection point type
  118658. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  118659. * @returns the current block
  118660. */
  118661. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  118662. /**
  118663. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  118664. * @param forOutput defines an optional connection point to check compatibility with
  118665. * @returns the first available input or null
  118666. */
  118667. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  118668. /**
  118669. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  118670. * @param forBlock defines an optional block to check compatibility with
  118671. * @returns the first available input or null
  118672. */
  118673. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  118674. /**
  118675. * Gets the sibling of the given output
  118676. * @param current defines the current output
  118677. * @returns the next output in the list or null
  118678. */
  118679. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  118680. /**
  118681. * Connect current block with another block
  118682. * @param other defines the block to connect with
  118683. * @param options define the various options to help pick the right connections
  118684. * @returns the current block
  118685. */
  118686. connectTo(other: NodeMaterialBlock, options?: {
  118687. input?: string;
  118688. output?: string;
  118689. outputSwizzle?: string;
  118690. }): this | undefined;
  118691. protected _buildBlock(state: NodeMaterialBuildState): void;
  118692. /**
  118693. * Add uniforms, samplers and uniform buffers at compilation time
  118694. * @param state defines the state to update
  118695. * @param nodeMaterial defines the node material requesting the update
  118696. * @param defines defines the material defines to update
  118697. */
  118698. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118699. /**
  118700. * Add potential fallbacks if shader compilation fails
  118701. * @param mesh defines the mesh to be rendered
  118702. * @param fallbacks defines the current prioritized list of fallbacks
  118703. */
  118704. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  118705. /**
  118706. * Update defines for shader compilation
  118707. * @param mesh defines the mesh to be rendered
  118708. * @param nodeMaterial defines the node material requesting the update
  118709. * @param defines defines the material defines to update
  118710. * @param useInstances specifies that instances should be used
  118711. */
  118712. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  118713. /**
  118714. * Lets the block try to connect some inputs automatically
  118715. * @param material defines the hosting NodeMaterial
  118716. */
  118717. autoConfigure(material: NodeMaterial): void;
  118718. /**
  118719. * Function called when a block is declared as repeatable content generator
  118720. * @param vertexShaderState defines the current compilation state for the vertex shader
  118721. * @param fragmentShaderState defines the current compilation state for the fragment shader
  118722. * @param mesh defines the mesh to be rendered
  118723. * @param defines defines the material defines to update
  118724. */
  118725. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  118726. /**
  118727. * Checks if the block is ready
  118728. * @param mesh defines the mesh to be rendered
  118729. * @param nodeMaterial defines the node material requesting the update
  118730. * @param defines defines the material defines to update
  118731. * @param useInstances specifies that instances should be used
  118732. * @returns true if the block is ready
  118733. */
  118734. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  118735. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  118736. private _processBuild;
  118737. /**
  118738. * Compile the current node and generate the shader code
  118739. * @param state defines the current compilation state (uniforms, samplers, current string)
  118740. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  118741. * @returns true if already built
  118742. */
  118743. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  118744. protected _inputRename(name: string): string;
  118745. protected _outputRename(name: string): string;
  118746. protected _dumpPropertiesCode(): string;
  118747. /** @hidden */
  118748. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  118749. /**
  118750. * Clone the current block to a new identical block
  118751. * @param scene defines the hosting scene
  118752. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  118753. * @returns a copy of the current block
  118754. */
  118755. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  118756. /**
  118757. * Serializes this block in a JSON representation
  118758. * @returns the serialized block object
  118759. */
  118760. serialize(): any;
  118761. /** @hidden */
  118762. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118763. }
  118764. }
  118765. declare module BABYLON {
  118766. /**
  118767. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  118768. */
  118769. export enum NodeMaterialBlockConnectionPointMode {
  118770. /** Value is an uniform */
  118771. Uniform = 0,
  118772. /** Value is a mesh attribute */
  118773. Attribute = 1,
  118774. /** Value is a varying between vertex and fragment shaders */
  118775. Varying = 2,
  118776. /** Mode is undefined */
  118777. Undefined = 3
  118778. }
  118779. }
  118780. declare module BABYLON {
  118781. /**
  118782. * Enum defining the type of animations supported by InputBlock
  118783. */
  118784. export enum AnimatedInputBlockTypes {
  118785. /** No animation */
  118786. None = 0,
  118787. /** Time based animation. Will only work for floats */
  118788. Time = 1
  118789. }
  118790. }
  118791. declare module BABYLON {
  118792. /**
  118793. * Block used to expose an input value
  118794. */
  118795. export class InputBlock extends NodeMaterialBlock {
  118796. private _mode;
  118797. private _associatedVariableName;
  118798. private _storedValue;
  118799. private _valueCallback;
  118800. private _type;
  118801. private _animationType;
  118802. /** Gets or set a value used to limit the range of float values */
  118803. min: number;
  118804. /** Gets or set a value used to limit the range of float values */
  118805. max: number;
  118806. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  118807. matrixMode: number;
  118808. /** @hidden */
  118809. _systemValue: Nullable<NodeMaterialSystemValues>;
  118810. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  118811. visibleInInspector: boolean;
  118812. /**
  118813. * Gets or sets the connection point type (default is float)
  118814. */
  118815. readonly type: NodeMaterialBlockConnectionPointTypes;
  118816. /**
  118817. * Creates a new InputBlock
  118818. * @param name defines the block name
  118819. * @param target defines the target of that block (Vertex by default)
  118820. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  118821. */
  118822. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  118823. /**
  118824. * Gets the output component
  118825. */
  118826. readonly output: NodeMaterialConnectionPoint;
  118827. /**
  118828. * Set the source of this connection point to a vertex attribute
  118829. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  118830. * @returns the current connection point
  118831. */
  118832. setAsAttribute(attributeName?: string): InputBlock;
  118833. /**
  118834. * Set the source of this connection point to a system value
  118835. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  118836. * @returns the current connection point
  118837. */
  118838. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  118839. /**
  118840. * Gets or sets the value of that point.
  118841. * Please note that this value will be ignored if valueCallback is defined
  118842. */
  118843. value: any;
  118844. /**
  118845. * Gets or sets a callback used to get the value of that point.
  118846. * Please note that setting this value will force the connection point to ignore the value property
  118847. */
  118848. valueCallback: () => any;
  118849. /**
  118850. * Gets or sets the associated variable name in the shader
  118851. */
  118852. associatedVariableName: string;
  118853. /** Gets or sets the type of animation applied to the input */
  118854. animationType: AnimatedInputBlockTypes;
  118855. /**
  118856. * Gets a boolean indicating that this connection point not defined yet
  118857. */
  118858. readonly isUndefined: boolean;
  118859. /**
  118860. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  118861. * In this case the connection point name must be the name of the uniform to use.
  118862. * Can only be set on inputs
  118863. */
  118864. isUniform: boolean;
  118865. /**
  118866. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  118867. * In this case the connection point name must be the name of the attribute to use
  118868. * Can only be set on inputs
  118869. */
  118870. isAttribute: boolean;
  118871. /**
  118872. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  118873. * Can only be set on exit points
  118874. */
  118875. isVarying: boolean;
  118876. /**
  118877. * Gets a boolean indicating that the current connection point is a system value
  118878. */
  118879. readonly isSystemValue: boolean;
  118880. /**
  118881. * Gets or sets the current well known value or null if not defined as a system value
  118882. */
  118883. systemValue: Nullable<NodeMaterialSystemValues>;
  118884. /**
  118885. * Gets the current class name
  118886. * @returns the class name
  118887. */
  118888. getClassName(): string;
  118889. /**
  118890. * Animate the input if animationType !== None
  118891. * @param scene defines the rendering scene
  118892. */
  118893. animate(scene: Scene): void;
  118894. private _emitDefine;
  118895. initialize(state: NodeMaterialBuildState): void;
  118896. /**
  118897. * Set the input block to its default value (based on its type)
  118898. */
  118899. setDefaultValue(): void;
  118900. protected _dumpPropertiesCode(): string;
  118901. private _emit;
  118902. /** @hidden */
  118903. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  118904. /** @hidden */
  118905. _transmit(effect: Effect, scene: Scene): void;
  118906. protected _buildBlock(state: NodeMaterialBuildState): void;
  118907. serialize(): any;
  118908. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118909. }
  118910. }
  118911. declare module BABYLON {
  118912. /**
  118913. * Defines a connection point for a block
  118914. */
  118915. export class NodeMaterialConnectionPoint {
  118916. /** @hidden */
  118917. _ownerBlock: NodeMaterialBlock;
  118918. /** @hidden */
  118919. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  118920. private _endpoints;
  118921. private _associatedVariableName;
  118922. /** @hidden */
  118923. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  118924. /** @hidden */
  118925. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  118926. private _type;
  118927. /** @hidden */
  118928. _enforceAssociatedVariableName: boolean;
  118929. /**
  118930. * Gets or sets the additional types supported byt this connection point
  118931. */
  118932. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  118933. /**
  118934. * Gets or sets the associated variable name in the shader
  118935. */
  118936. associatedVariableName: string;
  118937. /**
  118938. * Gets or sets the connection point type (default is float)
  118939. */
  118940. type: NodeMaterialBlockConnectionPointTypes;
  118941. /**
  118942. * Gets or sets the connection point name
  118943. */
  118944. name: string;
  118945. /**
  118946. * Gets or sets a boolean indicating that this connection point can be omitted
  118947. */
  118948. isOptional: boolean;
  118949. /**
  118950. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  118951. */
  118952. define: string;
  118953. /** Gets or sets the target of that connection point */
  118954. target: NodeMaterialBlockTargets;
  118955. /**
  118956. * Gets a boolean indicating that the current point is connected
  118957. */
  118958. readonly isConnected: boolean;
  118959. /**
  118960. * Gets a boolean indicating that the current point is connected to an input block
  118961. */
  118962. readonly isConnectedToInputBlock: boolean;
  118963. /**
  118964. * Gets a the connected input block (if any)
  118965. */
  118966. readonly connectInputBlock: Nullable<InputBlock>;
  118967. /** Get the other side of the connection (if any) */
  118968. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  118969. /** Get the block that owns this connection point */
  118970. readonly ownerBlock: NodeMaterialBlock;
  118971. /** Get the block connected on the other side of this connection (if any) */
  118972. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  118973. /** Get the block connected on the endpoints of this connection (if any) */
  118974. readonly connectedBlocks: Array<NodeMaterialBlock>;
  118975. /** Gets the list of connected endpoints */
  118976. readonly endpoints: NodeMaterialConnectionPoint[];
  118977. /** Gets a boolean indicating if that output point is connected to at least one input */
  118978. readonly hasEndpoints: boolean;
  118979. /**
  118980. * Creates a new connection point
  118981. * @param name defines the connection point name
  118982. * @param ownerBlock defines the block hosting this connection point
  118983. */
  118984. constructor(name: string, ownerBlock: NodeMaterialBlock);
  118985. /**
  118986. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  118987. * @returns the class name
  118988. */
  118989. getClassName(): string;
  118990. /**
  118991. * Gets an boolean indicating if the current point can be connected to another point
  118992. * @param connectionPoint defines the other connection point
  118993. * @returns true if the connection is possible
  118994. */
  118995. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  118996. /**
  118997. * Connect this point to another connection point
  118998. * @param connectionPoint defines the other connection point
  118999. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  119000. * @returns the current connection point
  119001. */
  119002. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  119003. /**
  119004. * Disconnect this point from one of his endpoint
  119005. * @param endpoint defines the other connection point
  119006. * @returns the current connection point
  119007. */
  119008. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  119009. /**
  119010. * Serializes this point in a JSON representation
  119011. * @returns the serialized point object
  119012. */
  119013. serialize(): any;
  119014. }
  119015. }
  119016. declare module BABYLON {
  119017. /**
  119018. * Block used to add support for vertex skinning (bones)
  119019. */
  119020. export class BonesBlock extends NodeMaterialBlock {
  119021. /**
  119022. * Creates a new BonesBlock
  119023. * @param name defines the block name
  119024. */
  119025. constructor(name: string);
  119026. /**
  119027. * Initialize the block and prepare the context for build
  119028. * @param state defines the state that will be used for the build
  119029. */
  119030. initialize(state: NodeMaterialBuildState): void;
  119031. /**
  119032. * Gets the current class name
  119033. * @returns the class name
  119034. */
  119035. getClassName(): string;
  119036. /**
  119037. * Gets the matrix indices input component
  119038. */
  119039. readonly matricesIndices: NodeMaterialConnectionPoint;
  119040. /**
  119041. * Gets the matrix weights input component
  119042. */
  119043. readonly matricesWeights: NodeMaterialConnectionPoint;
  119044. /**
  119045. * Gets the extra matrix indices input component
  119046. */
  119047. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  119048. /**
  119049. * Gets the extra matrix weights input component
  119050. */
  119051. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  119052. /**
  119053. * Gets the world input component
  119054. */
  119055. readonly world: NodeMaterialConnectionPoint;
  119056. /**
  119057. * Gets the output component
  119058. */
  119059. readonly output: NodeMaterialConnectionPoint;
  119060. autoConfigure(material: NodeMaterial): void;
  119061. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  119062. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119063. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119064. protected _buildBlock(state: NodeMaterialBuildState): this;
  119065. }
  119066. }
  119067. declare module BABYLON {
  119068. /**
  119069. * Block used to add support for instances
  119070. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  119071. */
  119072. export class InstancesBlock extends NodeMaterialBlock {
  119073. /**
  119074. * Creates a new InstancesBlock
  119075. * @param name defines the block name
  119076. */
  119077. constructor(name: string);
  119078. /**
  119079. * Gets the current class name
  119080. * @returns the class name
  119081. */
  119082. getClassName(): string;
  119083. /**
  119084. * Gets the first world row input component
  119085. */
  119086. readonly world0: NodeMaterialConnectionPoint;
  119087. /**
  119088. * Gets the second world row input component
  119089. */
  119090. readonly world1: NodeMaterialConnectionPoint;
  119091. /**
  119092. * Gets the third world row input component
  119093. */
  119094. readonly world2: NodeMaterialConnectionPoint;
  119095. /**
  119096. * Gets the forth world row input component
  119097. */
  119098. readonly world3: NodeMaterialConnectionPoint;
  119099. /**
  119100. * Gets the world input component
  119101. */
  119102. readonly world: NodeMaterialConnectionPoint;
  119103. /**
  119104. * Gets the output component
  119105. */
  119106. readonly output: NodeMaterialConnectionPoint;
  119107. autoConfigure(material: NodeMaterial): void;
  119108. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  119109. protected _buildBlock(state: NodeMaterialBuildState): this;
  119110. }
  119111. }
  119112. declare module BABYLON {
  119113. /**
  119114. * Block used to add morph targets support to vertex shader
  119115. */
  119116. export class MorphTargetsBlock extends NodeMaterialBlock {
  119117. private _repeatableContentAnchor;
  119118. private _repeatebleContentGenerated;
  119119. /**
  119120. * Create a new MorphTargetsBlock
  119121. * @param name defines the block name
  119122. */
  119123. constructor(name: string);
  119124. /**
  119125. * Gets the current class name
  119126. * @returns the class name
  119127. */
  119128. getClassName(): string;
  119129. /**
  119130. * Gets the position input component
  119131. */
  119132. readonly position: NodeMaterialConnectionPoint;
  119133. /**
  119134. * Gets the normal input component
  119135. */
  119136. readonly normal: NodeMaterialConnectionPoint;
  119137. /**
  119138. * Gets the tangent input component
  119139. */
  119140. readonly tangent: NodeMaterialConnectionPoint;
  119141. /**
  119142. * Gets the tangent input component
  119143. */
  119144. readonly uv: NodeMaterialConnectionPoint;
  119145. /**
  119146. * Gets the position output component
  119147. */
  119148. readonly positionOutput: NodeMaterialConnectionPoint;
  119149. /**
  119150. * Gets the normal output component
  119151. */
  119152. readonly normalOutput: NodeMaterialConnectionPoint;
  119153. /**
  119154. * Gets the tangent output component
  119155. */
  119156. readonly tangentOutput: NodeMaterialConnectionPoint;
  119157. /**
  119158. * Gets the tangent output component
  119159. */
  119160. readonly uvOutput: NodeMaterialConnectionPoint;
  119161. initialize(state: NodeMaterialBuildState): void;
  119162. autoConfigure(material: NodeMaterial): void;
  119163. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119164. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119165. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  119166. protected _buildBlock(state: NodeMaterialBuildState): this;
  119167. }
  119168. }
  119169. declare module BABYLON {
  119170. /**
  119171. * Block used to get data information from a light
  119172. */
  119173. export class LightInformationBlock extends NodeMaterialBlock {
  119174. private _lightDataDefineName;
  119175. private _lightColorDefineName;
  119176. /**
  119177. * Gets or sets the light associated with this block
  119178. */
  119179. light: Nullable<Light>;
  119180. /**
  119181. * Creates a new LightInformationBlock
  119182. * @param name defines the block name
  119183. */
  119184. constructor(name: string);
  119185. /**
  119186. * Gets the current class name
  119187. * @returns the class name
  119188. */
  119189. getClassName(): string;
  119190. /**
  119191. * Gets the world position input component
  119192. */
  119193. readonly worldPosition: NodeMaterialConnectionPoint;
  119194. /**
  119195. * Gets the direction output component
  119196. */
  119197. readonly direction: NodeMaterialConnectionPoint;
  119198. /**
  119199. * Gets the direction output component
  119200. */
  119201. readonly color: NodeMaterialConnectionPoint;
  119202. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119203. protected _buildBlock(state: NodeMaterialBuildState): this;
  119204. serialize(): any;
  119205. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119206. }
  119207. }
  119208. declare module BABYLON {
  119209. /**
  119210. * Block used to add an alpha test in the fragment shader
  119211. */
  119212. export class AlphaTestBlock extends NodeMaterialBlock {
  119213. /**
  119214. * Gets or sets the alpha value where alpha testing happens
  119215. */
  119216. alphaCutOff: number;
  119217. /**
  119218. * Create a new AlphaTestBlock
  119219. * @param name defines the block name
  119220. */
  119221. constructor(name: string);
  119222. /**
  119223. * Gets the current class name
  119224. * @returns the class name
  119225. */
  119226. getClassName(): string;
  119227. /**
  119228. * Gets the color input component
  119229. */
  119230. readonly color: NodeMaterialConnectionPoint;
  119231. /**
  119232. * Gets the alpha input component
  119233. */
  119234. readonly alpha: NodeMaterialConnectionPoint;
  119235. protected _buildBlock(state: NodeMaterialBuildState): this;
  119236. protected _dumpPropertiesCode(): string;
  119237. serialize(): any;
  119238. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119239. }
  119240. }
  119241. declare module BABYLON {
  119242. /**
  119243. * Block used to add image processing support to fragment shader
  119244. */
  119245. export class ImageProcessingBlock extends NodeMaterialBlock {
  119246. /**
  119247. * Create a new ImageProcessingBlock
  119248. * @param name defines the block name
  119249. */
  119250. constructor(name: string);
  119251. /**
  119252. * Gets the current class name
  119253. * @returns the class name
  119254. */
  119255. getClassName(): string;
  119256. /**
  119257. * Gets the color input component
  119258. */
  119259. readonly color: NodeMaterialConnectionPoint;
  119260. /**
  119261. * Gets the output component
  119262. */
  119263. readonly output: NodeMaterialConnectionPoint;
  119264. /**
  119265. * Initialize the block and prepare the context for build
  119266. * @param state defines the state that will be used for the build
  119267. */
  119268. initialize(state: NodeMaterialBuildState): void;
  119269. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  119270. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119271. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119272. protected _buildBlock(state: NodeMaterialBuildState): this;
  119273. }
  119274. }
  119275. declare module BABYLON {
  119276. /**
  119277. * Block used to pertub normals based on a normal map
  119278. */
  119279. export class PerturbNormalBlock extends NodeMaterialBlock {
  119280. private _tangentSpaceParameterName;
  119281. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  119282. invertX: boolean;
  119283. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  119284. invertY: boolean;
  119285. /**
  119286. * Create a new PerturbNormalBlock
  119287. * @param name defines the block name
  119288. */
  119289. constructor(name: string);
  119290. /**
  119291. * Gets the current class name
  119292. * @returns the class name
  119293. */
  119294. getClassName(): string;
  119295. /**
  119296. * Gets the world position input component
  119297. */
  119298. readonly worldPosition: NodeMaterialConnectionPoint;
  119299. /**
  119300. * Gets the world normal input component
  119301. */
  119302. readonly worldNormal: NodeMaterialConnectionPoint;
  119303. /**
  119304. * Gets the uv input component
  119305. */
  119306. readonly uv: NodeMaterialConnectionPoint;
  119307. /**
  119308. * Gets the normal map color input component
  119309. */
  119310. readonly normalMapColor: NodeMaterialConnectionPoint;
  119311. /**
  119312. * Gets the strength input component
  119313. */
  119314. readonly strength: NodeMaterialConnectionPoint;
  119315. /**
  119316. * Gets the output component
  119317. */
  119318. readonly output: NodeMaterialConnectionPoint;
  119319. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119320. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119321. autoConfigure(material: NodeMaterial): void;
  119322. protected _buildBlock(state: NodeMaterialBuildState): this;
  119323. protected _dumpPropertiesCode(): string;
  119324. serialize(): any;
  119325. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119326. }
  119327. }
  119328. declare module BABYLON {
  119329. /**
  119330. * Block used to add support for scene fog
  119331. */
  119332. export class FogBlock extends NodeMaterialBlock {
  119333. private _fogDistanceName;
  119334. private _fogParameters;
  119335. /**
  119336. * Create a new FogBlock
  119337. * @param name defines the block name
  119338. */
  119339. constructor(name: string);
  119340. /**
  119341. * Gets the current class name
  119342. * @returns the class name
  119343. */
  119344. getClassName(): string;
  119345. /**
  119346. * Gets the world position input component
  119347. */
  119348. readonly worldPosition: NodeMaterialConnectionPoint;
  119349. /**
  119350. * Gets the view input component
  119351. */
  119352. readonly view: NodeMaterialConnectionPoint;
  119353. /**
  119354. * Gets the color input component
  119355. */
  119356. readonly input: NodeMaterialConnectionPoint;
  119357. /**
  119358. * Gets the fog color input component
  119359. */
  119360. readonly fogColor: NodeMaterialConnectionPoint;
  119361. /**
  119362. * Gets the output component
  119363. */
  119364. readonly output: NodeMaterialConnectionPoint;
  119365. autoConfigure(material: NodeMaterial): void;
  119366. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119367. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119368. protected _buildBlock(state: NodeMaterialBuildState): this;
  119369. }
  119370. }
  119371. declare module BABYLON {
  119372. /**
  119373. * Block used to add light in the fragment shader
  119374. */
  119375. export class LightBlock extends NodeMaterialBlock {
  119376. private _lightId;
  119377. /**
  119378. * Gets or sets the light associated with this block
  119379. */
  119380. light: Nullable<Light>;
  119381. /**
  119382. * Create a new LightBlock
  119383. * @param name defines the block name
  119384. */
  119385. constructor(name: string);
  119386. /**
  119387. * Gets the current class name
  119388. * @returns the class name
  119389. */
  119390. getClassName(): string;
  119391. /**
  119392. * Gets the world position input component
  119393. */
  119394. readonly worldPosition: NodeMaterialConnectionPoint;
  119395. /**
  119396. * Gets the world normal input component
  119397. */
  119398. readonly worldNormal: NodeMaterialConnectionPoint;
  119399. /**
  119400. * Gets the camera (or eye) position component
  119401. */
  119402. readonly cameraPosition: NodeMaterialConnectionPoint;
  119403. /**
  119404. * Gets the diffuse output component
  119405. */
  119406. readonly diffuseOutput: NodeMaterialConnectionPoint;
  119407. /**
  119408. * Gets the specular output component
  119409. */
  119410. readonly specularOutput: NodeMaterialConnectionPoint;
  119411. autoConfigure(material: NodeMaterial): void;
  119412. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119413. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119414. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119415. private _injectVertexCode;
  119416. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  119417. serialize(): any;
  119418. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119419. }
  119420. }
  119421. declare module BABYLON {
  119422. /**
  119423. * Block used to multiply 2 values
  119424. */
  119425. export class MultiplyBlock extends NodeMaterialBlock {
  119426. /**
  119427. * Creates a new MultiplyBlock
  119428. * @param name defines the block name
  119429. */
  119430. constructor(name: string);
  119431. /**
  119432. * Gets the current class name
  119433. * @returns the class name
  119434. */
  119435. getClassName(): string;
  119436. /**
  119437. * Gets the left operand input component
  119438. */
  119439. readonly left: NodeMaterialConnectionPoint;
  119440. /**
  119441. * Gets the right operand input component
  119442. */
  119443. readonly right: NodeMaterialConnectionPoint;
  119444. /**
  119445. * Gets the output component
  119446. */
  119447. readonly output: NodeMaterialConnectionPoint;
  119448. protected _buildBlock(state: NodeMaterialBuildState): this;
  119449. }
  119450. }
  119451. declare module BABYLON {
  119452. /**
  119453. * Block used to add 2 vectors
  119454. */
  119455. export class AddBlock extends NodeMaterialBlock {
  119456. /**
  119457. * Creates a new AddBlock
  119458. * @param name defines the block name
  119459. */
  119460. constructor(name: string);
  119461. /**
  119462. * Gets the current class name
  119463. * @returns the class name
  119464. */
  119465. getClassName(): string;
  119466. /**
  119467. * Gets the left operand input component
  119468. */
  119469. readonly left: NodeMaterialConnectionPoint;
  119470. /**
  119471. * Gets the right operand input component
  119472. */
  119473. readonly right: NodeMaterialConnectionPoint;
  119474. /**
  119475. * Gets the output component
  119476. */
  119477. readonly output: NodeMaterialConnectionPoint;
  119478. protected _buildBlock(state: NodeMaterialBuildState): this;
  119479. }
  119480. }
  119481. declare module BABYLON {
  119482. /**
  119483. * Block used to scale a vector by a float
  119484. */
  119485. export class ScaleBlock extends NodeMaterialBlock {
  119486. /**
  119487. * Creates a new ScaleBlock
  119488. * @param name defines the block name
  119489. */
  119490. constructor(name: string);
  119491. /**
  119492. * Gets the current class name
  119493. * @returns the class name
  119494. */
  119495. getClassName(): string;
  119496. /**
  119497. * Gets the input component
  119498. */
  119499. readonly input: NodeMaterialConnectionPoint;
  119500. /**
  119501. * Gets the factor input component
  119502. */
  119503. readonly factor: NodeMaterialConnectionPoint;
  119504. /**
  119505. * Gets the output component
  119506. */
  119507. readonly output: NodeMaterialConnectionPoint;
  119508. protected _buildBlock(state: NodeMaterialBuildState): this;
  119509. }
  119510. }
  119511. declare module BABYLON {
  119512. /**
  119513. * Block used to clamp a float
  119514. */
  119515. export class ClampBlock extends NodeMaterialBlock {
  119516. /** Gets or sets the minimum range */
  119517. minimum: number;
  119518. /** Gets or sets the maximum range */
  119519. maximum: number;
  119520. /**
  119521. * Creates a new ClampBlock
  119522. * @param name defines the block name
  119523. */
  119524. constructor(name: string);
  119525. /**
  119526. * Gets the current class name
  119527. * @returns the class name
  119528. */
  119529. getClassName(): string;
  119530. /**
  119531. * Gets the value input component
  119532. */
  119533. readonly value: NodeMaterialConnectionPoint;
  119534. /**
  119535. * Gets the output component
  119536. */
  119537. readonly output: NodeMaterialConnectionPoint;
  119538. protected _buildBlock(state: NodeMaterialBuildState): this;
  119539. protected _dumpPropertiesCode(): string;
  119540. serialize(): any;
  119541. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119542. }
  119543. }
  119544. declare module BABYLON {
  119545. /**
  119546. * Block used to apply a cross product between 2 vectors
  119547. */
  119548. export class CrossBlock extends NodeMaterialBlock {
  119549. /**
  119550. * Creates a new CrossBlock
  119551. * @param name defines the block name
  119552. */
  119553. constructor(name: string);
  119554. /**
  119555. * Gets the current class name
  119556. * @returns the class name
  119557. */
  119558. getClassName(): string;
  119559. /**
  119560. * Gets the left operand input component
  119561. */
  119562. readonly left: NodeMaterialConnectionPoint;
  119563. /**
  119564. * Gets the right operand input component
  119565. */
  119566. readonly right: NodeMaterialConnectionPoint;
  119567. /**
  119568. * Gets the output component
  119569. */
  119570. readonly output: NodeMaterialConnectionPoint;
  119571. protected _buildBlock(state: NodeMaterialBuildState): this;
  119572. }
  119573. }
  119574. declare module BABYLON {
  119575. /**
  119576. * Block used to apply a dot product between 2 vectors
  119577. */
  119578. export class DotBlock extends NodeMaterialBlock {
  119579. /**
  119580. * Creates a new DotBlock
  119581. * @param name defines the block name
  119582. */
  119583. constructor(name: string);
  119584. /**
  119585. * Gets the current class name
  119586. * @returns the class name
  119587. */
  119588. getClassName(): string;
  119589. /**
  119590. * Gets the left operand input component
  119591. */
  119592. readonly left: NodeMaterialConnectionPoint;
  119593. /**
  119594. * Gets the right operand input component
  119595. */
  119596. readonly right: NodeMaterialConnectionPoint;
  119597. /**
  119598. * Gets the output component
  119599. */
  119600. readonly output: NodeMaterialConnectionPoint;
  119601. protected _buildBlock(state: NodeMaterialBuildState): this;
  119602. }
  119603. }
  119604. declare module BABYLON {
  119605. /**
  119606. * Block used to remap a float from a range to a new one
  119607. */
  119608. export class RemapBlock extends NodeMaterialBlock {
  119609. /**
  119610. * Gets or sets the source range
  119611. */
  119612. sourceRange: Vector2;
  119613. /**
  119614. * Gets or sets the target range
  119615. */
  119616. targetRange: Vector2;
  119617. /**
  119618. * Creates a new RemapBlock
  119619. * @param name defines the block name
  119620. */
  119621. constructor(name: string);
  119622. /**
  119623. * Gets the current class name
  119624. * @returns the class name
  119625. */
  119626. getClassName(): string;
  119627. /**
  119628. * Gets the input component
  119629. */
  119630. readonly input: NodeMaterialConnectionPoint;
  119631. /**
  119632. * Gets the source min input component
  119633. */
  119634. readonly sourceMin: NodeMaterialConnectionPoint;
  119635. /**
  119636. * Gets the source max input component
  119637. */
  119638. readonly sourceMax: NodeMaterialConnectionPoint;
  119639. /**
  119640. * Gets the target min input component
  119641. */
  119642. readonly targetMin: NodeMaterialConnectionPoint;
  119643. /**
  119644. * Gets the target max input component
  119645. */
  119646. readonly targetMax: NodeMaterialConnectionPoint;
  119647. /**
  119648. * Gets the output component
  119649. */
  119650. readonly output: NodeMaterialConnectionPoint;
  119651. protected _buildBlock(state: NodeMaterialBuildState): this;
  119652. protected _dumpPropertiesCode(): string;
  119653. serialize(): any;
  119654. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119655. }
  119656. }
  119657. declare module BABYLON {
  119658. /**
  119659. * Block used to normalize a vector
  119660. */
  119661. export class NormalizeBlock extends NodeMaterialBlock {
  119662. /**
  119663. * Creates a new NormalizeBlock
  119664. * @param name defines the block name
  119665. */
  119666. constructor(name: string);
  119667. /**
  119668. * Gets the current class name
  119669. * @returns the class name
  119670. */
  119671. getClassName(): string;
  119672. /**
  119673. * Gets the input component
  119674. */
  119675. readonly input: NodeMaterialConnectionPoint;
  119676. /**
  119677. * Gets the output component
  119678. */
  119679. readonly output: NodeMaterialConnectionPoint;
  119680. protected _buildBlock(state: NodeMaterialBuildState): this;
  119681. }
  119682. }
  119683. declare module BABYLON {
  119684. /**
  119685. * Operations supported by the Trigonometry block
  119686. */
  119687. export enum TrigonometryBlockOperations {
  119688. /** Cos */
  119689. Cos = 0,
  119690. /** Sin */
  119691. Sin = 1,
  119692. /** Abs */
  119693. Abs = 2,
  119694. /** Exp */
  119695. Exp = 3,
  119696. /** Exp2 */
  119697. Exp2 = 4,
  119698. /** Round */
  119699. Round = 5,
  119700. /** Floor */
  119701. Floor = 6,
  119702. /** Ceiling */
  119703. Ceiling = 7
  119704. }
  119705. /**
  119706. * Block used to apply trigonometry operation to floats
  119707. */
  119708. export class TrigonometryBlock extends NodeMaterialBlock {
  119709. /**
  119710. * Gets or sets the operation applied by the block
  119711. */
  119712. operation: TrigonometryBlockOperations;
  119713. /**
  119714. * Creates a new TrigonometryBlock
  119715. * @param name defines the block name
  119716. */
  119717. constructor(name: string);
  119718. /**
  119719. * Gets the current class name
  119720. * @returns the class name
  119721. */
  119722. getClassName(): string;
  119723. /**
  119724. * Gets the input component
  119725. */
  119726. readonly input: NodeMaterialConnectionPoint;
  119727. /**
  119728. * Gets the output component
  119729. */
  119730. readonly output: NodeMaterialConnectionPoint;
  119731. protected _buildBlock(state: NodeMaterialBuildState): this;
  119732. serialize(): any;
  119733. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119734. }
  119735. }
  119736. declare module BABYLON {
  119737. /**
  119738. * Block used to create a Color3/4 out of individual inputs (one for each component)
  119739. */
  119740. export class ColorMergerBlock extends NodeMaterialBlock {
  119741. /**
  119742. * Create a new ColorMergerBlock
  119743. * @param name defines the block name
  119744. */
  119745. constructor(name: string);
  119746. /**
  119747. * Gets the current class name
  119748. * @returns the class name
  119749. */
  119750. getClassName(): string;
  119751. /**
  119752. * Gets the r component (input)
  119753. */
  119754. readonly r: NodeMaterialConnectionPoint;
  119755. /**
  119756. * Gets the g component (input)
  119757. */
  119758. readonly g: NodeMaterialConnectionPoint;
  119759. /**
  119760. * Gets the b component (input)
  119761. */
  119762. readonly b: NodeMaterialConnectionPoint;
  119763. /**
  119764. * Gets the a component (input)
  119765. */
  119766. readonly a: NodeMaterialConnectionPoint;
  119767. /**
  119768. * Gets the rgba component (output)
  119769. */
  119770. readonly rgba: NodeMaterialConnectionPoint;
  119771. /**
  119772. * Gets the rgb component (output)
  119773. */
  119774. readonly rgb: NodeMaterialConnectionPoint;
  119775. protected _buildBlock(state: NodeMaterialBuildState): this;
  119776. }
  119777. }
  119778. declare module BABYLON {
  119779. /**
  119780. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  119781. */
  119782. export class VectorMergerBlock extends NodeMaterialBlock {
  119783. /**
  119784. * Create a new VectorMergerBlock
  119785. * @param name defines the block name
  119786. */
  119787. constructor(name: string);
  119788. /**
  119789. * Gets the current class name
  119790. * @returns the class name
  119791. */
  119792. getClassName(): string;
  119793. /**
  119794. * Gets the x component (input)
  119795. */
  119796. readonly x: NodeMaterialConnectionPoint;
  119797. /**
  119798. * Gets the y component (input)
  119799. */
  119800. readonly y: NodeMaterialConnectionPoint;
  119801. /**
  119802. * Gets the z component (input)
  119803. */
  119804. readonly z: NodeMaterialConnectionPoint;
  119805. /**
  119806. * Gets the w component (input)
  119807. */
  119808. readonly w: NodeMaterialConnectionPoint;
  119809. /**
  119810. * Gets the xyzw component (output)
  119811. */
  119812. readonly xyzw: NodeMaterialConnectionPoint;
  119813. /**
  119814. * Gets the xyz component (output)
  119815. */
  119816. readonly xyz: NodeMaterialConnectionPoint;
  119817. /**
  119818. * Gets the xy component (output)
  119819. */
  119820. readonly xy: NodeMaterialConnectionPoint;
  119821. protected _buildBlock(state: NodeMaterialBuildState): this;
  119822. }
  119823. }
  119824. declare module BABYLON {
  119825. /**
  119826. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  119827. */
  119828. export class ColorSplitterBlock extends NodeMaterialBlock {
  119829. /**
  119830. * Create a new ColorSplitterBlock
  119831. * @param name defines the block name
  119832. */
  119833. constructor(name: string);
  119834. /**
  119835. * Gets the current class name
  119836. * @returns the class name
  119837. */
  119838. getClassName(): string;
  119839. /**
  119840. * Gets the rgba component (input)
  119841. */
  119842. readonly rgba: NodeMaterialConnectionPoint;
  119843. /**
  119844. * Gets the rgb component (input)
  119845. */
  119846. readonly rgbIn: NodeMaterialConnectionPoint;
  119847. /**
  119848. * Gets the rgb component (output)
  119849. */
  119850. readonly rgbOut: NodeMaterialConnectionPoint;
  119851. /**
  119852. * Gets the r component (output)
  119853. */
  119854. readonly r: NodeMaterialConnectionPoint;
  119855. /**
  119856. * Gets the g component (output)
  119857. */
  119858. readonly g: NodeMaterialConnectionPoint;
  119859. /**
  119860. * Gets the b component (output)
  119861. */
  119862. readonly b: NodeMaterialConnectionPoint;
  119863. /**
  119864. * Gets the a component (output)
  119865. */
  119866. readonly a: NodeMaterialConnectionPoint;
  119867. protected _inputRename(name: string): string;
  119868. protected _outputRename(name: string): string;
  119869. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  119870. }
  119871. }
  119872. declare module BABYLON {
  119873. /**
  119874. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  119875. */
  119876. export class VectorSplitterBlock extends NodeMaterialBlock {
  119877. /**
  119878. * Create a new VectorSplitterBlock
  119879. * @param name defines the block name
  119880. */
  119881. constructor(name: string);
  119882. /**
  119883. * Gets the current class name
  119884. * @returns the class name
  119885. */
  119886. getClassName(): string;
  119887. /**
  119888. * Gets the xyzw component (input)
  119889. */
  119890. readonly xyzw: NodeMaterialConnectionPoint;
  119891. /**
  119892. * Gets the xyz component (input)
  119893. */
  119894. readonly xyzIn: NodeMaterialConnectionPoint;
  119895. /**
  119896. * Gets the xy component (input)
  119897. */
  119898. readonly xyIn: NodeMaterialConnectionPoint;
  119899. /**
  119900. * Gets the xyz component (output)
  119901. */
  119902. readonly xyzOut: NodeMaterialConnectionPoint;
  119903. /**
  119904. * Gets the xy component (output)
  119905. */
  119906. readonly xyOut: NodeMaterialConnectionPoint;
  119907. /**
  119908. * Gets the x component (output)
  119909. */
  119910. readonly x: NodeMaterialConnectionPoint;
  119911. /**
  119912. * Gets the y component (output)
  119913. */
  119914. readonly y: NodeMaterialConnectionPoint;
  119915. /**
  119916. * Gets the z component (output)
  119917. */
  119918. readonly z: NodeMaterialConnectionPoint;
  119919. /**
  119920. * Gets the w component (output)
  119921. */
  119922. readonly w: NodeMaterialConnectionPoint;
  119923. protected _inputRename(name: string): string;
  119924. protected _outputRename(name: string): string;
  119925. protected _buildBlock(state: NodeMaterialBuildState): this;
  119926. }
  119927. }
  119928. declare module BABYLON {
  119929. /**
  119930. * Block used to lerp 2 values
  119931. */
  119932. export class LerpBlock extends NodeMaterialBlock {
  119933. /**
  119934. * Creates a new LerpBlock
  119935. * @param name defines the block name
  119936. */
  119937. constructor(name: string);
  119938. /**
  119939. * Gets the current class name
  119940. * @returns the class name
  119941. */
  119942. getClassName(): string;
  119943. /**
  119944. * Gets the left operand input component
  119945. */
  119946. readonly left: NodeMaterialConnectionPoint;
  119947. /**
  119948. * Gets the right operand input component
  119949. */
  119950. readonly right: NodeMaterialConnectionPoint;
  119951. /**
  119952. * Gets the gradient operand input component
  119953. */
  119954. readonly gradient: NodeMaterialConnectionPoint;
  119955. /**
  119956. * Gets the output component
  119957. */
  119958. readonly output: NodeMaterialConnectionPoint;
  119959. protected _buildBlock(state: NodeMaterialBuildState): this;
  119960. }
  119961. }
  119962. declare module BABYLON {
  119963. /**
  119964. * Block used to divide 2 vectors
  119965. */
  119966. export class DivideBlock extends NodeMaterialBlock {
  119967. /**
  119968. * Creates a new DivideBlock
  119969. * @param name defines the block name
  119970. */
  119971. constructor(name: string);
  119972. /**
  119973. * Gets the current class name
  119974. * @returns the class name
  119975. */
  119976. getClassName(): string;
  119977. /**
  119978. * Gets the left operand input component
  119979. */
  119980. readonly left: NodeMaterialConnectionPoint;
  119981. /**
  119982. * Gets the right operand input component
  119983. */
  119984. readonly right: NodeMaterialConnectionPoint;
  119985. /**
  119986. * Gets the output component
  119987. */
  119988. readonly output: NodeMaterialConnectionPoint;
  119989. protected _buildBlock(state: NodeMaterialBuildState): this;
  119990. }
  119991. }
  119992. declare module BABYLON {
  119993. /**
  119994. * Block used to subtract 2 vectors
  119995. */
  119996. export class SubtractBlock extends NodeMaterialBlock {
  119997. /**
  119998. * Creates a new SubtractBlock
  119999. * @param name defines the block name
  120000. */
  120001. constructor(name: string);
  120002. /**
  120003. * Gets the current class name
  120004. * @returns the class name
  120005. */
  120006. getClassName(): string;
  120007. /**
  120008. * Gets the left operand input component
  120009. */
  120010. readonly left: NodeMaterialConnectionPoint;
  120011. /**
  120012. * Gets the right operand input component
  120013. */
  120014. readonly right: NodeMaterialConnectionPoint;
  120015. /**
  120016. * Gets the output component
  120017. */
  120018. readonly output: NodeMaterialConnectionPoint;
  120019. protected _buildBlock(state: NodeMaterialBuildState): this;
  120020. }
  120021. }
  120022. declare module BABYLON {
  120023. /**
  120024. * Block used to step a value
  120025. */
  120026. export class StepBlock extends NodeMaterialBlock {
  120027. /**
  120028. * Creates a new AddBlock
  120029. * @param name defines the block name
  120030. */
  120031. constructor(name: string);
  120032. /**
  120033. * Gets the current class name
  120034. * @returns the class name
  120035. */
  120036. getClassName(): string;
  120037. /**
  120038. * Gets the value operand input component
  120039. */
  120040. readonly value: NodeMaterialConnectionPoint;
  120041. /**
  120042. * Gets the edge operand input component
  120043. */
  120044. readonly edge: NodeMaterialConnectionPoint;
  120045. /**
  120046. * Gets the output component
  120047. */
  120048. readonly output: NodeMaterialConnectionPoint;
  120049. protected _buildBlock(state: NodeMaterialBuildState): this;
  120050. }
  120051. }
  120052. declare module BABYLON {
  120053. /**
  120054. * Block used to get the opposite (1 - x) of a value
  120055. */
  120056. export class OneMinusBlock extends NodeMaterialBlock {
  120057. /**
  120058. * Creates a new OneMinusBlock
  120059. * @param name defines the block name
  120060. */
  120061. constructor(name: string);
  120062. /**
  120063. * Gets the current class name
  120064. * @returns the class name
  120065. */
  120066. getClassName(): string;
  120067. /**
  120068. * Gets the input component
  120069. */
  120070. readonly input: NodeMaterialConnectionPoint;
  120071. /**
  120072. * Gets the output component
  120073. */
  120074. readonly output: NodeMaterialConnectionPoint;
  120075. protected _buildBlock(state: NodeMaterialBuildState): this;
  120076. }
  120077. }
  120078. declare module BABYLON {
  120079. /**
  120080. * Block used to get the view direction
  120081. */
  120082. export class ViewDirectionBlock extends NodeMaterialBlock {
  120083. /**
  120084. * Creates a new ViewDirectionBlock
  120085. * @param name defines the block name
  120086. */
  120087. constructor(name: string);
  120088. /**
  120089. * Gets the current class name
  120090. * @returns the class name
  120091. */
  120092. getClassName(): string;
  120093. /**
  120094. * Gets the world position component
  120095. */
  120096. readonly worldPosition: NodeMaterialConnectionPoint;
  120097. /**
  120098. * Gets the camera position component
  120099. */
  120100. readonly cameraPosition: NodeMaterialConnectionPoint;
  120101. /**
  120102. * Gets the output component
  120103. */
  120104. readonly output: NodeMaterialConnectionPoint;
  120105. autoConfigure(material: NodeMaterial): void;
  120106. protected _buildBlock(state: NodeMaterialBuildState): this;
  120107. }
  120108. }
  120109. declare module BABYLON {
  120110. /**
  120111. * Block used to compute fresnel value
  120112. */
  120113. export class FresnelBlock extends NodeMaterialBlock {
  120114. /**
  120115. * Create a new FresnelBlock
  120116. * @param name defines the block name
  120117. */
  120118. constructor(name: string);
  120119. /**
  120120. * Gets the current class name
  120121. * @returns the class name
  120122. */
  120123. getClassName(): string;
  120124. /**
  120125. * Gets the world normal input component
  120126. */
  120127. readonly worldNormal: NodeMaterialConnectionPoint;
  120128. /**
  120129. * Gets the view direction input component
  120130. */
  120131. readonly viewDirection: NodeMaterialConnectionPoint;
  120132. /**
  120133. * Gets the bias input component
  120134. */
  120135. readonly bias: NodeMaterialConnectionPoint;
  120136. /**
  120137. * Gets the camera (or eye) position component
  120138. */
  120139. readonly power: NodeMaterialConnectionPoint;
  120140. /**
  120141. * Gets the fresnel output component
  120142. */
  120143. readonly fresnel: NodeMaterialConnectionPoint;
  120144. autoConfigure(material: NodeMaterial): void;
  120145. protected _buildBlock(state: NodeMaterialBuildState): this;
  120146. }
  120147. }
  120148. declare module BABYLON {
  120149. /**
  120150. * Block used to get the max of 2 values
  120151. */
  120152. export class MaxBlock extends NodeMaterialBlock {
  120153. /**
  120154. * Creates a new MaxBlock
  120155. * @param name defines the block name
  120156. */
  120157. constructor(name: string);
  120158. /**
  120159. * Gets the current class name
  120160. * @returns the class name
  120161. */
  120162. getClassName(): string;
  120163. /**
  120164. * Gets the left operand input component
  120165. */
  120166. readonly left: NodeMaterialConnectionPoint;
  120167. /**
  120168. * Gets the right operand input component
  120169. */
  120170. readonly right: NodeMaterialConnectionPoint;
  120171. /**
  120172. * Gets the output component
  120173. */
  120174. readonly output: NodeMaterialConnectionPoint;
  120175. protected _buildBlock(state: NodeMaterialBuildState): this;
  120176. }
  120177. }
  120178. declare module BABYLON {
  120179. /**
  120180. * Block used to get the min of 2 values
  120181. */
  120182. export class MinBlock extends NodeMaterialBlock {
  120183. /**
  120184. * Creates a new MinBlock
  120185. * @param name defines the block name
  120186. */
  120187. constructor(name: string);
  120188. /**
  120189. * Gets the current class name
  120190. * @returns the class name
  120191. */
  120192. getClassName(): string;
  120193. /**
  120194. * Gets the left operand input component
  120195. */
  120196. readonly left: NodeMaterialConnectionPoint;
  120197. /**
  120198. * Gets the right operand input component
  120199. */
  120200. readonly right: NodeMaterialConnectionPoint;
  120201. /**
  120202. * Gets the output component
  120203. */
  120204. readonly output: NodeMaterialConnectionPoint;
  120205. protected _buildBlock(state: NodeMaterialBuildState): this;
  120206. }
  120207. }
  120208. declare module BABYLON {
  120209. /**
  120210. * Block used to get the distance between 2 values
  120211. */
  120212. export class DistanceBlock extends NodeMaterialBlock {
  120213. /**
  120214. * Creates a new DistanceBlock
  120215. * @param name defines the block name
  120216. */
  120217. constructor(name: string);
  120218. /**
  120219. * Gets the current class name
  120220. * @returns the class name
  120221. */
  120222. getClassName(): string;
  120223. /**
  120224. * Gets the left operand input component
  120225. */
  120226. readonly left: NodeMaterialConnectionPoint;
  120227. /**
  120228. * Gets the right operand input component
  120229. */
  120230. readonly right: NodeMaterialConnectionPoint;
  120231. /**
  120232. * Gets the output component
  120233. */
  120234. readonly output: NodeMaterialConnectionPoint;
  120235. protected _buildBlock(state: NodeMaterialBuildState): this;
  120236. }
  120237. }
  120238. declare module BABYLON {
  120239. /**
  120240. * Block used to get the length of a vector
  120241. */
  120242. export class LengthBlock extends NodeMaterialBlock {
  120243. /**
  120244. * Creates a new LengthBlock
  120245. * @param name defines the block name
  120246. */
  120247. constructor(name: string);
  120248. /**
  120249. * Gets the current class name
  120250. * @returns the class name
  120251. */
  120252. getClassName(): string;
  120253. /**
  120254. * Gets the value input component
  120255. */
  120256. readonly value: NodeMaterialConnectionPoint;
  120257. /**
  120258. * Gets the output component
  120259. */
  120260. readonly output: NodeMaterialConnectionPoint;
  120261. protected _buildBlock(state: NodeMaterialBuildState): this;
  120262. }
  120263. }
  120264. declare module BABYLON {
  120265. /**
  120266. * Block used to get negative version of a value (i.e. x * -1)
  120267. */
  120268. export class NegateBlock extends NodeMaterialBlock {
  120269. /**
  120270. * Creates a new NegateBlock
  120271. * @param name defines the block name
  120272. */
  120273. constructor(name: string);
  120274. /**
  120275. * Gets the current class name
  120276. * @returns the class name
  120277. */
  120278. getClassName(): string;
  120279. /**
  120280. * Gets the value input component
  120281. */
  120282. readonly value: NodeMaterialConnectionPoint;
  120283. /**
  120284. * Gets the output component
  120285. */
  120286. readonly output: NodeMaterialConnectionPoint;
  120287. protected _buildBlock(state: NodeMaterialBuildState): this;
  120288. }
  120289. }
  120290. declare module BABYLON {
  120291. /**
  120292. * Effect Render Options
  120293. */
  120294. export interface IEffectRendererOptions {
  120295. /**
  120296. * Defines the vertices positions.
  120297. */
  120298. positions?: number[];
  120299. /**
  120300. * Defines the indices.
  120301. */
  120302. indices?: number[];
  120303. }
  120304. /**
  120305. * Helper class to render one or more effects
  120306. */
  120307. export class EffectRenderer {
  120308. private engine;
  120309. private static _DefaultOptions;
  120310. private _vertexBuffers;
  120311. private _indexBuffer;
  120312. private _ringBufferIndex;
  120313. private _ringScreenBuffer;
  120314. private _fullscreenViewport;
  120315. private _getNextFrameBuffer;
  120316. /**
  120317. * Creates an effect renderer
  120318. * @param engine the engine to use for rendering
  120319. * @param options defines the options of the effect renderer
  120320. */
  120321. constructor(engine: Engine, options?: IEffectRendererOptions);
  120322. /**
  120323. * Sets the current viewport in normalized coordinates 0-1
  120324. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  120325. */
  120326. setViewport(viewport?: Viewport): void;
  120327. /**
  120328. * Binds the embedded attributes buffer to the effect.
  120329. * @param effect Defines the effect to bind the attributes for
  120330. */
  120331. bindBuffers(effect: Effect): void;
  120332. /**
  120333. * Sets the current effect wrapper to use during draw.
  120334. * The effect needs to be ready before calling this api.
  120335. * This also sets the default full screen position attribute.
  120336. * @param effectWrapper Defines the effect to draw with
  120337. */
  120338. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  120339. /**
  120340. * Draws a full screen quad.
  120341. */
  120342. draw(): void;
  120343. /**
  120344. * renders one or more effects to a specified texture
  120345. * @param effectWrappers list of effects to renderer
  120346. * @param outputTexture texture to draw to, if null it will render to the screen
  120347. */
  120348. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  120349. /**
  120350. * Disposes of the effect renderer
  120351. */
  120352. dispose(): void;
  120353. }
  120354. /**
  120355. * Options to create an EffectWrapper
  120356. */
  120357. interface EffectWrapperCreationOptions {
  120358. /**
  120359. * Engine to use to create the effect
  120360. */
  120361. engine: Engine;
  120362. /**
  120363. * Fragment shader for the effect
  120364. */
  120365. fragmentShader: string;
  120366. /**
  120367. * Vertex shader for the effect
  120368. */
  120369. vertexShader?: string;
  120370. /**
  120371. * Attributes to use in the shader
  120372. */
  120373. attributeNames?: Array<string>;
  120374. /**
  120375. * Uniforms to use in the shader
  120376. */
  120377. uniformNames?: Array<string>;
  120378. /**
  120379. * Texture sampler names to use in the shader
  120380. */
  120381. samplerNames?: Array<string>;
  120382. /**
  120383. * The friendly name of the effect displayed in Spector.
  120384. */
  120385. name?: string;
  120386. }
  120387. /**
  120388. * Wraps an effect to be used for rendering
  120389. */
  120390. export class EffectWrapper {
  120391. /**
  120392. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  120393. */
  120394. onApplyObservable: Observable<{}>;
  120395. /**
  120396. * The underlying effect
  120397. */
  120398. effect: Effect;
  120399. /**
  120400. * Creates an effect to be renderer
  120401. * @param creationOptions options to create the effect
  120402. */
  120403. constructor(creationOptions: EffectWrapperCreationOptions);
  120404. /**
  120405. * Disposes of the effect wrapper
  120406. */
  120407. dispose(): void;
  120408. }
  120409. }
  120410. declare module BABYLON {
  120411. /**
  120412. * Helper class to push actions to a pool of workers.
  120413. */
  120414. export class WorkerPool implements IDisposable {
  120415. private _workerInfos;
  120416. private _pendingActions;
  120417. /**
  120418. * Constructor
  120419. * @param workers Array of workers to use for actions
  120420. */
  120421. constructor(workers: Array<Worker>);
  120422. /**
  120423. * Terminates all workers and clears any pending actions.
  120424. */
  120425. dispose(): void;
  120426. /**
  120427. * Pushes an action to the worker pool. If all the workers are active, the action will be
  120428. * pended until a worker has completed its action.
  120429. * @param action The action to perform. Call onComplete when the action is complete.
  120430. */
  120431. push(action: (worker: Worker, onComplete: () => void) => void): void;
  120432. private _execute;
  120433. }
  120434. }
  120435. declare module BABYLON {
  120436. /**
  120437. * Configuration for Draco compression
  120438. */
  120439. export interface IDracoCompressionConfiguration {
  120440. /**
  120441. * Configuration for the decoder.
  120442. */
  120443. decoder: {
  120444. /**
  120445. * The url to the WebAssembly module.
  120446. */
  120447. wasmUrl?: string;
  120448. /**
  120449. * The url to the WebAssembly binary.
  120450. */
  120451. wasmBinaryUrl?: string;
  120452. /**
  120453. * The url to the fallback JavaScript module.
  120454. */
  120455. fallbackUrl?: string;
  120456. };
  120457. }
  120458. /**
  120459. * Draco compression (https://google.github.io/draco/)
  120460. *
  120461. * This class wraps the Draco module.
  120462. *
  120463. * **Encoder**
  120464. *
  120465. * The encoder is not currently implemented.
  120466. *
  120467. * **Decoder**
  120468. *
  120469. * 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.
  120470. *
  120471. * To update the configuration, use the following code:
  120472. * ```javascript
  120473. * DracoCompression.Configuration = {
  120474. * decoder: {
  120475. * wasmUrl: "<url to the WebAssembly library>",
  120476. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  120477. * fallbackUrl: "<url to the fallback JavaScript library>",
  120478. * }
  120479. * };
  120480. * ```
  120481. *
  120482. * 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.
  120483. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  120484. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  120485. *
  120486. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  120487. * ```javascript
  120488. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  120489. * ```
  120490. *
  120491. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  120492. */
  120493. export class DracoCompression implements IDisposable {
  120494. private _workerPoolPromise?;
  120495. private _decoderModulePromise?;
  120496. /**
  120497. * The configuration. Defaults to the following urls:
  120498. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  120499. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  120500. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  120501. */
  120502. static Configuration: IDracoCompressionConfiguration;
  120503. /**
  120504. * Returns true if the decoder configuration is available.
  120505. */
  120506. static readonly DecoderAvailable: boolean;
  120507. /**
  120508. * Default number of workers to create when creating the draco compression object.
  120509. */
  120510. static DefaultNumWorkers: number;
  120511. private static GetDefaultNumWorkers;
  120512. private static _Default;
  120513. /**
  120514. * Default instance for the draco compression object.
  120515. */
  120516. static readonly Default: DracoCompression;
  120517. /**
  120518. * Constructor
  120519. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  120520. */
  120521. constructor(numWorkers?: number);
  120522. /**
  120523. * Stop all async operations and release resources.
  120524. */
  120525. dispose(): void;
  120526. /**
  120527. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  120528. * @returns a promise that resolves when ready
  120529. */
  120530. whenReadyAsync(): Promise<void>;
  120531. /**
  120532. * Decode Draco compressed mesh data to vertex data.
  120533. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  120534. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  120535. * @returns A promise that resolves with the decoded vertex data
  120536. */
  120537. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  120538. [kind: string]: number;
  120539. }): Promise<VertexData>;
  120540. }
  120541. }
  120542. declare module BABYLON {
  120543. /**
  120544. * Class for building Constructive Solid Geometry
  120545. */
  120546. export class CSG {
  120547. private polygons;
  120548. /**
  120549. * The world matrix
  120550. */
  120551. matrix: Matrix;
  120552. /**
  120553. * Stores the position
  120554. */
  120555. position: Vector3;
  120556. /**
  120557. * Stores the rotation
  120558. */
  120559. rotation: Vector3;
  120560. /**
  120561. * Stores the rotation quaternion
  120562. */
  120563. rotationQuaternion: Nullable<Quaternion>;
  120564. /**
  120565. * Stores the scaling vector
  120566. */
  120567. scaling: Vector3;
  120568. /**
  120569. * Convert the Mesh to CSG
  120570. * @param mesh The Mesh to convert to CSG
  120571. * @returns A new CSG from the Mesh
  120572. */
  120573. static FromMesh(mesh: Mesh): CSG;
  120574. /**
  120575. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  120576. * @param polygons Polygons used to construct a CSG solid
  120577. */
  120578. private static FromPolygons;
  120579. /**
  120580. * Clones, or makes a deep copy, of the CSG
  120581. * @returns A new CSG
  120582. */
  120583. clone(): CSG;
  120584. /**
  120585. * Unions this CSG with another CSG
  120586. * @param csg The CSG to union against this CSG
  120587. * @returns The unioned CSG
  120588. */
  120589. union(csg: CSG): CSG;
  120590. /**
  120591. * Unions this CSG with another CSG in place
  120592. * @param csg The CSG to union against this CSG
  120593. */
  120594. unionInPlace(csg: CSG): void;
  120595. /**
  120596. * Subtracts this CSG with another CSG
  120597. * @param csg The CSG to subtract against this CSG
  120598. * @returns A new CSG
  120599. */
  120600. subtract(csg: CSG): CSG;
  120601. /**
  120602. * Subtracts this CSG with another CSG in place
  120603. * @param csg The CSG to subtact against this CSG
  120604. */
  120605. subtractInPlace(csg: CSG): void;
  120606. /**
  120607. * Intersect this CSG with another CSG
  120608. * @param csg The CSG to intersect against this CSG
  120609. * @returns A new CSG
  120610. */
  120611. intersect(csg: CSG): CSG;
  120612. /**
  120613. * Intersects this CSG with another CSG in place
  120614. * @param csg The CSG to intersect against this CSG
  120615. */
  120616. intersectInPlace(csg: CSG): void;
  120617. /**
  120618. * Return a new CSG solid with solid and empty space switched. This solid is
  120619. * not modified.
  120620. * @returns A new CSG solid with solid and empty space switched
  120621. */
  120622. inverse(): CSG;
  120623. /**
  120624. * Inverses the CSG in place
  120625. */
  120626. inverseInPlace(): void;
  120627. /**
  120628. * This is used to keep meshes transformations so they can be restored
  120629. * when we build back a Babylon Mesh
  120630. * NB : All CSG operations are performed in world coordinates
  120631. * @param csg The CSG to copy the transform attributes from
  120632. * @returns This CSG
  120633. */
  120634. copyTransformAttributes(csg: CSG): CSG;
  120635. /**
  120636. * Build Raw mesh from CSG
  120637. * Coordinates here are in world space
  120638. * @param name The name of the mesh geometry
  120639. * @param scene The Scene
  120640. * @param keepSubMeshes Specifies if the submeshes should be kept
  120641. * @returns A new Mesh
  120642. */
  120643. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  120644. /**
  120645. * Build Mesh from CSG taking material and transforms into account
  120646. * @param name The name of the Mesh
  120647. * @param material The material of the Mesh
  120648. * @param scene The Scene
  120649. * @param keepSubMeshes Specifies if submeshes should be kept
  120650. * @returns The new Mesh
  120651. */
  120652. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  120653. }
  120654. }
  120655. declare module BABYLON {
  120656. /**
  120657. * Class used to create a trail following a mesh
  120658. */
  120659. export class TrailMesh extends Mesh {
  120660. private _generator;
  120661. private _autoStart;
  120662. private _running;
  120663. private _diameter;
  120664. private _length;
  120665. private _sectionPolygonPointsCount;
  120666. private _sectionVectors;
  120667. private _sectionNormalVectors;
  120668. private _beforeRenderObserver;
  120669. /**
  120670. * @constructor
  120671. * @param name The value used by scene.getMeshByName() to do a lookup.
  120672. * @param generator The mesh to generate a trail.
  120673. * @param scene The scene to add this mesh to.
  120674. * @param diameter Diameter of trailing mesh. Default is 1.
  120675. * @param length Length of trailing mesh. Default is 60.
  120676. * @param autoStart Automatically start trailing mesh. Default true.
  120677. */
  120678. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  120679. /**
  120680. * "TrailMesh"
  120681. * @returns "TrailMesh"
  120682. */
  120683. getClassName(): string;
  120684. private _createMesh;
  120685. /**
  120686. * Start trailing mesh.
  120687. */
  120688. start(): void;
  120689. /**
  120690. * Stop trailing mesh.
  120691. */
  120692. stop(): void;
  120693. /**
  120694. * Update trailing mesh geometry.
  120695. */
  120696. update(): void;
  120697. /**
  120698. * Returns a new TrailMesh object.
  120699. * @param name is a string, the name given to the new mesh
  120700. * @param newGenerator use new generator object for cloned trail mesh
  120701. * @returns a new mesh
  120702. */
  120703. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  120704. /**
  120705. * Serializes this trail mesh
  120706. * @param serializationObject object to write serialization to
  120707. */
  120708. serialize(serializationObject: any): void;
  120709. /**
  120710. * Parses a serialized trail mesh
  120711. * @param parsedMesh the serialized mesh
  120712. * @param scene the scene to create the trail mesh in
  120713. * @returns the created trail mesh
  120714. */
  120715. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  120716. }
  120717. }
  120718. declare module BABYLON {
  120719. /**
  120720. * Class containing static functions to help procedurally build meshes
  120721. */
  120722. export class TiledBoxBuilder {
  120723. /**
  120724. * Creates a box mesh
  120725. * 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)
  120726. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  120727. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120728. * * If you create a double-sided mesh, you can choose what parts of 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
  120729. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120730. * @param name defines the name of the mesh
  120731. * @param options defines the options used to create the mesh
  120732. * @param scene defines the hosting scene
  120733. * @returns the box mesh
  120734. */
  120735. static CreateTiledBox(name: string, options: {
  120736. pattern?: number;
  120737. width?: number;
  120738. height?: number;
  120739. depth?: number;
  120740. tileSize?: number;
  120741. tileWidth?: number;
  120742. tileHeight?: number;
  120743. alignHorizontal?: number;
  120744. alignVertical?: number;
  120745. faceUV?: Vector4[];
  120746. faceColors?: Color4[];
  120747. sideOrientation?: number;
  120748. updatable?: boolean;
  120749. }, scene?: Nullable<Scene>): Mesh;
  120750. }
  120751. }
  120752. declare module BABYLON {
  120753. /**
  120754. * Class containing static functions to help procedurally build meshes
  120755. */
  120756. export class TorusKnotBuilder {
  120757. /**
  120758. * Creates a torus knot mesh
  120759. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  120760. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  120761. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  120762. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  120763. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120764. * * If you create a double-sided mesh, you can choose what parts of 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
  120765. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  120766. * @param name defines the name of the mesh
  120767. * @param options defines the options used to create the mesh
  120768. * @param scene defines the hosting scene
  120769. * @returns the torus knot mesh
  120770. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  120771. */
  120772. static CreateTorusKnot(name: string, options: {
  120773. radius?: number;
  120774. tube?: number;
  120775. radialSegments?: number;
  120776. tubularSegments?: number;
  120777. p?: number;
  120778. q?: number;
  120779. updatable?: boolean;
  120780. sideOrientation?: number;
  120781. frontUVs?: Vector4;
  120782. backUVs?: Vector4;
  120783. }, scene: any): Mesh;
  120784. }
  120785. }
  120786. declare module BABYLON {
  120787. /**
  120788. * Polygon
  120789. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  120790. */
  120791. export class Polygon {
  120792. /**
  120793. * Creates a rectangle
  120794. * @param xmin bottom X coord
  120795. * @param ymin bottom Y coord
  120796. * @param xmax top X coord
  120797. * @param ymax top Y coord
  120798. * @returns points that make the resulting rectation
  120799. */
  120800. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  120801. /**
  120802. * Creates a circle
  120803. * @param radius radius of circle
  120804. * @param cx scale in x
  120805. * @param cy scale in y
  120806. * @param numberOfSides number of sides that make up the circle
  120807. * @returns points that make the resulting circle
  120808. */
  120809. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  120810. /**
  120811. * Creates a polygon from input string
  120812. * @param input Input polygon data
  120813. * @returns the parsed points
  120814. */
  120815. static Parse(input: string): Vector2[];
  120816. /**
  120817. * Starts building a polygon from x and y coordinates
  120818. * @param x x coordinate
  120819. * @param y y coordinate
  120820. * @returns the started path2
  120821. */
  120822. static StartingAt(x: number, y: number): Path2;
  120823. }
  120824. /**
  120825. * Builds a polygon
  120826. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  120827. */
  120828. export class PolygonMeshBuilder {
  120829. private _points;
  120830. private _outlinepoints;
  120831. private _holes;
  120832. private _name;
  120833. private _scene;
  120834. private _epoints;
  120835. private _eholes;
  120836. private _addToepoint;
  120837. /**
  120838. * Babylon reference to the earcut plugin.
  120839. */
  120840. bjsEarcut: any;
  120841. /**
  120842. * Creates a PolygonMeshBuilder
  120843. * @param name name of the builder
  120844. * @param contours Path of the polygon
  120845. * @param scene scene to add to when creating the mesh
  120846. * @param earcutInjection can be used to inject your own earcut reference
  120847. */
  120848. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  120849. /**
  120850. * Adds a whole within the polygon
  120851. * @param hole Array of points defining the hole
  120852. * @returns this
  120853. */
  120854. addHole(hole: Vector2[]): PolygonMeshBuilder;
  120855. /**
  120856. * Creates the polygon
  120857. * @param updatable If the mesh should be updatable
  120858. * @param depth The depth of the mesh created
  120859. * @returns the created mesh
  120860. */
  120861. build(updatable?: boolean, depth?: number): Mesh;
  120862. /**
  120863. * Creates the polygon
  120864. * @param depth The depth of the mesh created
  120865. * @returns the created VertexData
  120866. */
  120867. buildVertexData(depth?: number): VertexData;
  120868. /**
  120869. * Adds a side to the polygon
  120870. * @param positions points that make the polygon
  120871. * @param normals normals of the polygon
  120872. * @param uvs uvs of the polygon
  120873. * @param indices indices of the polygon
  120874. * @param bounds bounds of the polygon
  120875. * @param points points of the polygon
  120876. * @param depth depth of the polygon
  120877. * @param flip flip of the polygon
  120878. */
  120879. private addSide;
  120880. }
  120881. }
  120882. declare module BABYLON {
  120883. /**
  120884. * Class containing static functions to help procedurally build meshes
  120885. */
  120886. export class PolygonBuilder {
  120887. /**
  120888. * Creates a polygon mesh
  120889. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  120890. * * 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
  120891. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  120892. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120893. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  120894. * * Remember you can only change the shape positions, not their number when updating a polygon
  120895. * @param name defines the name of the mesh
  120896. * @param options defines the options used to create the mesh
  120897. * @param scene defines the hosting scene
  120898. * @param earcutInjection can be used to inject your own earcut reference
  120899. * @returns the polygon mesh
  120900. */
  120901. static CreatePolygon(name: string, options: {
  120902. shape: Vector3[];
  120903. holes?: Vector3[][];
  120904. depth?: number;
  120905. faceUV?: Vector4[];
  120906. faceColors?: Color4[];
  120907. updatable?: boolean;
  120908. sideOrientation?: number;
  120909. frontUVs?: Vector4;
  120910. backUVs?: Vector4;
  120911. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  120912. /**
  120913. * Creates an extruded polygon mesh, with depth in the Y direction.
  120914. * * 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)
  120915. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  120916. * @param name defines the name of the mesh
  120917. * @param options defines the options used to create the mesh
  120918. * @param scene defines the hosting scene
  120919. * @param earcutInjection can be used to inject your own earcut reference
  120920. * @returns the polygon mesh
  120921. */
  120922. static ExtrudePolygon(name: string, options: {
  120923. shape: Vector3[];
  120924. holes?: Vector3[][];
  120925. depth?: number;
  120926. faceUV?: Vector4[];
  120927. faceColors?: Color4[];
  120928. updatable?: boolean;
  120929. sideOrientation?: number;
  120930. frontUVs?: Vector4;
  120931. backUVs?: Vector4;
  120932. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  120933. }
  120934. }
  120935. declare module BABYLON {
  120936. /**
  120937. * Class containing static functions to help procedurally build meshes
  120938. */
  120939. export class LatheBuilder {
  120940. /**
  120941. * Creates lathe mesh.
  120942. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  120943. * * 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
  120944. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  120945. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  120946. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  120947. * * 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
  120948. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  120949. * * 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
  120950. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120951. * * If you create a double-sided mesh, you can choose what parts of 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
  120952. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120953. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120954. * @param name defines the name of the mesh
  120955. * @param options defines the options used to create the mesh
  120956. * @param scene defines the hosting scene
  120957. * @returns the lathe mesh
  120958. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  120959. */
  120960. static CreateLathe(name: string, options: {
  120961. shape: Vector3[];
  120962. radius?: number;
  120963. tessellation?: number;
  120964. clip?: number;
  120965. arc?: number;
  120966. closed?: boolean;
  120967. updatable?: boolean;
  120968. sideOrientation?: number;
  120969. frontUVs?: Vector4;
  120970. backUVs?: Vector4;
  120971. cap?: number;
  120972. invertUV?: boolean;
  120973. }, scene?: Nullable<Scene>): Mesh;
  120974. }
  120975. }
  120976. declare module BABYLON {
  120977. /**
  120978. * Class containing static functions to help procedurally build meshes
  120979. */
  120980. export class TiledPlaneBuilder {
  120981. /**
  120982. * Creates a tiled plane mesh
  120983. * * The parameter `pattern` will, depending on value, do nothing or
  120984. * * * flip (reflect about central vertical) alternate tiles across and up
  120985. * * * flip every tile on alternate rows
  120986. * * * rotate (180 degs) alternate tiles across and up
  120987. * * * rotate every tile on alternate rows
  120988. * * * flip and rotate alternate tiles across and up
  120989. * * * flip and rotate every tile on alternate rows
  120990. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  120991. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  120992. * * If you create a double-sided mesh, you can choose what parts of 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
  120993. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  120994. * * 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)
  120995. * * 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)
  120996. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  120997. * @param name defines the name of the mesh
  120998. * @param options defines the options used to create the mesh
  120999. * @param scene defines the hosting scene
  121000. * @returns the box mesh
  121001. */
  121002. static CreateTiledPlane(name: string, options: {
  121003. pattern?: number;
  121004. tileSize?: number;
  121005. tileWidth?: number;
  121006. tileHeight?: number;
  121007. size?: number;
  121008. width?: number;
  121009. height?: number;
  121010. alignHorizontal?: number;
  121011. alignVertical?: number;
  121012. sideOrientation?: number;
  121013. frontUVs?: Vector4;
  121014. backUVs?: Vector4;
  121015. updatable?: boolean;
  121016. }, scene?: Nullable<Scene>): Mesh;
  121017. }
  121018. }
  121019. declare module BABYLON {
  121020. /**
  121021. * Class containing static functions to help procedurally build meshes
  121022. */
  121023. export class TubeBuilder {
  121024. /**
  121025. * Creates a tube mesh.
  121026. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  121027. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  121028. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  121029. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  121030. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  121031. * * 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)
  121032. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  121033. * * 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
  121034. * * 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
  121035. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121036. * * If you create a double-sided mesh, you can choose what parts of 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
  121037. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  121038. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121039. * @param name defines the name of the mesh
  121040. * @param options defines the options used to create the mesh
  121041. * @param scene defines the hosting scene
  121042. * @returns the tube mesh
  121043. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  121044. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  121045. */
  121046. static CreateTube(name: string, options: {
  121047. path: Vector3[];
  121048. radius?: number;
  121049. tessellation?: number;
  121050. radiusFunction?: {
  121051. (i: number, distance: number): number;
  121052. };
  121053. cap?: number;
  121054. arc?: number;
  121055. updatable?: boolean;
  121056. sideOrientation?: number;
  121057. frontUVs?: Vector4;
  121058. backUVs?: Vector4;
  121059. instance?: Mesh;
  121060. invertUV?: boolean;
  121061. }, scene?: Nullable<Scene>): Mesh;
  121062. }
  121063. }
  121064. declare module BABYLON {
  121065. /**
  121066. * Class containing static functions to help procedurally build meshes
  121067. */
  121068. export class IcoSphereBuilder {
  121069. /**
  121070. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  121071. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  121072. * * 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`)
  121073. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  121074. * * 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
  121075. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121076. * * If you create a double-sided mesh, you can choose what parts of 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
  121077. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121078. * @param name defines the name of the mesh
  121079. * @param options defines the options used to create the mesh
  121080. * @param scene defines the hosting scene
  121081. * @returns the icosahedron mesh
  121082. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  121083. */
  121084. static CreateIcoSphere(name: string, options: {
  121085. radius?: number;
  121086. radiusX?: number;
  121087. radiusY?: number;
  121088. radiusZ?: number;
  121089. flat?: boolean;
  121090. subdivisions?: number;
  121091. sideOrientation?: number;
  121092. frontUVs?: Vector4;
  121093. backUVs?: Vector4;
  121094. updatable?: boolean;
  121095. }, scene?: Nullable<Scene>): Mesh;
  121096. }
  121097. }
  121098. declare module BABYLON {
  121099. /**
  121100. * Class containing static functions to help procedurally build meshes
  121101. */
  121102. export class DecalBuilder {
  121103. /**
  121104. * Creates a decal mesh.
  121105. * 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
  121106. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  121107. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  121108. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  121109. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  121110. * @param name defines the name of the mesh
  121111. * @param sourceMesh defines the mesh where the decal must be applied
  121112. * @param options defines the options used to create the mesh
  121113. * @param scene defines the hosting scene
  121114. * @returns the decal mesh
  121115. * @see https://doc.babylonjs.com/how_to/decals
  121116. */
  121117. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  121118. position?: Vector3;
  121119. normal?: Vector3;
  121120. size?: Vector3;
  121121. angle?: number;
  121122. }): Mesh;
  121123. }
  121124. }
  121125. declare module BABYLON {
  121126. /**
  121127. * Class containing static functions to help procedurally build meshes
  121128. */
  121129. export class MeshBuilder {
  121130. /**
  121131. * Creates a box mesh
  121132. * * The parameter `size` sets the size (float) of each box side (default 1)
  121133. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  121134. * * 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)
  121135. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  121136. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121137. * * If you create a double-sided mesh, you can choose what parts of 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
  121138. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121139. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  121140. * @param name defines the name of the mesh
  121141. * @param options defines the options used to create the mesh
  121142. * @param scene defines the hosting scene
  121143. * @returns the box mesh
  121144. */
  121145. static CreateBox(name: string, options: {
  121146. size?: number;
  121147. width?: number;
  121148. height?: number;
  121149. depth?: number;
  121150. faceUV?: Vector4[];
  121151. faceColors?: Color4[];
  121152. sideOrientation?: number;
  121153. frontUVs?: Vector4;
  121154. backUVs?: Vector4;
  121155. updatable?: boolean;
  121156. }, scene?: Nullable<Scene>): Mesh;
  121157. /**
  121158. * Creates a tiled box mesh
  121159. * * faceTiles sets the pattern, tile size and number of tiles for a face
  121160. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121161. * @param name defines the name of the mesh
  121162. * @param options defines the options used to create the mesh
  121163. * @param scene defines the hosting scene
  121164. * @returns the tiled box mesh
  121165. */
  121166. static CreateTiledBox(name: string, options: {
  121167. pattern?: number;
  121168. size?: number;
  121169. width?: number;
  121170. height?: number;
  121171. depth: number;
  121172. tileSize?: number;
  121173. tileWidth?: number;
  121174. tileHeight?: number;
  121175. faceUV?: Vector4[];
  121176. faceColors?: Color4[];
  121177. alignHorizontal?: number;
  121178. alignVertical?: number;
  121179. sideOrientation?: number;
  121180. updatable?: boolean;
  121181. }, scene?: Nullable<Scene>): Mesh;
  121182. /**
  121183. * Creates a sphere mesh
  121184. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  121185. * * 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`)
  121186. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  121187. * * 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
  121188. * * 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)
  121189. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121190. * * If you create a double-sided mesh, you can choose what parts of 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
  121191. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121192. * @param name defines the name of the mesh
  121193. * @param options defines the options used to create the mesh
  121194. * @param scene defines the hosting scene
  121195. * @returns the sphere mesh
  121196. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  121197. */
  121198. static CreateSphere(name: string, options: {
  121199. segments?: number;
  121200. diameter?: number;
  121201. diameterX?: number;
  121202. diameterY?: number;
  121203. diameterZ?: number;
  121204. arc?: number;
  121205. slice?: number;
  121206. sideOrientation?: number;
  121207. frontUVs?: Vector4;
  121208. backUVs?: Vector4;
  121209. updatable?: boolean;
  121210. }, scene?: Nullable<Scene>): Mesh;
  121211. /**
  121212. * Creates a plane polygonal mesh. By default, this is a disc
  121213. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  121214. * * 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
  121215. * * 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
  121216. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121217. * * If you create a double-sided mesh, you can choose what parts of 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
  121218. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121219. * @param name defines the name of the mesh
  121220. * @param options defines the options used to create the mesh
  121221. * @param scene defines the hosting scene
  121222. * @returns the plane polygonal mesh
  121223. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  121224. */
  121225. static CreateDisc(name: string, options: {
  121226. radius?: number;
  121227. tessellation?: number;
  121228. arc?: number;
  121229. updatable?: boolean;
  121230. sideOrientation?: number;
  121231. frontUVs?: Vector4;
  121232. backUVs?: Vector4;
  121233. }, scene?: Nullable<Scene>): Mesh;
  121234. /**
  121235. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  121236. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  121237. * * 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`)
  121238. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  121239. * * 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
  121240. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121241. * * If you create a double-sided mesh, you can choose what parts of 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
  121242. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121243. * @param name defines the name of the mesh
  121244. * @param options defines the options used to create the mesh
  121245. * @param scene defines the hosting scene
  121246. * @returns the icosahedron mesh
  121247. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  121248. */
  121249. static CreateIcoSphere(name: string, options: {
  121250. radius?: number;
  121251. radiusX?: number;
  121252. radiusY?: number;
  121253. radiusZ?: number;
  121254. flat?: boolean;
  121255. subdivisions?: number;
  121256. sideOrientation?: number;
  121257. frontUVs?: Vector4;
  121258. backUVs?: Vector4;
  121259. updatable?: boolean;
  121260. }, scene?: Nullable<Scene>): Mesh;
  121261. /**
  121262. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  121263. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  121264. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  121265. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  121266. * * 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
  121267. * * 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
  121268. * * 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
  121269. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121270. * * If you create a double-sided mesh, you can choose what parts of 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
  121271. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  121272. * * 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
  121273. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  121274. * * 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
  121275. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  121276. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121277. * @param name defines the name of the mesh
  121278. * @param options defines the options used to create the mesh
  121279. * @param scene defines the hosting scene
  121280. * @returns the ribbon mesh
  121281. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  121282. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  121283. */
  121284. static CreateRibbon(name: string, options: {
  121285. pathArray: Vector3[][];
  121286. closeArray?: boolean;
  121287. closePath?: boolean;
  121288. offset?: number;
  121289. updatable?: boolean;
  121290. sideOrientation?: number;
  121291. frontUVs?: Vector4;
  121292. backUVs?: Vector4;
  121293. instance?: Mesh;
  121294. invertUV?: boolean;
  121295. uvs?: Vector2[];
  121296. colors?: Color4[];
  121297. }, scene?: Nullable<Scene>): Mesh;
  121298. /**
  121299. * Creates a cylinder or a cone mesh
  121300. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  121301. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  121302. * * 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.
  121303. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  121304. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  121305. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  121306. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  121307. * * 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).
  121308. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  121309. * * 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).
  121310. * * 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
  121311. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  121312. * * 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
  121313. * * 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.
  121314. * * If `enclose` is false, a ring surface is one element.
  121315. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  121316. * * 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
  121317. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121318. * * If you create a double-sided mesh, you can choose what parts of 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
  121319. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121320. * @param name defines the name of the mesh
  121321. * @param options defines the options used to create the mesh
  121322. * @param scene defines the hosting scene
  121323. * @returns the cylinder mesh
  121324. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  121325. */
  121326. static CreateCylinder(name: string, options: {
  121327. height?: number;
  121328. diameterTop?: number;
  121329. diameterBottom?: number;
  121330. diameter?: number;
  121331. tessellation?: number;
  121332. subdivisions?: number;
  121333. arc?: number;
  121334. faceColors?: Color4[];
  121335. faceUV?: Vector4[];
  121336. updatable?: boolean;
  121337. hasRings?: boolean;
  121338. enclose?: boolean;
  121339. cap?: number;
  121340. sideOrientation?: number;
  121341. frontUVs?: Vector4;
  121342. backUVs?: Vector4;
  121343. }, scene?: Nullable<Scene>): Mesh;
  121344. /**
  121345. * Creates a torus mesh
  121346. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  121347. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  121348. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  121349. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121350. * * If you create a double-sided mesh, you can choose what parts of 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
  121351. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121352. * @param name defines the name of the mesh
  121353. * @param options defines the options used to create the mesh
  121354. * @param scene defines the hosting scene
  121355. * @returns the torus mesh
  121356. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  121357. */
  121358. static CreateTorus(name: string, options: {
  121359. diameter?: number;
  121360. thickness?: number;
  121361. tessellation?: number;
  121362. updatable?: boolean;
  121363. sideOrientation?: number;
  121364. frontUVs?: Vector4;
  121365. backUVs?: Vector4;
  121366. }, scene?: Nullable<Scene>): Mesh;
  121367. /**
  121368. * Creates a torus knot mesh
  121369. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  121370. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  121371. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  121372. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  121373. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121374. * * If you create a double-sided mesh, you can choose what parts of 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
  121375. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121376. * @param name defines the name of the mesh
  121377. * @param options defines the options used to create the mesh
  121378. * @param scene defines the hosting scene
  121379. * @returns the torus knot mesh
  121380. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  121381. */
  121382. static CreateTorusKnot(name: string, options: {
  121383. radius?: number;
  121384. tube?: number;
  121385. radialSegments?: number;
  121386. tubularSegments?: number;
  121387. p?: number;
  121388. q?: number;
  121389. updatable?: boolean;
  121390. sideOrientation?: number;
  121391. frontUVs?: Vector4;
  121392. backUVs?: Vector4;
  121393. }, scene?: Nullable<Scene>): Mesh;
  121394. /**
  121395. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  121396. * * 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
  121397. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  121398. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  121399. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  121400. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  121401. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  121402. * * 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
  121403. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  121404. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121405. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  121406. * @param name defines the name of the new line system
  121407. * @param options defines the options used to create the line system
  121408. * @param scene defines the hosting scene
  121409. * @returns a new line system mesh
  121410. */
  121411. static CreateLineSystem(name: string, options: {
  121412. lines: Vector3[][];
  121413. updatable?: boolean;
  121414. instance?: Nullable<LinesMesh>;
  121415. colors?: Nullable<Color4[][]>;
  121416. useVertexAlpha?: boolean;
  121417. }, scene: Nullable<Scene>): LinesMesh;
  121418. /**
  121419. * Creates a line mesh
  121420. * 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
  121421. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  121422. * * The parameter `points` is an array successive Vector3
  121423. * * 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
  121424. * * The optional parameter `colors` is an array of successive Color4, one per line point
  121425. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  121426. * * When updating an instance, remember that only point positions can change, not the number of points
  121427. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121428. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  121429. * @param name defines the name of the new line system
  121430. * @param options defines the options used to create the line system
  121431. * @param scene defines the hosting scene
  121432. * @returns a new line mesh
  121433. */
  121434. static CreateLines(name: string, options: {
  121435. points: Vector3[];
  121436. updatable?: boolean;
  121437. instance?: Nullable<LinesMesh>;
  121438. colors?: Color4[];
  121439. useVertexAlpha?: boolean;
  121440. }, scene?: Nullable<Scene>): LinesMesh;
  121441. /**
  121442. * Creates a dashed line mesh
  121443. * * 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
  121444. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  121445. * * The parameter `points` is an array successive Vector3
  121446. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  121447. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  121448. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  121449. * * 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
  121450. * * When updating an instance, remember that only point positions can change, not the number of points
  121451. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121452. * @param name defines the name of the mesh
  121453. * @param options defines the options used to create the mesh
  121454. * @param scene defines the hosting scene
  121455. * @returns the dashed line mesh
  121456. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  121457. */
  121458. static CreateDashedLines(name: string, options: {
  121459. points: Vector3[];
  121460. dashSize?: number;
  121461. gapSize?: number;
  121462. dashNb?: number;
  121463. updatable?: boolean;
  121464. instance?: LinesMesh;
  121465. }, scene?: Nullable<Scene>): LinesMesh;
  121466. /**
  121467. * 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.
  121468. * * 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.
  121469. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  121470. * * 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.
  121471. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  121472. * * 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
  121473. * * 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
  121474. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  121475. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121476. * * If you create a double-sided mesh, you can choose what parts of 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
  121477. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  121478. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121479. * @param name defines the name of the mesh
  121480. * @param options defines the options used to create the mesh
  121481. * @param scene defines the hosting scene
  121482. * @returns the extruded shape mesh
  121483. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  121484. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  121485. */
  121486. static ExtrudeShape(name: string, options: {
  121487. shape: Vector3[];
  121488. path: Vector3[];
  121489. scale?: number;
  121490. rotation?: number;
  121491. cap?: number;
  121492. updatable?: boolean;
  121493. sideOrientation?: number;
  121494. frontUVs?: Vector4;
  121495. backUVs?: Vector4;
  121496. instance?: Mesh;
  121497. invertUV?: boolean;
  121498. }, scene?: Nullable<Scene>): Mesh;
  121499. /**
  121500. * Creates an custom extruded shape mesh.
  121501. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  121502. * * 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.
  121503. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  121504. * * 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
  121505. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  121506. * * 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
  121507. * * It must returns a float value that will be the scale value applied to the shape on each path point
  121508. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  121509. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  121510. * * 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
  121511. * * 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
  121512. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  121513. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121514. * * If you create a double-sided mesh, you can choose what parts of 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
  121515. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  121516. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121517. * @param name defines the name of the mesh
  121518. * @param options defines the options used to create the mesh
  121519. * @param scene defines the hosting scene
  121520. * @returns the custom extruded shape mesh
  121521. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  121522. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  121523. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  121524. */
  121525. static ExtrudeShapeCustom(name: string, options: {
  121526. shape: Vector3[];
  121527. path: Vector3[];
  121528. scaleFunction?: any;
  121529. rotationFunction?: any;
  121530. ribbonCloseArray?: boolean;
  121531. ribbonClosePath?: boolean;
  121532. cap?: number;
  121533. updatable?: boolean;
  121534. sideOrientation?: number;
  121535. frontUVs?: Vector4;
  121536. backUVs?: Vector4;
  121537. instance?: Mesh;
  121538. invertUV?: boolean;
  121539. }, scene?: Nullable<Scene>): Mesh;
  121540. /**
  121541. * Creates lathe mesh.
  121542. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  121543. * * 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
  121544. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  121545. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  121546. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  121547. * * 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
  121548. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  121549. * * 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
  121550. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121551. * * If you create a double-sided mesh, you can choose what parts of 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
  121552. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  121553. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121554. * @param name defines the name of the mesh
  121555. * @param options defines the options used to create the mesh
  121556. * @param scene defines the hosting scene
  121557. * @returns the lathe mesh
  121558. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  121559. */
  121560. static CreateLathe(name: string, options: {
  121561. shape: Vector3[];
  121562. radius?: number;
  121563. tessellation?: number;
  121564. clip?: number;
  121565. arc?: number;
  121566. closed?: boolean;
  121567. updatable?: boolean;
  121568. sideOrientation?: number;
  121569. frontUVs?: Vector4;
  121570. backUVs?: Vector4;
  121571. cap?: number;
  121572. invertUV?: boolean;
  121573. }, scene?: Nullable<Scene>): Mesh;
  121574. /**
  121575. * Creates a tiled plane mesh
  121576. * * You can set a limited pattern arrangement with the tiles
  121577. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121578. * * If you create a double-sided mesh, you can choose what parts of 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
  121579. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121580. * @param name defines the name of the mesh
  121581. * @param options defines the options used to create the mesh
  121582. * @param scene defines the hosting scene
  121583. * @returns the plane mesh
  121584. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  121585. */
  121586. static CreateTiledPlane(name: string, options: {
  121587. pattern?: number;
  121588. tileSize?: number;
  121589. tileWidth?: number;
  121590. tileHeight?: number;
  121591. size?: number;
  121592. width?: number;
  121593. height?: number;
  121594. alignHorizontal?: number;
  121595. alignVertical?: number;
  121596. sideOrientation?: number;
  121597. frontUVs?: Vector4;
  121598. backUVs?: Vector4;
  121599. updatable?: boolean;
  121600. }, scene?: Nullable<Scene>): Mesh;
  121601. /**
  121602. * Creates a plane mesh
  121603. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  121604. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  121605. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  121606. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121607. * * If you create a double-sided mesh, you can choose what parts of 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
  121608. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121609. * @param name defines the name of the mesh
  121610. * @param options defines the options used to create the mesh
  121611. * @param scene defines the hosting scene
  121612. * @returns the plane mesh
  121613. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  121614. */
  121615. static CreatePlane(name: string, options: {
  121616. size?: number;
  121617. width?: number;
  121618. height?: number;
  121619. sideOrientation?: number;
  121620. frontUVs?: Vector4;
  121621. backUVs?: Vector4;
  121622. updatable?: boolean;
  121623. sourcePlane?: Plane;
  121624. }, scene?: Nullable<Scene>): Mesh;
  121625. /**
  121626. * Creates a ground mesh
  121627. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  121628. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  121629. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121630. * @param name defines the name of the mesh
  121631. * @param options defines the options used to create the mesh
  121632. * @param scene defines the hosting scene
  121633. * @returns the ground mesh
  121634. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  121635. */
  121636. static CreateGround(name: string, options: {
  121637. width?: number;
  121638. height?: number;
  121639. subdivisions?: number;
  121640. subdivisionsX?: number;
  121641. subdivisionsY?: number;
  121642. updatable?: boolean;
  121643. }, scene?: Nullable<Scene>): Mesh;
  121644. /**
  121645. * Creates a tiled ground mesh
  121646. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  121647. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  121648. * * 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
  121649. * * 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
  121650. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121651. * @param name defines the name of the mesh
  121652. * @param options defines the options used to create the mesh
  121653. * @param scene defines the hosting scene
  121654. * @returns the tiled ground mesh
  121655. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  121656. */
  121657. static CreateTiledGround(name: string, options: {
  121658. xmin: number;
  121659. zmin: number;
  121660. xmax: number;
  121661. zmax: number;
  121662. subdivisions?: {
  121663. w: number;
  121664. h: number;
  121665. };
  121666. precision?: {
  121667. w: number;
  121668. h: number;
  121669. };
  121670. updatable?: boolean;
  121671. }, scene?: Nullable<Scene>): Mesh;
  121672. /**
  121673. * Creates a ground mesh from a height map
  121674. * * The parameter `url` sets the URL of the height map image resource.
  121675. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  121676. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  121677. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  121678. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  121679. * * 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.
  121680. * * 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).
  121681. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  121682. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121683. * @param name defines the name of the mesh
  121684. * @param url defines the url to the height map
  121685. * @param options defines the options used to create the mesh
  121686. * @param scene defines the hosting scene
  121687. * @returns the ground mesh
  121688. * @see https://doc.babylonjs.com/babylon101/height_map
  121689. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  121690. */
  121691. static CreateGroundFromHeightMap(name: string, url: string, options: {
  121692. width?: number;
  121693. height?: number;
  121694. subdivisions?: number;
  121695. minHeight?: number;
  121696. maxHeight?: number;
  121697. colorFilter?: Color3;
  121698. alphaFilter?: number;
  121699. updatable?: boolean;
  121700. onReady?: (mesh: GroundMesh) => void;
  121701. }, scene?: Nullable<Scene>): GroundMesh;
  121702. /**
  121703. * Creates a polygon mesh
  121704. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  121705. * * 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
  121706. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  121707. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121708. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  121709. * * Remember you can only change the shape positions, not their number when updating a polygon
  121710. * @param name defines the name of the mesh
  121711. * @param options defines the options used to create the mesh
  121712. * @param scene defines the hosting scene
  121713. * @param earcutInjection can be used to inject your own earcut reference
  121714. * @returns the polygon mesh
  121715. */
  121716. static CreatePolygon(name: string, options: {
  121717. shape: Vector3[];
  121718. holes?: Vector3[][];
  121719. depth?: number;
  121720. faceUV?: Vector4[];
  121721. faceColors?: Color4[];
  121722. updatable?: boolean;
  121723. sideOrientation?: number;
  121724. frontUVs?: Vector4;
  121725. backUVs?: Vector4;
  121726. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  121727. /**
  121728. * Creates an extruded polygon mesh, with depth in the Y direction.
  121729. * * 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)
  121730. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  121731. * @param name defines the name of the mesh
  121732. * @param options defines the options used to create the mesh
  121733. * @param scene defines the hosting scene
  121734. * @param earcutInjection can be used to inject your own earcut reference
  121735. * @returns the polygon mesh
  121736. */
  121737. static ExtrudePolygon(name: string, options: {
  121738. shape: Vector3[];
  121739. holes?: Vector3[][];
  121740. depth?: number;
  121741. faceUV?: Vector4[];
  121742. faceColors?: Color4[];
  121743. updatable?: boolean;
  121744. sideOrientation?: number;
  121745. frontUVs?: Vector4;
  121746. backUVs?: Vector4;
  121747. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  121748. /**
  121749. * Creates a tube mesh.
  121750. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  121751. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  121752. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  121753. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  121754. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  121755. * * 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)
  121756. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  121757. * * 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
  121758. * * 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
  121759. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121760. * * If you create a double-sided mesh, you can choose what parts of 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
  121761. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  121762. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121763. * @param name defines the name of the mesh
  121764. * @param options defines the options used to create the mesh
  121765. * @param scene defines the hosting scene
  121766. * @returns the tube mesh
  121767. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  121768. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  121769. */
  121770. static CreateTube(name: string, options: {
  121771. path: Vector3[];
  121772. radius?: number;
  121773. tessellation?: number;
  121774. radiusFunction?: {
  121775. (i: number, distance: number): number;
  121776. };
  121777. cap?: number;
  121778. arc?: number;
  121779. updatable?: boolean;
  121780. sideOrientation?: number;
  121781. frontUVs?: Vector4;
  121782. backUVs?: Vector4;
  121783. instance?: Mesh;
  121784. invertUV?: boolean;
  121785. }, scene?: Nullable<Scene>): Mesh;
  121786. /**
  121787. * Creates a polyhedron mesh
  121788. * * 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
  121789. * * The parameter `size` (positive float, default 1) sets the polygon size
  121790. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  121791. * * 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`
  121792. * * 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
  121793. * * 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)`)
  121794. * * 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
  121795. * * 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
  121796. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121797. * * If you create a double-sided mesh, you can choose what parts of 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
  121798. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121799. * @param name defines the name of the mesh
  121800. * @param options defines the options used to create the mesh
  121801. * @param scene defines the hosting scene
  121802. * @returns the polyhedron mesh
  121803. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  121804. */
  121805. static CreatePolyhedron(name: string, options: {
  121806. type?: number;
  121807. size?: number;
  121808. sizeX?: number;
  121809. sizeY?: number;
  121810. sizeZ?: number;
  121811. custom?: any;
  121812. faceUV?: Vector4[];
  121813. faceColors?: Color4[];
  121814. flat?: boolean;
  121815. updatable?: boolean;
  121816. sideOrientation?: number;
  121817. frontUVs?: Vector4;
  121818. backUVs?: Vector4;
  121819. }, scene?: Nullable<Scene>): Mesh;
  121820. /**
  121821. * Creates a decal mesh.
  121822. * 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
  121823. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  121824. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  121825. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  121826. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  121827. * @param name defines the name of the mesh
  121828. * @param sourceMesh defines the mesh where the decal must be applied
  121829. * @param options defines the options used to create the mesh
  121830. * @param scene defines the hosting scene
  121831. * @returns the decal mesh
  121832. * @see https://doc.babylonjs.com/how_to/decals
  121833. */
  121834. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  121835. position?: Vector3;
  121836. normal?: Vector3;
  121837. size?: Vector3;
  121838. angle?: number;
  121839. }): Mesh;
  121840. }
  121841. }
  121842. declare module BABYLON {
  121843. /**
  121844. * A simplifier interface for future simplification implementations
  121845. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121846. */
  121847. export interface ISimplifier {
  121848. /**
  121849. * Simplification of a given mesh according to the given settings.
  121850. * Since this requires computation, it is assumed that the function runs async.
  121851. * @param settings The settings of the simplification, including quality and distance
  121852. * @param successCallback A callback that will be called after the mesh was simplified.
  121853. * @param errorCallback in case of an error, this callback will be called. optional.
  121854. */
  121855. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  121856. }
  121857. /**
  121858. * Expected simplification settings.
  121859. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  121860. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121861. */
  121862. export interface ISimplificationSettings {
  121863. /**
  121864. * Gets or sets the expected quality
  121865. */
  121866. quality: number;
  121867. /**
  121868. * Gets or sets the distance when this optimized version should be used
  121869. */
  121870. distance: number;
  121871. /**
  121872. * Gets an already optimized mesh
  121873. */
  121874. optimizeMesh?: boolean;
  121875. }
  121876. /**
  121877. * Class used to specify simplification options
  121878. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121879. */
  121880. export class SimplificationSettings implements ISimplificationSettings {
  121881. /** expected quality */
  121882. quality: number;
  121883. /** distance when this optimized version should be used */
  121884. distance: number;
  121885. /** already optimized mesh */
  121886. optimizeMesh?: boolean | undefined;
  121887. /**
  121888. * Creates a SimplificationSettings
  121889. * @param quality expected quality
  121890. * @param distance distance when this optimized version should be used
  121891. * @param optimizeMesh already optimized mesh
  121892. */
  121893. constructor(
  121894. /** expected quality */
  121895. quality: number,
  121896. /** distance when this optimized version should be used */
  121897. distance: number,
  121898. /** already optimized mesh */
  121899. optimizeMesh?: boolean | undefined);
  121900. }
  121901. /**
  121902. * Interface used to define a simplification task
  121903. */
  121904. export interface ISimplificationTask {
  121905. /**
  121906. * Array of settings
  121907. */
  121908. settings: Array<ISimplificationSettings>;
  121909. /**
  121910. * Simplification type
  121911. */
  121912. simplificationType: SimplificationType;
  121913. /**
  121914. * Mesh to simplify
  121915. */
  121916. mesh: Mesh;
  121917. /**
  121918. * Callback called on success
  121919. */
  121920. successCallback?: () => void;
  121921. /**
  121922. * Defines if parallel processing can be used
  121923. */
  121924. parallelProcessing: boolean;
  121925. }
  121926. /**
  121927. * Queue used to order the simplification tasks
  121928. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121929. */
  121930. export class SimplificationQueue {
  121931. private _simplificationArray;
  121932. /**
  121933. * Gets a boolean indicating that the process is still running
  121934. */
  121935. running: boolean;
  121936. /**
  121937. * Creates a new queue
  121938. */
  121939. constructor();
  121940. /**
  121941. * Adds a new simplification task
  121942. * @param task defines a task to add
  121943. */
  121944. addTask(task: ISimplificationTask): void;
  121945. /**
  121946. * Execute next task
  121947. */
  121948. executeNext(): void;
  121949. /**
  121950. * Execute a simplification task
  121951. * @param task defines the task to run
  121952. */
  121953. runSimplification(task: ISimplificationTask): void;
  121954. private getSimplifier;
  121955. }
  121956. /**
  121957. * The implemented types of simplification
  121958. * At the moment only Quadratic Error Decimation is implemented
  121959. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121960. */
  121961. export enum SimplificationType {
  121962. /** Quadratic error decimation */
  121963. QUADRATIC = 0
  121964. }
  121965. }
  121966. declare module BABYLON {
  121967. interface Scene {
  121968. /** @hidden (Backing field) */
  121969. _simplificationQueue: SimplificationQueue;
  121970. /**
  121971. * Gets or sets the simplification queue attached to the scene
  121972. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121973. */
  121974. simplificationQueue: SimplificationQueue;
  121975. }
  121976. interface Mesh {
  121977. /**
  121978. * Simplify the mesh according to the given array of settings.
  121979. * Function will return immediately and will simplify async
  121980. * @param settings a collection of simplification settings
  121981. * @param parallelProcessing should all levels calculate parallel or one after the other
  121982. * @param simplificationType the type of simplification to run
  121983. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  121984. * @returns the current mesh
  121985. */
  121986. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  121987. }
  121988. /**
  121989. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  121990. * created in a scene
  121991. */
  121992. export class SimplicationQueueSceneComponent implements ISceneComponent {
  121993. /**
  121994. * The component name helpfull to identify the component in the list of scene components.
  121995. */
  121996. readonly name: string;
  121997. /**
  121998. * The scene the component belongs to.
  121999. */
  122000. scene: Scene;
  122001. /**
  122002. * Creates a new instance of the component for the given scene
  122003. * @param scene Defines the scene to register the component in
  122004. */
  122005. constructor(scene: Scene);
  122006. /**
  122007. * Registers the component in a given scene
  122008. */
  122009. register(): void;
  122010. /**
  122011. * Rebuilds the elements related to this component in case of
  122012. * context lost for instance.
  122013. */
  122014. rebuild(): void;
  122015. /**
  122016. * Disposes the component and the associated ressources
  122017. */
  122018. dispose(): void;
  122019. private _beforeCameraUpdate;
  122020. }
  122021. }
  122022. declare module BABYLON {
  122023. /**
  122024. * Navigation plugin interface to add navigation constrained by a navigation mesh
  122025. */
  122026. export interface INavigationEnginePlugin {
  122027. /**
  122028. * plugin name
  122029. */
  122030. name: string;
  122031. /**
  122032. * Creates a navigation mesh
  122033. * @param meshes array of all the geometry used to compute the navigatio mesh
  122034. * @param parameters bunch of parameters used to filter geometry
  122035. */
  122036. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  122037. /**
  122038. * Create a navigation mesh debug mesh
  122039. * @param scene is where the mesh will be added
  122040. * @returns debug display mesh
  122041. */
  122042. createDebugNavMesh(scene: Scene): Mesh;
  122043. /**
  122044. * Get a navigation mesh constrained position, closest to the parameter position
  122045. * @param position world position
  122046. * @returns the closest point to position constrained by the navigation mesh
  122047. */
  122048. getClosestPoint(position: Vector3): Vector3;
  122049. /**
  122050. * Get a navigation mesh constrained position, within a particular radius
  122051. * @param position world position
  122052. * @param maxRadius the maximum distance to the constrained world position
  122053. * @returns the closest point to position constrained by the navigation mesh
  122054. */
  122055. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  122056. /**
  122057. * Compute the final position from a segment made of destination-position
  122058. * @param position world position
  122059. * @param destination world position
  122060. * @returns the resulting point along the navmesh
  122061. */
  122062. moveAlong(position: Vector3, destination: Vector3): Vector3;
  122063. /**
  122064. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  122065. * @param start world position
  122066. * @param end world position
  122067. * @returns array containing world position composing the path
  122068. */
  122069. computePath(start: Vector3, end: Vector3): Vector3[];
  122070. /**
  122071. * If this plugin is supported
  122072. * @returns true if plugin is supported
  122073. */
  122074. isSupported(): boolean;
  122075. /**
  122076. * Create a new Crowd so you can add agents
  122077. * @param maxAgents the maximum agent count in the crowd
  122078. * @param maxAgentRadius the maximum radius an agent can have
  122079. * @param scene to attach the crowd to
  122080. * @returns the crowd you can add agents to
  122081. */
  122082. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  122083. /**
  122084. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  122085. * The queries will try to find a solution within those bounds
  122086. * default is (1,1,1)
  122087. * @param extent x,y,z value that define the extent around the queries point of reference
  122088. */
  122089. setDefaultQueryExtent(extent: Vector3): void;
  122090. /**
  122091. * Get the Bounding box extent specified by setDefaultQueryExtent
  122092. * @returns the box extent values
  122093. */
  122094. getDefaultQueryExtent(): Vector3;
  122095. /**
  122096. * Release all resources
  122097. */
  122098. dispose(): void;
  122099. }
  122100. /**
  122101. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  122102. */
  122103. export interface ICrowd {
  122104. /**
  122105. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  122106. * You can attach anything to that node. The node position is updated in the scene update tick.
  122107. * @param pos world position that will be constrained by the navigation mesh
  122108. * @param parameters agent parameters
  122109. * @param transform hooked to the agent that will be update by the scene
  122110. * @returns agent index
  122111. */
  122112. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  122113. /**
  122114. * Returns the agent position in world space
  122115. * @param index agent index returned by addAgent
  122116. * @returns world space position
  122117. */
  122118. getAgentPosition(index: number): Vector3;
  122119. /**
  122120. * Gets the agent velocity in world space
  122121. * @param index agent index returned by addAgent
  122122. * @returns world space velocity
  122123. */
  122124. getAgentVelocity(index: number): Vector3;
  122125. /**
  122126. * remove a particular agent previously created
  122127. * @param index agent index returned by addAgent
  122128. */
  122129. removeAgent(index: number): void;
  122130. /**
  122131. * get the list of all agents attached to this crowd
  122132. * @returns list of agent indices
  122133. */
  122134. getAgents(): number[];
  122135. /**
  122136. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  122137. * @param deltaTime in seconds
  122138. */
  122139. update(deltaTime: number): void;
  122140. /**
  122141. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  122142. * @param index agent index returned by addAgent
  122143. * @param destination targeted world position
  122144. */
  122145. agentGoto(index: number, destination: Vector3): void;
  122146. /**
  122147. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  122148. * The queries will try to find a solution within those bounds
  122149. * default is (1,1,1)
  122150. * @param extent x,y,z value that define the extent around the queries point of reference
  122151. */
  122152. setDefaultQueryExtent(extent: Vector3): void;
  122153. /**
  122154. * Get the Bounding box extent specified by setDefaultQueryExtent
  122155. * @returns the box extent values
  122156. */
  122157. getDefaultQueryExtent(): Vector3;
  122158. /**
  122159. * Release all resources
  122160. */
  122161. dispose(): void;
  122162. }
  122163. /**
  122164. * Configures an agent
  122165. */
  122166. export interface IAgentParameters {
  122167. /**
  122168. * Agent radius. [Limit: >= 0]
  122169. */
  122170. radius: number;
  122171. /**
  122172. * Agent height. [Limit: > 0]
  122173. */
  122174. height: number;
  122175. /**
  122176. * Maximum allowed acceleration. [Limit: >= 0]
  122177. */
  122178. maxAcceleration: number;
  122179. /**
  122180. * Maximum allowed speed. [Limit: >= 0]
  122181. */
  122182. maxSpeed: number;
  122183. /**
  122184. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  122185. */
  122186. collisionQueryRange: number;
  122187. /**
  122188. * The path visibility optimization range. [Limit: > 0]
  122189. */
  122190. pathOptimizationRange: number;
  122191. /**
  122192. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  122193. */
  122194. separationWeight: number;
  122195. }
  122196. /**
  122197. * Configures the navigation mesh creation
  122198. */
  122199. export interface INavMeshParameters {
  122200. /**
  122201. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  122202. */
  122203. cs: number;
  122204. /**
  122205. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  122206. */
  122207. ch: number;
  122208. /**
  122209. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  122210. */
  122211. walkableSlopeAngle: number;
  122212. /**
  122213. * Minimum floor to 'ceiling' height that will still allow the floor area to
  122214. * be considered walkable. [Limit: >= 3] [Units: vx]
  122215. */
  122216. walkableHeight: number;
  122217. /**
  122218. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  122219. */
  122220. walkableClimb: number;
  122221. /**
  122222. * The distance to erode/shrink the walkable area of the heightfield away from
  122223. * obstructions. [Limit: >=0] [Units: vx]
  122224. */
  122225. walkableRadius: number;
  122226. /**
  122227. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  122228. */
  122229. maxEdgeLen: number;
  122230. /**
  122231. * The maximum distance a simplfied contour's border edges should deviate
  122232. * the original raw contour. [Limit: >=0] [Units: vx]
  122233. */
  122234. maxSimplificationError: number;
  122235. /**
  122236. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  122237. */
  122238. minRegionArea: number;
  122239. /**
  122240. * Any regions with a span count smaller than this value will, if possible,
  122241. * be merged with larger regions. [Limit: >=0] [Units: vx]
  122242. */
  122243. mergeRegionArea: number;
  122244. /**
  122245. * The maximum number of vertices allowed for polygons generated during the
  122246. * contour to polygon conversion process. [Limit: >= 3]
  122247. */
  122248. maxVertsPerPoly: number;
  122249. /**
  122250. * Sets the sampling distance to use when generating the detail mesh.
  122251. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  122252. */
  122253. detailSampleDist: number;
  122254. /**
  122255. * The maximum distance the detail mesh surface should deviate from heightfield
  122256. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  122257. */
  122258. detailSampleMaxError: number;
  122259. }
  122260. }
  122261. declare module BABYLON {
  122262. /**
  122263. * RecastJS navigation plugin
  122264. */
  122265. export class RecastJSPlugin implements INavigationEnginePlugin {
  122266. /**
  122267. * Reference to the Recast library
  122268. */
  122269. bjsRECAST: any;
  122270. /**
  122271. * plugin name
  122272. */
  122273. name: string;
  122274. /**
  122275. * the first navmesh created. We might extend this to support multiple navmeshes
  122276. */
  122277. navMesh: any;
  122278. /**
  122279. * Initializes the recastJS plugin
  122280. * @param recastInjection can be used to inject your own recast reference
  122281. */
  122282. constructor(recastInjection?: any);
  122283. /**
  122284. * Creates a navigation mesh
  122285. * @param meshes array of all the geometry used to compute the navigatio mesh
  122286. * @param parameters bunch of parameters used to filter geometry
  122287. */
  122288. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  122289. /**
  122290. * Create a navigation mesh debug mesh
  122291. * @param scene is where the mesh will be added
  122292. * @returns debug display mesh
  122293. */
  122294. createDebugNavMesh(scene: Scene): Mesh;
  122295. /**
  122296. * Get a navigation mesh constrained position, closest to the parameter position
  122297. * @param position world position
  122298. * @returns the closest point to position constrained by the navigation mesh
  122299. */
  122300. getClosestPoint(position: Vector3): Vector3;
  122301. /**
  122302. * Get a navigation mesh constrained position, within a particular radius
  122303. * @param position world position
  122304. * @param maxRadius the maximum distance to the constrained world position
  122305. * @returns the closest point to position constrained by the navigation mesh
  122306. */
  122307. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  122308. /**
  122309. * Compute the final position from a segment made of destination-position
  122310. * @param position world position
  122311. * @param destination world position
  122312. * @returns the resulting point along the navmesh
  122313. */
  122314. moveAlong(position: Vector3, destination: Vector3): Vector3;
  122315. /**
  122316. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  122317. * @param start world position
  122318. * @param end world position
  122319. * @returns array containing world position composing the path
  122320. */
  122321. computePath(start: Vector3, end: Vector3): Vector3[];
  122322. /**
  122323. * Create a new Crowd so you can add agents
  122324. * @param maxAgents the maximum agent count in the crowd
  122325. * @param maxAgentRadius the maximum radius an agent can have
  122326. * @param scene to attach the crowd to
  122327. * @returns the crowd you can add agents to
  122328. */
  122329. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  122330. /**
  122331. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  122332. * The queries will try to find a solution within those bounds
  122333. * default is (1,1,1)
  122334. * @param extent x,y,z value that define the extent around the queries point of reference
  122335. */
  122336. setDefaultQueryExtent(extent: Vector3): void;
  122337. /**
  122338. * Get the Bounding box extent specified by setDefaultQueryExtent
  122339. * @returns the box extent values
  122340. */
  122341. getDefaultQueryExtent(): Vector3;
  122342. /**
  122343. * Disposes
  122344. */
  122345. dispose(): void;
  122346. /**
  122347. * If this plugin is supported
  122348. * @returns true if plugin is supported
  122349. */
  122350. isSupported(): boolean;
  122351. }
  122352. /**
  122353. * Recast detour crowd implementation
  122354. */
  122355. export class RecastJSCrowd implements ICrowd {
  122356. /**
  122357. * Recast/detour plugin
  122358. */
  122359. bjsRECASTPlugin: RecastJSPlugin;
  122360. /**
  122361. * Link to the detour crowd
  122362. */
  122363. recastCrowd: any;
  122364. /**
  122365. * One transform per agent
  122366. */
  122367. transforms: TransformNode[];
  122368. /**
  122369. * All agents created
  122370. */
  122371. agents: number[];
  122372. /**
  122373. * Link to the scene is kept to unregister the crowd from the scene
  122374. */
  122375. private _scene;
  122376. /**
  122377. * Observer for crowd updates
  122378. */
  122379. private _onBeforeAnimationsObserver;
  122380. /**
  122381. * Constructor
  122382. * @param plugin recastJS plugin
  122383. * @param maxAgents the maximum agent count in the crowd
  122384. * @param maxAgentRadius the maximum radius an agent can have
  122385. * @param scene to attach the crowd to
  122386. * @returns the crowd you can add agents to
  122387. */
  122388. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  122389. /**
  122390. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  122391. * You can attach anything to that node. The node position is updated in the scene update tick.
  122392. * @param pos world position that will be constrained by the navigation mesh
  122393. * @param parameters agent parameters
  122394. * @param transform hooked to the agent that will be update by the scene
  122395. * @returns agent index
  122396. */
  122397. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  122398. /**
  122399. * Returns the agent position in world space
  122400. * @param index agent index returned by addAgent
  122401. * @returns world space position
  122402. */
  122403. getAgentPosition(index: number): Vector3;
  122404. /**
  122405. * Returns the agent velocity in world space
  122406. * @param index agent index returned by addAgent
  122407. * @returns world space velocity
  122408. */
  122409. getAgentVelocity(index: number): Vector3;
  122410. /**
  122411. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  122412. * @param index agent index returned by addAgent
  122413. * @param destination targeted world position
  122414. */
  122415. agentGoto(index: number, destination: Vector3): void;
  122416. /**
  122417. * remove a particular agent previously created
  122418. * @param index agent index returned by addAgent
  122419. */
  122420. removeAgent(index: number): void;
  122421. /**
  122422. * get the list of all agents attached to this crowd
  122423. * @returns list of agent indices
  122424. */
  122425. getAgents(): number[];
  122426. /**
  122427. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  122428. * @param deltaTime in seconds
  122429. */
  122430. update(deltaTime: number): void;
  122431. /**
  122432. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  122433. * The queries will try to find a solution within those bounds
  122434. * default is (1,1,1)
  122435. * @param extent x,y,z value that define the extent around the queries point of reference
  122436. */
  122437. setDefaultQueryExtent(extent: Vector3): void;
  122438. /**
  122439. * Get the Bounding box extent specified by setDefaultQueryExtent
  122440. * @returns the box extent values
  122441. */
  122442. getDefaultQueryExtent(): Vector3;
  122443. /**
  122444. * Release all resources
  122445. */
  122446. dispose(): void;
  122447. }
  122448. }
  122449. declare module BABYLON {
  122450. /**
  122451. * Class used to enable access to IndexedDB
  122452. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  122453. */
  122454. export class Database implements IOfflineProvider {
  122455. private _callbackManifestChecked;
  122456. private _currentSceneUrl;
  122457. private _db;
  122458. private _enableSceneOffline;
  122459. private _enableTexturesOffline;
  122460. private _manifestVersionFound;
  122461. private _mustUpdateRessources;
  122462. private _hasReachedQuota;
  122463. private _isSupported;
  122464. private _idbFactory;
  122465. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  122466. private static IsUASupportingBlobStorage;
  122467. /**
  122468. * Gets a boolean indicating if Database storate is enabled (off by default)
  122469. */
  122470. static IDBStorageEnabled: boolean;
  122471. /**
  122472. * Gets a boolean indicating if scene must be saved in the database
  122473. */
  122474. readonly enableSceneOffline: boolean;
  122475. /**
  122476. * Gets a boolean indicating if textures must be saved in the database
  122477. */
  122478. readonly enableTexturesOffline: boolean;
  122479. /**
  122480. * Creates a new Database
  122481. * @param urlToScene defines the url to load the scene
  122482. * @param callbackManifestChecked defines the callback to use when manifest is checked
  122483. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  122484. */
  122485. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  122486. private static _ParseURL;
  122487. private static _ReturnFullUrlLocation;
  122488. private _checkManifestFile;
  122489. /**
  122490. * Open the database and make it available
  122491. * @param successCallback defines the callback to call on success
  122492. * @param errorCallback defines the callback to call on error
  122493. */
  122494. open(successCallback: () => void, errorCallback: () => void): void;
  122495. /**
  122496. * Loads an image from the database
  122497. * @param url defines the url to load from
  122498. * @param image defines the target DOM image
  122499. */
  122500. loadImage(url: string, image: HTMLImageElement): void;
  122501. private _loadImageFromDBAsync;
  122502. private _saveImageIntoDBAsync;
  122503. private _checkVersionFromDB;
  122504. private _loadVersionFromDBAsync;
  122505. private _saveVersionIntoDBAsync;
  122506. /**
  122507. * Loads a file from database
  122508. * @param url defines the URL to load from
  122509. * @param sceneLoaded defines a callback to call on success
  122510. * @param progressCallBack defines a callback to call when progress changed
  122511. * @param errorCallback defines a callback to call on error
  122512. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  122513. */
  122514. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  122515. private _loadFileAsync;
  122516. private _saveFileAsync;
  122517. /**
  122518. * Validates if xhr data is correct
  122519. * @param xhr defines the request to validate
  122520. * @param dataType defines the expected data type
  122521. * @returns true if data is correct
  122522. */
  122523. private static _ValidateXHRData;
  122524. }
  122525. }
  122526. declare module BABYLON {
  122527. /** @hidden */
  122528. export var gpuUpdateParticlesPixelShader: {
  122529. name: string;
  122530. shader: string;
  122531. };
  122532. }
  122533. declare module BABYLON {
  122534. /** @hidden */
  122535. export var gpuUpdateParticlesVertexShader: {
  122536. name: string;
  122537. shader: string;
  122538. };
  122539. }
  122540. declare module BABYLON {
  122541. /** @hidden */
  122542. export var clipPlaneFragmentDeclaration2: {
  122543. name: string;
  122544. shader: string;
  122545. };
  122546. }
  122547. declare module BABYLON {
  122548. /** @hidden */
  122549. export var gpuRenderParticlesPixelShader: {
  122550. name: string;
  122551. shader: string;
  122552. };
  122553. }
  122554. declare module BABYLON {
  122555. /** @hidden */
  122556. export var clipPlaneVertexDeclaration2: {
  122557. name: string;
  122558. shader: string;
  122559. };
  122560. }
  122561. declare module BABYLON {
  122562. /** @hidden */
  122563. export var gpuRenderParticlesVertexShader: {
  122564. name: string;
  122565. shader: string;
  122566. };
  122567. }
  122568. declare module BABYLON {
  122569. /**
  122570. * This represents a GPU particle system in Babylon
  122571. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  122572. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  122573. */
  122574. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  122575. /**
  122576. * The layer mask we are rendering the particles through.
  122577. */
  122578. layerMask: number;
  122579. private _capacity;
  122580. private _activeCount;
  122581. private _currentActiveCount;
  122582. private _accumulatedCount;
  122583. private _renderEffect;
  122584. private _updateEffect;
  122585. private _buffer0;
  122586. private _buffer1;
  122587. private _spriteBuffer;
  122588. private _updateVAO;
  122589. private _renderVAO;
  122590. private _targetIndex;
  122591. private _sourceBuffer;
  122592. private _targetBuffer;
  122593. private _engine;
  122594. private _currentRenderId;
  122595. private _started;
  122596. private _stopped;
  122597. private _timeDelta;
  122598. private _randomTexture;
  122599. private _randomTexture2;
  122600. private _attributesStrideSize;
  122601. private _updateEffectOptions;
  122602. private _randomTextureSize;
  122603. private _actualFrame;
  122604. private readonly _rawTextureWidth;
  122605. /**
  122606. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  122607. */
  122608. static readonly IsSupported: boolean;
  122609. /**
  122610. * An event triggered when the system is disposed.
  122611. */
  122612. onDisposeObservable: Observable<GPUParticleSystem>;
  122613. /**
  122614. * Gets the maximum number of particles active at the same time.
  122615. * @returns The max number of active particles.
  122616. */
  122617. getCapacity(): number;
  122618. /**
  122619. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  122620. * to override the particles.
  122621. */
  122622. forceDepthWrite: boolean;
  122623. /**
  122624. * Gets or set the number of active particles
  122625. */
  122626. activeParticleCount: number;
  122627. private _preWarmDone;
  122628. /**
  122629. * Is this system ready to be used/rendered
  122630. * @return true if the system is ready
  122631. */
  122632. isReady(): boolean;
  122633. /**
  122634. * Gets if the system has been started. (Note: this will still be true after stop is called)
  122635. * @returns True if it has been started, otherwise false.
  122636. */
  122637. isStarted(): boolean;
  122638. /**
  122639. * Starts the particle system and begins to emit
  122640. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  122641. */
  122642. start(delay?: number): void;
  122643. /**
  122644. * Stops the particle system.
  122645. */
  122646. stop(): void;
  122647. /**
  122648. * Remove all active particles
  122649. */
  122650. reset(): void;
  122651. /**
  122652. * Returns the string "GPUParticleSystem"
  122653. * @returns a string containing the class name
  122654. */
  122655. getClassName(): string;
  122656. private _colorGradientsTexture;
  122657. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  122658. /**
  122659. * Adds a new color gradient
  122660. * @param gradient defines the gradient to use (between 0 and 1)
  122661. * @param color1 defines the color to affect to the specified gradient
  122662. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  122663. * @returns the current particle system
  122664. */
  122665. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  122666. /**
  122667. * Remove a specific color gradient
  122668. * @param gradient defines the gradient to remove
  122669. * @returns the current particle system
  122670. */
  122671. removeColorGradient(gradient: number): GPUParticleSystem;
  122672. private _angularSpeedGradientsTexture;
  122673. private _sizeGradientsTexture;
  122674. private _velocityGradientsTexture;
  122675. private _limitVelocityGradientsTexture;
  122676. private _dragGradientsTexture;
  122677. private _addFactorGradient;
  122678. /**
  122679. * Adds a new size gradient
  122680. * @param gradient defines the gradient to use (between 0 and 1)
  122681. * @param factor defines the size factor to affect to the specified gradient
  122682. * @returns the current particle system
  122683. */
  122684. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  122685. /**
  122686. * Remove a specific size gradient
  122687. * @param gradient defines the gradient to remove
  122688. * @returns the current particle system
  122689. */
  122690. removeSizeGradient(gradient: number): GPUParticleSystem;
  122691. /**
  122692. * Adds a new angular speed gradient
  122693. * @param gradient defines the gradient to use (between 0 and 1)
  122694. * @param factor defines the angular speed to affect to the specified gradient
  122695. * @returns the current particle system
  122696. */
  122697. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  122698. /**
  122699. * Remove a specific angular speed gradient
  122700. * @param gradient defines the gradient to remove
  122701. * @returns the current particle system
  122702. */
  122703. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  122704. /**
  122705. * Adds a new velocity gradient
  122706. * @param gradient defines the gradient to use (between 0 and 1)
  122707. * @param factor defines the velocity to affect to the specified gradient
  122708. * @returns the current particle system
  122709. */
  122710. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  122711. /**
  122712. * Remove a specific velocity gradient
  122713. * @param gradient defines the gradient to remove
  122714. * @returns the current particle system
  122715. */
  122716. removeVelocityGradient(gradient: number): GPUParticleSystem;
  122717. /**
  122718. * Adds a new limit velocity gradient
  122719. * @param gradient defines the gradient to use (between 0 and 1)
  122720. * @param factor defines the limit velocity value to affect to the specified gradient
  122721. * @returns the current particle system
  122722. */
  122723. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  122724. /**
  122725. * Remove a specific limit velocity gradient
  122726. * @param gradient defines the gradient to remove
  122727. * @returns the current particle system
  122728. */
  122729. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  122730. /**
  122731. * Adds a new drag gradient
  122732. * @param gradient defines the gradient to use (between 0 and 1)
  122733. * @param factor defines the drag value to affect to the specified gradient
  122734. * @returns the current particle system
  122735. */
  122736. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  122737. /**
  122738. * Remove a specific drag gradient
  122739. * @param gradient defines the gradient to remove
  122740. * @returns the current particle system
  122741. */
  122742. removeDragGradient(gradient: number): GPUParticleSystem;
  122743. /**
  122744. * Not supported by GPUParticleSystem
  122745. * @param gradient defines the gradient to use (between 0 and 1)
  122746. * @param factor defines the emit rate value to affect to the specified gradient
  122747. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  122748. * @returns the current particle system
  122749. */
  122750. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  122751. /**
  122752. * Not supported by GPUParticleSystem
  122753. * @param gradient defines the gradient to remove
  122754. * @returns the current particle system
  122755. */
  122756. removeEmitRateGradient(gradient: number): IParticleSystem;
  122757. /**
  122758. * Not supported by GPUParticleSystem
  122759. * @param gradient defines the gradient to use (between 0 and 1)
  122760. * @param factor defines the start size value to affect to the specified gradient
  122761. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  122762. * @returns the current particle system
  122763. */
  122764. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  122765. /**
  122766. * Not supported by GPUParticleSystem
  122767. * @param gradient defines the gradient to remove
  122768. * @returns the current particle system
  122769. */
  122770. removeStartSizeGradient(gradient: number): IParticleSystem;
  122771. /**
  122772. * Not supported by GPUParticleSystem
  122773. * @param gradient defines the gradient to use (between 0 and 1)
  122774. * @param min defines the color remap minimal range
  122775. * @param max defines the color remap maximal range
  122776. * @returns the current particle system
  122777. */
  122778. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  122779. /**
  122780. * Not supported by GPUParticleSystem
  122781. * @param gradient defines the gradient to remove
  122782. * @returns the current particle system
  122783. */
  122784. removeColorRemapGradient(): IParticleSystem;
  122785. /**
  122786. * Not supported by GPUParticleSystem
  122787. * @param gradient defines the gradient to use (between 0 and 1)
  122788. * @param min defines the alpha remap minimal range
  122789. * @param max defines the alpha remap maximal range
  122790. * @returns the current particle system
  122791. */
  122792. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  122793. /**
  122794. * Not supported by GPUParticleSystem
  122795. * @param gradient defines the gradient to remove
  122796. * @returns the current particle system
  122797. */
  122798. removeAlphaRemapGradient(): IParticleSystem;
  122799. /**
  122800. * Not supported by GPUParticleSystem
  122801. * @param gradient defines the gradient to use (between 0 and 1)
  122802. * @param color defines the color to affect to the specified gradient
  122803. * @returns the current particle system
  122804. */
  122805. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  122806. /**
  122807. * Not supported by GPUParticleSystem
  122808. * @param gradient defines the gradient to remove
  122809. * @returns the current particle system
  122810. */
  122811. removeRampGradient(): IParticleSystem;
  122812. /**
  122813. * Not supported by GPUParticleSystem
  122814. * @returns the list of ramp gradients
  122815. */
  122816. getRampGradients(): Nullable<Array<Color3Gradient>>;
  122817. /**
  122818. * Not supported by GPUParticleSystem
  122819. * Gets or sets a boolean indicating that ramp gradients must be used
  122820. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  122821. */
  122822. useRampGradients: boolean;
  122823. /**
  122824. * Not supported by GPUParticleSystem
  122825. * @param gradient defines the gradient to use (between 0 and 1)
  122826. * @param factor defines the life time factor to affect to the specified gradient
  122827. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  122828. * @returns the current particle system
  122829. */
  122830. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  122831. /**
  122832. * Not supported by GPUParticleSystem
  122833. * @param gradient defines the gradient to remove
  122834. * @returns the current particle system
  122835. */
  122836. removeLifeTimeGradient(gradient: number): IParticleSystem;
  122837. /**
  122838. * Instantiates a GPU particle system.
  122839. * 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.
  122840. * @param name The name of the particle system
  122841. * @param options The options used to create the system
  122842. * @param scene The scene the particle system belongs to
  122843. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  122844. */
  122845. constructor(name: string, options: Partial<{
  122846. capacity: number;
  122847. randomTextureSize: number;
  122848. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  122849. protected _reset(): void;
  122850. private _createUpdateVAO;
  122851. private _createRenderVAO;
  122852. private _initialize;
  122853. /** @hidden */
  122854. _recreateUpdateEffect(): void;
  122855. /** @hidden */
  122856. _recreateRenderEffect(): void;
  122857. /**
  122858. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  122859. * @param preWarm defines if we are in the pre-warmimg phase
  122860. */
  122861. animate(preWarm?: boolean): void;
  122862. private _createFactorGradientTexture;
  122863. private _createSizeGradientTexture;
  122864. private _createAngularSpeedGradientTexture;
  122865. private _createVelocityGradientTexture;
  122866. private _createLimitVelocityGradientTexture;
  122867. private _createDragGradientTexture;
  122868. private _createColorGradientTexture;
  122869. /**
  122870. * Renders the particle system in its current state
  122871. * @param preWarm defines if the system should only update the particles but not render them
  122872. * @returns the current number of particles
  122873. */
  122874. render(preWarm?: boolean): number;
  122875. /**
  122876. * Rebuilds the particle system
  122877. */
  122878. rebuild(): void;
  122879. private _releaseBuffers;
  122880. private _releaseVAOs;
  122881. /**
  122882. * Disposes the particle system and free the associated resources
  122883. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  122884. */
  122885. dispose(disposeTexture?: boolean): void;
  122886. /**
  122887. * Clones the particle system.
  122888. * @param name The name of the cloned object
  122889. * @param newEmitter The new emitter to use
  122890. * @returns the cloned particle system
  122891. */
  122892. clone(name: string, newEmitter: any): GPUParticleSystem;
  122893. /**
  122894. * Serializes the particle system to a JSON object.
  122895. * @returns the JSON object
  122896. */
  122897. serialize(): any;
  122898. /**
  122899. * Parses a JSON object to create a GPU particle system.
  122900. * @param parsedParticleSystem The JSON object to parse
  122901. * @param scene The scene to create the particle system in
  122902. * @param rootUrl The root url to use to load external dependencies like texture
  122903. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  122904. * @returns the parsed GPU particle system
  122905. */
  122906. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  122907. }
  122908. }
  122909. declare module BABYLON {
  122910. /**
  122911. * Represents a set of particle systems working together to create a specific effect
  122912. */
  122913. export class ParticleSystemSet implements IDisposable {
  122914. private _emitterCreationOptions;
  122915. private _emitterNode;
  122916. /**
  122917. * Gets the particle system list
  122918. */
  122919. systems: IParticleSystem[];
  122920. /**
  122921. * Gets the emitter node used with this set
  122922. */
  122923. readonly emitterNode: Nullable<TransformNode>;
  122924. /**
  122925. * Creates a new emitter mesh as a sphere
  122926. * @param options defines the options used to create the sphere
  122927. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  122928. * @param scene defines the hosting scene
  122929. */
  122930. setEmitterAsSphere(options: {
  122931. diameter: number;
  122932. segments: number;
  122933. color: Color3;
  122934. }, renderingGroupId: number, scene: Scene): void;
  122935. /**
  122936. * Starts all particle systems of the set
  122937. * @param emitter defines an optional mesh to use as emitter for the particle systems
  122938. */
  122939. start(emitter?: AbstractMesh): void;
  122940. /**
  122941. * Release all associated resources
  122942. */
  122943. dispose(): void;
  122944. /**
  122945. * Serialize the set into a JSON compatible object
  122946. * @returns a JSON compatible representation of the set
  122947. */
  122948. serialize(): any;
  122949. /**
  122950. * Parse a new ParticleSystemSet from a serialized source
  122951. * @param data defines a JSON compatible representation of the set
  122952. * @param scene defines the hosting scene
  122953. * @param gpu defines if we want GPU particles or CPU particles
  122954. * @returns a new ParticleSystemSet
  122955. */
  122956. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  122957. }
  122958. }
  122959. declare module BABYLON {
  122960. /**
  122961. * This class is made for on one-liner static method to help creating particle system set.
  122962. */
  122963. export class ParticleHelper {
  122964. /**
  122965. * Gets or sets base Assets URL
  122966. */
  122967. static BaseAssetsUrl: string;
  122968. /**
  122969. * Create a default particle system that you can tweak
  122970. * @param emitter defines the emitter to use
  122971. * @param capacity defines the system capacity (default is 500 particles)
  122972. * @param scene defines the hosting scene
  122973. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  122974. * @returns the new Particle system
  122975. */
  122976. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  122977. /**
  122978. * This is the main static method (one-liner) of this helper to create different particle systems
  122979. * @param type This string represents the type to the particle system to create
  122980. * @param scene The scene where the particle system should live
  122981. * @param gpu If the system will use gpu
  122982. * @returns the ParticleSystemSet created
  122983. */
  122984. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  122985. /**
  122986. * Static function used to export a particle system to a ParticleSystemSet variable.
  122987. * Please note that the emitter shape is not exported
  122988. * @param systems defines the particle systems to export
  122989. * @returns the created particle system set
  122990. */
  122991. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  122992. }
  122993. }
  122994. declare module BABYLON {
  122995. interface Engine {
  122996. /**
  122997. * Create an effect to use with particle systems.
  122998. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  122999. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  123000. * @param uniformsNames defines a list of attribute names
  123001. * @param samplers defines an array of string used to represent textures
  123002. * @param defines defines the string containing the defines to use to compile the shaders
  123003. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  123004. * @param onCompiled defines a function to call when the effect creation is successful
  123005. * @param onError defines a function to call when the effect creation has failed
  123006. * @returns the new Effect
  123007. */
  123008. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  123009. }
  123010. interface Mesh {
  123011. /**
  123012. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  123013. * @returns an array of IParticleSystem
  123014. */
  123015. getEmittedParticleSystems(): IParticleSystem[];
  123016. /**
  123017. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  123018. * @returns an array of IParticleSystem
  123019. */
  123020. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  123021. }
  123022. /**
  123023. * @hidden
  123024. */
  123025. export var _IDoNeedToBeInTheBuild: number;
  123026. }
  123027. declare module BABYLON {
  123028. interface Scene {
  123029. /** @hidden (Backing field) */
  123030. _physicsEngine: Nullable<IPhysicsEngine>;
  123031. /**
  123032. * Gets the current physics engine
  123033. * @returns a IPhysicsEngine or null if none attached
  123034. */
  123035. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  123036. /**
  123037. * Enables physics to the current scene
  123038. * @param gravity defines the scene's gravity for the physics engine
  123039. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  123040. * @return a boolean indicating if the physics engine was initialized
  123041. */
  123042. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  123043. /**
  123044. * Disables and disposes the physics engine associated with the scene
  123045. */
  123046. disablePhysicsEngine(): void;
  123047. /**
  123048. * Gets a boolean indicating if there is an active physics engine
  123049. * @returns a boolean indicating if there is an active physics engine
  123050. */
  123051. isPhysicsEnabled(): boolean;
  123052. /**
  123053. * Deletes a physics compound impostor
  123054. * @param compound defines the compound to delete
  123055. */
  123056. deleteCompoundImpostor(compound: any): void;
  123057. /**
  123058. * An event triggered when physic simulation is about to be run
  123059. */
  123060. onBeforePhysicsObservable: Observable<Scene>;
  123061. /**
  123062. * An event triggered when physic simulation has been done
  123063. */
  123064. onAfterPhysicsObservable: Observable<Scene>;
  123065. }
  123066. interface AbstractMesh {
  123067. /** @hidden */
  123068. _physicsImpostor: Nullable<PhysicsImpostor>;
  123069. /**
  123070. * Gets or sets impostor used for physic simulation
  123071. * @see http://doc.babylonjs.com/features/physics_engine
  123072. */
  123073. physicsImpostor: Nullable<PhysicsImpostor>;
  123074. /**
  123075. * Gets the current physics impostor
  123076. * @see http://doc.babylonjs.com/features/physics_engine
  123077. * @returns a physics impostor or null
  123078. */
  123079. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  123080. /** Apply a physic impulse to the mesh
  123081. * @param force defines the force to apply
  123082. * @param contactPoint defines where to apply the force
  123083. * @returns the current mesh
  123084. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  123085. */
  123086. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  123087. /**
  123088. * Creates a physic joint between two meshes
  123089. * @param otherMesh defines the other mesh to use
  123090. * @param pivot1 defines the pivot to use on this mesh
  123091. * @param pivot2 defines the pivot to use on the other mesh
  123092. * @param options defines additional options (can be plugin dependent)
  123093. * @returns the current mesh
  123094. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  123095. */
  123096. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  123097. /** @hidden */
  123098. _disposePhysicsObserver: Nullable<Observer<Node>>;
  123099. }
  123100. /**
  123101. * Defines the physics engine scene component responsible to manage a physics engine
  123102. */
  123103. export class PhysicsEngineSceneComponent implements ISceneComponent {
  123104. /**
  123105. * The component name helpful to identify the component in the list of scene components.
  123106. */
  123107. readonly name: string;
  123108. /**
  123109. * The scene the component belongs to.
  123110. */
  123111. scene: Scene;
  123112. /**
  123113. * Creates a new instance of the component for the given scene
  123114. * @param scene Defines the scene to register the component in
  123115. */
  123116. constructor(scene: Scene);
  123117. /**
  123118. * Registers the component in a given scene
  123119. */
  123120. register(): void;
  123121. /**
  123122. * Rebuilds the elements related to this component in case of
  123123. * context lost for instance.
  123124. */
  123125. rebuild(): void;
  123126. /**
  123127. * Disposes the component and the associated ressources
  123128. */
  123129. dispose(): void;
  123130. }
  123131. }
  123132. declare module BABYLON {
  123133. /**
  123134. * A helper for physics simulations
  123135. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123136. */
  123137. export class PhysicsHelper {
  123138. private _scene;
  123139. private _physicsEngine;
  123140. /**
  123141. * Initializes the Physics helper
  123142. * @param scene Babylon.js scene
  123143. */
  123144. constructor(scene: Scene);
  123145. /**
  123146. * Applies a radial explosion impulse
  123147. * @param origin the origin of the explosion
  123148. * @param radiusOrEventOptions the radius or the options of radial explosion
  123149. * @param strength the explosion strength
  123150. * @param falloff possible options: Constant & Linear. Defaults to Constant
  123151. * @returns A physics radial explosion event, or null
  123152. */
  123153. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  123154. /**
  123155. * Applies a radial explosion force
  123156. * @param origin the origin of the explosion
  123157. * @param radiusOrEventOptions the radius or the options of radial explosion
  123158. * @param strength the explosion strength
  123159. * @param falloff possible options: Constant & Linear. Defaults to Constant
  123160. * @returns A physics radial explosion event, or null
  123161. */
  123162. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  123163. /**
  123164. * Creates a gravitational field
  123165. * @param origin the origin of the explosion
  123166. * @param radiusOrEventOptions the radius or the options of radial explosion
  123167. * @param strength the explosion strength
  123168. * @param falloff possible options: Constant & Linear. Defaults to Constant
  123169. * @returns A physics gravitational field event, or null
  123170. */
  123171. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  123172. /**
  123173. * Creates a physics updraft event
  123174. * @param origin the origin of the updraft
  123175. * @param radiusOrEventOptions the radius or the options of the updraft
  123176. * @param strength the strength of the updraft
  123177. * @param height the height of the updraft
  123178. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  123179. * @returns A physics updraft event, or null
  123180. */
  123181. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  123182. /**
  123183. * Creates a physics vortex event
  123184. * @param origin the of the vortex
  123185. * @param radiusOrEventOptions the radius or the options of the vortex
  123186. * @param strength the strength of the vortex
  123187. * @param height the height of the vortex
  123188. * @returns a Physics vortex event, or null
  123189. * A physics vortex event or null
  123190. */
  123191. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  123192. }
  123193. /**
  123194. * Represents a physics radial explosion event
  123195. */
  123196. class PhysicsRadialExplosionEvent {
  123197. private _scene;
  123198. private _options;
  123199. private _sphere;
  123200. private _dataFetched;
  123201. /**
  123202. * Initializes a radial explosioin event
  123203. * @param _scene BabylonJS scene
  123204. * @param _options The options for the vortex event
  123205. */
  123206. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  123207. /**
  123208. * Returns the data related to the radial explosion event (sphere).
  123209. * @returns The radial explosion event data
  123210. */
  123211. getData(): PhysicsRadialExplosionEventData;
  123212. /**
  123213. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  123214. * @param impostor A physics imposter
  123215. * @param origin the origin of the explosion
  123216. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  123217. */
  123218. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  123219. /**
  123220. * Triggers affecterd impostors callbacks
  123221. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  123222. */
  123223. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  123224. /**
  123225. * Disposes the sphere.
  123226. * @param force Specifies if the sphere should be disposed by force
  123227. */
  123228. dispose(force?: boolean): void;
  123229. /*** Helpers ***/
  123230. private _prepareSphere;
  123231. private _intersectsWithSphere;
  123232. }
  123233. /**
  123234. * Represents a gravitational field event
  123235. */
  123236. class PhysicsGravitationalFieldEvent {
  123237. private _physicsHelper;
  123238. private _scene;
  123239. private _origin;
  123240. private _options;
  123241. private _tickCallback;
  123242. private _sphere;
  123243. private _dataFetched;
  123244. /**
  123245. * Initializes the physics gravitational field event
  123246. * @param _physicsHelper A physics helper
  123247. * @param _scene BabylonJS scene
  123248. * @param _origin The origin position of the gravitational field event
  123249. * @param _options The options for the vortex event
  123250. */
  123251. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  123252. /**
  123253. * Returns the data related to the gravitational field event (sphere).
  123254. * @returns A gravitational field event
  123255. */
  123256. getData(): PhysicsGravitationalFieldEventData;
  123257. /**
  123258. * Enables the gravitational field.
  123259. */
  123260. enable(): void;
  123261. /**
  123262. * Disables the gravitational field.
  123263. */
  123264. disable(): void;
  123265. /**
  123266. * Disposes the sphere.
  123267. * @param force The force to dispose from the gravitational field event
  123268. */
  123269. dispose(force?: boolean): void;
  123270. private _tick;
  123271. }
  123272. /**
  123273. * Represents a physics updraft event
  123274. */
  123275. class PhysicsUpdraftEvent {
  123276. private _scene;
  123277. private _origin;
  123278. private _options;
  123279. private _physicsEngine;
  123280. private _originTop;
  123281. private _originDirection;
  123282. private _tickCallback;
  123283. private _cylinder;
  123284. private _cylinderPosition;
  123285. private _dataFetched;
  123286. /**
  123287. * Initializes the physics updraft event
  123288. * @param _scene BabylonJS scene
  123289. * @param _origin The origin position of the updraft
  123290. * @param _options The options for the updraft event
  123291. */
  123292. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  123293. /**
  123294. * Returns the data related to the updraft event (cylinder).
  123295. * @returns A physics updraft event
  123296. */
  123297. getData(): PhysicsUpdraftEventData;
  123298. /**
  123299. * Enables the updraft.
  123300. */
  123301. enable(): void;
  123302. /**
  123303. * Disables the updraft.
  123304. */
  123305. disable(): void;
  123306. /**
  123307. * Disposes the cylinder.
  123308. * @param force Specifies if the updraft should be disposed by force
  123309. */
  123310. dispose(force?: boolean): void;
  123311. private getImpostorHitData;
  123312. private _tick;
  123313. /*** Helpers ***/
  123314. private _prepareCylinder;
  123315. private _intersectsWithCylinder;
  123316. }
  123317. /**
  123318. * Represents a physics vortex event
  123319. */
  123320. class PhysicsVortexEvent {
  123321. private _scene;
  123322. private _origin;
  123323. private _options;
  123324. private _physicsEngine;
  123325. private _originTop;
  123326. private _tickCallback;
  123327. private _cylinder;
  123328. private _cylinderPosition;
  123329. private _dataFetched;
  123330. /**
  123331. * Initializes the physics vortex event
  123332. * @param _scene The BabylonJS scene
  123333. * @param _origin The origin position of the vortex
  123334. * @param _options The options for the vortex event
  123335. */
  123336. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  123337. /**
  123338. * Returns the data related to the vortex event (cylinder).
  123339. * @returns The physics vortex event data
  123340. */
  123341. getData(): PhysicsVortexEventData;
  123342. /**
  123343. * Enables the vortex.
  123344. */
  123345. enable(): void;
  123346. /**
  123347. * Disables the cortex.
  123348. */
  123349. disable(): void;
  123350. /**
  123351. * Disposes the sphere.
  123352. * @param force
  123353. */
  123354. dispose(force?: boolean): void;
  123355. private getImpostorHitData;
  123356. private _tick;
  123357. /*** Helpers ***/
  123358. private _prepareCylinder;
  123359. private _intersectsWithCylinder;
  123360. }
  123361. /**
  123362. * Options fot the radial explosion event
  123363. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123364. */
  123365. export class PhysicsRadialExplosionEventOptions {
  123366. /**
  123367. * The radius of the sphere for the radial explosion.
  123368. */
  123369. radius: number;
  123370. /**
  123371. * The strenth of the explosion.
  123372. */
  123373. strength: number;
  123374. /**
  123375. * The strenght of the force in correspondence to the distance of the affected object
  123376. */
  123377. falloff: PhysicsRadialImpulseFalloff;
  123378. /**
  123379. * Sphere options for the radial explosion.
  123380. */
  123381. sphere: {
  123382. segments: number;
  123383. diameter: number;
  123384. };
  123385. /**
  123386. * Sphere options for the radial explosion.
  123387. */
  123388. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  123389. }
  123390. /**
  123391. * Options fot the updraft event
  123392. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123393. */
  123394. export class PhysicsUpdraftEventOptions {
  123395. /**
  123396. * The radius of the cylinder for the vortex
  123397. */
  123398. radius: number;
  123399. /**
  123400. * The strenth of the updraft.
  123401. */
  123402. strength: number;
  123403. /**
  123404. * The height of the cylinder for the updraft.
  123405. */
  123406. height: number;
  123407. /**
  123408. * The mode for the the updraft.
  123409. */
  123410. updraftMode: PhysicsUpdraftMode;
  123411. }
  123412. /**
  123413. * Options fot the vortex event
  123414. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123415. */
  123416. export class PhysicsVortexEventOptions {
  123417. /**
  123418. * The radius of the cylinder for the vortex
  123419. */
  123420. radius: number;
  123421. /**
  123422. * The strenth of the vortex.
  123423. */
  123424. strength: number;
  123425. /**
  123426. * The height of the cylinder for the vortex.
  123427. */
  123428. height: number;
  123429. /**
  123430. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  123431. */
  123432. centripetalForceThreshold: number;
  123433. /**
  123434. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  123435. */
  123436. centripetalForceMultiplier: number;
  123437. /**
  123438. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  123439. */
  123440. centrifugalForceMultiplier: number;
  123441. /**
  123442. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  123443. */
  123444. updraftForceMultiplier: number;
  123445. }
  123446. /**
  123447. * The strenght of the force in correspondence to the distance of the affected object
  123448. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123449. */
  123450. export enum PhysicsRadialImpulseFalloff {
  123451. /** Defines that impulse is constant in strength across it's whole radius */
  123452. Constant = 0,
  123453. /** Defines that impulse gets weaker if it's further from the origin */
  123454. Linear = 1
  123455. }
  123456. /**
  123457. * The strength of the force in correspondence to the distance of the affected object
  123458. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123459. */
  123460. export enum PhysicsUpdraftMode {
  123461. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  123462. Center = 0,
  123463. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  123464. Perpendicular = 1
  123465. }
  123466. /**
  123467. * Interface for a physics hit data
  123468. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123469. */
  123470. export interface PhysicsHitData {
  123471. /**
  123472. * The force applied at the contact point
  123473. */
  123474. force: Vector3;
  123475. /**
  123476. * The contact point
  123477. */
  123478. contactPoint: Vector3;
  123479. /**
  123480. * The distance from the origin to the contact point
  123481. */
  123482. distanceFromOrigin: number;
  123483. }
  123484. /**
  123485. * Interface for radial explosion event data
  123486. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123487. */
  123488. export interface PhysicsRadialExplosionEventData {
  123489. /**
  123490. * A sphere used for the radial explosion event
  123491. */
  123492. sphere: Mesh;
  123493. }
  123494. /**
  123495. * Interface for gravitational field event data
  123496. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123497. */
  123498. export interface PhysicsGravitationalFieldEventData {
  123499. /**
  123500. * A sphere mesh used for the gravitational field event
  123501. */
  123502. sphere: Mesh;
  123503. }
  123504. /**
  123505. * Interface for updraft event data
  123506. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123507. */
  123508. export interface PhysicsUpdraftEventData {
  123509. /**
  123510. * A cylinder used for the updraft event
  123511. */
  123512. cylinder: Mesh;
  123513. }
  123514. /**
  123515. * Interface for vortex event data
  123516. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123517. */
  123518. export interface PhysicsVortexEventData {
  123519. /**
  123520. * A cylinder used for the vortex event
  123521. */
  123522. cylinder: Mesh;
  123523. }
  123524. /**
  123525. * Interface for an affected physics impostor
  123526. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123527. */
  123528. export interface PhysicsAffectedImpostorWithData {
  123529. /**
  123530. * The impostor affected by the effect
  123531. */
  123532. impostor: PhysicsImpostor;
  123533. /**
  123534. * The data about the hit/horce from the explosion
  123535. */
  123536. hitData: PhysicsHitData;
  123537. }
  123538. }
  123539. declare module BABYLON {
  123540. /** @hidden */
  123541. export var blackAndWhitePixelShader: {
  123542. name: string;
  123543. shader: string;
  123544. };
  123545. }
  123546. declare module BABYLON {
  123547. /**
  123548. * Post process used to render in black and white
  123549. */
  123550. export class BlackAndWhitePostProcess extends PostProcess {
  123551. /**
  123552. * Linear about to convert he result to black and white (default: 1)
  123553. */
  123554. degree: number;
  123555. /**
  123556. * Creates a black and white post process
  123557. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  123558. * @param name The name of the effect.
  123559. * @param options The required width/height ratio to downsize to before computing the render pass.
  123560. * @param camera The camera to apply the render pass to.
  123561. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123562. * @param engine The engine which the post process will be applied. (default: current engine)
  123563. * @param reusable If the post process can be reused on the same frame. (default: false)
  123564. */
  123565. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  123566. }
  123567. }
  123568. declare module BABYLON {
  123569. /**
  123570. * This represents a set of one or more post processes in Babylon.
  123571. * A post process can be used to apply a shader to a texture after it is rendered.
  123572. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  123573. */
  123574. export class PostProcessRenderEffect {
  123575. private _postProcesses;
  123576. private _getPostProcesses;
  123577. private _singleInstance;
  123578. private _cameras;
  123579. private _indicesForCamera;
  123580. /**
  123581. * Name of the effect
  123582. * @hidden
  123583. */
  123584. _name: string;
  123585. /**
  123586. * Instantiates a post process render effect.
  123587. * A post process can be used to apply a shader to a texture after it is rendered.
  123588. * @param engine The engine the effect is tied to
  123589. * @param name The name of the effect
  123590. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  123591. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  123592. */
  123593. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  123594. /**
  123595. * Checks if all the post processes in the effect are supported.
  123596. */
  123597. readonly isSupported: boolean;
  123598. /**
  123599. * Updates the current state of the effect
  123600. * @hidden
  123601. */
  123602. _update(): void;
  123603. /**
  123604. * Attaches the effect on cameras
  123605. * @param cameras The camera to attach to.
  123606. * @hidden
  123607. */
  123608. _attachCameras(cameras: Camera): void;
  123609. /**
  123610. * Attaches the effect on cameras
  123611. * @param cameras The camera to attach to.
  123612. * @hidden
  123613. */
  123614. _attachCameras(cameras: Camera[]): void;
  123615. /**
  123616. * Detaches the effect on cameras
  123617. * @param cameras The camera to detatch from.
  123618. * @hidden
  123619. */
  123620. _detachCameras(cameras: Camera): void;
  123621. /**
  123622. * Detatches the effect on cameras
  123623. * @param cameras The camera to detatch from.
  123624. * @hidden
  123625. */
  123626. _detachCameras(cameras: Camera[]): void;
  123627. /**
  123628. * Enables the effect on given cameras
  123629. * @param cameras The camera to enable.
  123630. * @hidden
  123631. */
  123632. _enable(cameras: Camera): void;
  123633. /**
  123634. * Enables the effect on given cameras
  123635. * @param cameras The camera to enable.
  123636. * @hidden
  123637. */
  123638. _enable(cameras: Nullable<Camera[]>): void;
  123639. /**
  123640. * Disables the effect on the given cameras
  123641. * @param cameras The camera to disable.
  123642. * @hidden
  123643. */
  123644. _disable(cameras: Camera): void;
  123645. /**
  123646. * Disables the effect on the given cameras
  123647. * @param cameras The camera to disable.
  123648. * @hidden
  123649. */
  123650. _disable(cameras: Nullable<Camera[]>): void;
  123651. /**
  123652. * Gets a list of the post processes contained in the effect.
  123653. * @param camera The camera to get the post processes on.
  123654. * @returns The list of the post processes in the effect.
  123655. */
  123656. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  123657. }
  123658. }
  123659. declare module BABYLON {
  123660. /** @hidden */
  123661. export var extractHighlightsPixelShader: {
  123662. name: string;
  123663. shader: string;
  123664. };
  123665. }
  123666. declare module BABYLON {
  123667. /**
  123668. * 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.
  123669. */
  123670. export class ExtractHighlightsPostProcess extends PostProcess {
  123671. /**
  123672. * The luminance threshold, pixels below this value will be set to black.
  123673. */
  123674. threshold: number;
  123675. /** @hidden */
  123676. _exposure: number;
  123677. /**
  123678. * Post process which has the input texture to be used when performing highlight extraction
  123679. * @hidden
  123680. */
  123681. _inputPostProcess: Nullable<PostProcess>;
  123682. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123683. }
  123684. }
  123685. declare module BABYLON {
  123686. /** @hidden */
  123687. export var bloomMergePixelShader: {
  123688. name: string;
  123689. shader: string;
  123690. };
  123691. }
  123692. declare module BABYLON {
  123693. /**
  123694. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  123695. */
  123696. export class BloomMergePostProcess extends PostProcess {
  123697. /** Weight of the bloom to be added to the original input. */
  123698. weight: number;
  123699. /**
  123700. * Creates a new instance of @see BloomMergePostProcess
  123701. * @param name The name of the effect.
  123702. * @param originalFromInput Post process which's input will be used for the merge.
  123703. * @param blurred Blurred highlights post process which's output will be used.
  123704. * @param weight Weight of the bloom to be added to the original input.
  123705. * @param options The required width/height ratio to downsize to before computing the render pass.
  123706. * @param camera The camera to apply the render pass to.
  123707. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123708. * @param engine The engine which the post process will be applied. (default: current engine)
  123709. * @param reusable If the post process can be reused on the same frame. (default: false)
  123710. * @param textureType Type of textures used when performing the post process. (default: 0)
  123711. * @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)
  123712. */
  123713. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  123714. /** Weight of the bloom to be added to the original input. */
  123715. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123716. }
  123717. }
  123718. declare module BABYLON {
  123719. /**
  123720. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  123721. */
  123722. export class BloomEffect extends PostProcessRenderEffect {
  123723. private bloomScale;
  123724. /**
  123725. * @hidden Internal
  123726. */
  123727. _effects: Array<PostProcess>;
  123728. /**
  123729. * @hidden Internal
  123730. */
  123731. _downscale: ExtractHighlightsPostProcess;
  123732. private _blurX;
  123733. private _blurY;
  123734. private _merge;
  123735. /**
  123736. * The luminance threshold to find bright areas of the image to bloom.
  123737. */
  123738. threshold: number;
  123739. /**
  123740. * The strength of the bloom.
  123741. */
  123742. weight: number;
  123743. /**
  123744. * Specifies the size of the bloom blur kernel, relative to the final output size
  123745. */
  123746. kernel: number;
  123747. /**
  123748. * Creates a new instance of @see BloomEffect
  123749. * @param scene The scene the effect belongs to.
  123750. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  123751. * @param bloomKernel The size of the kernel to be used when applying the blur.
  123752. * @param bloomWeight The the strength of bloom.
  123753. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  123754. * @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)
  123755. */
  123756. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  123757. /**
  123758. * Disposes each of the internal effects for a given camera.
  123759. * @param camera The camera to dispose the effect on.
  123760. */
  123761. disposeEffects(camera: Camera): void;
  123762. /**
  123763. * @hidden Internal
  123764. */
  123765. _updateEffects(): void;
  123766. /**
  123767. * Internal
  123768. * @returns if all the contained post processes are ready.
  123769. * @hidden
  123770. */
  123771. _isReady(): boolean;
  123772. }
  123773. }
  123774. declare module BABYLON {
  123775. /** @hidden */
  123776. export var chromaticAberrationPixelShader: {
  123777. name: string;
  123778. shader: string;
  123779. };
  123780. }
  123781. declare module BABYLON {
  123782. /**
  123783. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  123784. */
  123785. export class ChromaticAberrationPostProcess extends PostProcess {
  123786. /**
  123787. * The amount of seperation of rgb channels (default: 30)
  123788. */
  123789. aberrationAmount: number;
  123790. /**
  123791. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  123792. */
  123793. radialIntensity: number;
  123794. /**
  123795. * 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))
  123796. */
  123797. direction: Vector2;
  123798. /**
  123799. * 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))
  123800. */
  123801. centerPosition: Vector2;
  123802. /**
  123803. * Creates a new instance ChromaticAberrationPostProcess
  123804. * @param name The name of the effect.
  123805. * @param screenWidth The width of the screen to apply the effect on.
  123806. * @param screenHeight The height of the screen to apply the effect on.
  123807. * @param options The required width/height ratio to downsize to before computing the render pass.
  123808. * @param camera The camera to apply the render pass to.
  123809. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123810. * @param engine The engine which the post process will be applied. (default: current engine)
  123811. * @param reusable If the post process can be reused on the same frame. (default: false)
  123812. * @param textureType Type of textures used when performing the post process. (default: 0)
  123813. * @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)
  123814. */
  123815. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123816. }
  123817. }
  123818. declare module BABYLON {
  123819. /** @hidden */
  123820. export var circleOfConfusionPixelShader: {
  123821. name: string;
  123822. shader: string;
  123823. };
  123824. }
  123825. declare module BABYLON {
  123826. /**
  123827. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  123828. */
  123829. export class CircleOfConfusionPostProcess extends PostProcess {
  123830. /**
  123831. * 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.
  123832. */
  123833. lensSize: number;
  123834. /**
  123835. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  123836. */
  123837. fStop: number;
  123838. /**
  123839. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  123840. */
  123841. focusDistance: number;
  123842. /**
  123843. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  123844. */
  123845. focalLength: number;
  123846. private _depthTexture;
  123847. /**
  123848. * Creates a new instance CircleOfConfusionPostProcess
  123849. * @param name The name of the effect.
  123850. * @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.
  123851. * @param options The required width/height ratio to downsize to before computing the render pass.
  123852. * @param camera The camera to apply the render pass to.
  123853. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123854. * @param engine The engine which the post process will be applied. (default: current engine)
  123855. * @param reusable If the post process can be reused on the same frame. (default: false)
  123856. * @param textureType Type of textures used when performing the post process. (default: 0)
  123857. * @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)
  123858. */
  123859. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123860. /**
  123861. * 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.
  123862. */
  123863. depthTexture: RenderTargetTexture;
  123864. }
  123865. }
  123866. declare module BABYLON {
  123867. /** @hidden */
  123868. export var colorCorrectionPixelShader: {
  123869. name: string;
  123870. shader: string;
  123871. };
  123872. }
  123873. declare module BABYLON {
  123874. /**
  123875. *
  123876. * This post-process allows the modification of rendered colors by using
  123877. * a 'look-up table' (LUT). This effect is also called Color Grading.
  123878. *
  123879. * The object needs to be provided an url to a texture containing the color
  123880. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  123881. * Use an image editing software to tweak the LUT to match your needs.
  123882. *
  123883. * For an example of a color LUT, see here:
  123884. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  123885. * For explanations on color grading, see here:
  123886. * @see http://udn.epicgames.com/Three/ColorGrading.html
  123887. *
  123888. */
  123889. export class ColorCorrectionPostProcess extends PostProcess {
  123890. private _colorTableTexture;
  123891. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  123892. }
  123893. }
  123894. declare module BABYLON {
  123895. /** @hidden */
  123896. export var convolutionPixelShader: {
  123897. name: string;
  123898. shader: string;
  123899. };
  123900. }
  123901. declare module BABYLON {
  123902. /**
  123903. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  123904. * input texture to perform effects such as edge detection or sharpening
  123905. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  123906. */
  123907. export class ConvolutionPostProcess extends PostProcess {
  123908. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  123909. kernel: number[];
  123910. /**
  123911. * Creates a new instance ConvolutionPostProcess
  123912. * @param name The name of the effect.
  123913. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  123914. * @param options The required width/height ratio to downsize to before computing the render pass.
  123915. * @param camera The camera to apply the render pass to.
  123916. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123917. * @param engine The engine which the post process will be applied. (default: current engine)
  123918. * @param reusable If the post process can be reused on the same frame. (default: false)
  123919. * @param textureType Type of textures used when performing the post process. (default: 0)
  123920. */
  123921. constructor(name: string,
  123922. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  123923. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  123924. /**
  123925. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123926. */
  123927. static EdgeDetect0Kernel: number[];
  123928. /**
  123929. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123930. */
  123931. static EdgeDetect1Kernel: number[];
  123932. /**
  123933. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123934. */
  123935. static EdgeDetect2Kernel: number[];
  123936. /**
  123937. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123938. */
  123939. static SharpenKernel: number[];
  123940. /**
  123941. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123942. */
  123943. static EmbossKernel: number[];
  123944. /**
  123945. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123946. */
  123947. static GaussianKernel: number[];
  123948. }
  123949. }
  123950. declare module BABYLON {
  123951. /**
  123952. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  123953. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  123954. * based on samples that have a large difference in distance than the center pixel.
  123955. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  123956. */
  123957. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  123958. direction: Vector2;
  123959. /**
  123960. * Creates a new instance CircleOfConfusionPostProcess
  123961. * @param name The name of the effect.
  123962. * @param scene The scene the effect belongs to.
  123963. * @param direction The direction the blur should be applied.
  123964. * @param kernel The size of the kernel used to blur.
  123965. * @param options The required width/height ratio to downsize to before computing the render pass.
  123966. * @param camera The camera to apply the render pass to.
  123967. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  123968. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  123969. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123970. * @param engine The engine which the post process will be applied. (default: current engine)
  123971. * @param reusable If the post process can be reused on the same frame. (default: false)
  123972. * @param textureType Type of textures used when performing the post process. (default: 0)
  123973. * @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)
  123974. */
  123975. 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);
  123976. }
  123977. }
  123978. declare module BABYLON {
  123979. /** @hidden */
  123980. export var depthOfFieldMergePixelShader: {
  123981. name: string;
  123982. shader: string;
  123983. };
  123984. }
  123985. declare module BABYLON {
  123986. /**
  123987. * Options to be set when merging outputs from the default pipeline.
  123988. */
  123989. export class DepthOfFieldMergePostProcessOptions {
  123990. /**
  123991. * The original image to merge on top of
  123992. */
  123993. originalFromInput: PostProcess;
  123994. /**
  123995. * Parameters to perform the merge of the depth of field effect
  123996. */
  123997. depthOfField?: {
  123998. circleOfConfusion: PostProcess;
  123999. blurSteps: Array<PostProcess>;
  124000. };
  124001. /**
  124002. * Parameters to perform the merge of bloom effect
  124003. */
  124004. bloom?: {
  124005. blurred: PostProcess;
  124006. weight: number;
  124007. };
  124008. }
  124009. /**
  124010. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  124011. */
  124012. export class DepthOfFieldMergePostProcess extends PostProcess {
  124013. private blurSteps;
  124014. /**
  124015. * Creates a new instance of DepthOfFieldMergePostProcess
  124016. * @param name The name of the effect.
  124017. * @param originalFromInput Post process which's input will be used for the merge.
  124018. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  124019. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  124020. * @param options The required width/height ratio to downsize to before computing the render pass.
  124021. * @param camera The camera to apply the render pass to.
  124022. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124023. * @param engine The engine which the post process will be applied. (default: current engine)
  124024. * @param reusable If the post process can be reused on the same frame. (default: false)
  124025. * @param textureType Type of textures used when performing the post process. (default: 0)
  124026. * @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)
  124027. */
  124028. 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);
  124029. /**
  124030. * Updates the effect with the current post process compile time values and recompiles the shader.
  124031. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  124032. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  124033. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  124034. * @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
  124035. * @param onCompiled Called when the shader has been compiled.
  124036. * @param onError Called if there is an error when compiling a shader.
  124037. */
  124038. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  124039. }
  124040. }
  124041. declare module BABYLON {
  124042. /**
  124043. * Specifies the level of max blur that should be applied when using the depth of field effect
  124044. */
  124045. export enum DepthOfFieldEffectBlurLevel {
  124046. /**
  124047. * Subtle blur
  124048. */
  124049. Low = 0,
  124050. /**
  124051. * Medium blur
  124052. */
  124053. Medium = 1,
  124054. /**
  124055. * Large blur
  124056. */
  124057. High = 2
  124058. }
  124059. /**
  124060. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  124061. */
  124062. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  124063. private _circleOfConfusion;
  124064. /**
  124065. * @hidden Internal, blurs from high to low
  124066. */
  124067. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  124068. private _depthOfFieldBlurY;
  124069. private _dofMerge;
  124070. /**
  124071. * @hidden Internal post processes in depth of field effect
  124072. */
  124073. _effects: Array<PostProcess>;
  124074. /**
  124075. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  124076. */
  124077. focalLength: number;
  124078. /**
  124079. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  124080. */
  124081. fStop: number;
  124082. /**
  124083. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  124084. */
  124085. focusDistance: number;
  124086. /**
  124087. * 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.
  124088. */
  124089. lensSize: number;
  124090. /**
  124091. * Creates a new instance DepthOfFieldEffect
  124092. * @param scene The scene the effect belongs to.
  124093. * @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.
  124094. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  124095. * @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)
  124096. */
  124097. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  124098. /**
  124099. * Get the current class name of the current effet
  124100. * @returns "DepthOfFieldEffect"
  124101. */
  124102. getClassName(): string;
  124103. /**
  124104. * 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.
  124105. */
  124106. depthTexture: RenderTargetTexture;
  124107. /**
  124108. * Disposes each of the internal effects for a given camera.
  124109. * @param camera The camera to dispose the effect on.
  124110. */
  124111. disposeEffects(camera: Camera): void;
  124112. /**
  124113. * @hidden Internal
  124114. */
  124115. _updateEffects(): void;
  124116. /**
  124117. * Internal
  124118. * @returns if all the contained post processes are ready.
  124119. * @hidden
  124120. */
  124121. _isReady(): boolean;
  124122. }
  124123. }
  124124. declare module BABYLON {
  124125. /** @hidden */
  124126. export var displayPassPixelShader: {
  124127. name: string;
  124128. shader: string;
  124129. };
  124130. }
  124131. declare module BABYLON {
  124132. /**
  124133. * DisplayPassPostProcess which produces an output the same as it's input
  124134. */
  124135. export class DisplayPassPostProcess extends PostProcess {
  124136. /**
  124137. * Creates the DisplayPassPostProcess
  124138. * @param name The name of the effect.
  124139. * @param options The required width/height ratio to downsize to before computing the render pass.
  124140. * @param camera The camera to apply the render pass to.
  124141. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124142. * @param engine The engine which the post process will be applied. (default: current engine)
  124143. * @param reusable If the post process can be reused on the same frame. (default: false)
  124144. */
  124145. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  124146. }
  124147. }
  124148. declare module BABYLON {
  124149. /** @hidden */
  124150. export var filterPixelShader: {
  124151. name: string;
  124152. shader: string;
  124153. };
  124154. }
  124155. declare module BABYLON {
  124156. /**
  124157. * Applies a kernel filter to the image
  124158. */
  124159. export class FilterPostProcess extends PostProcess {
  124160. /** The matrix to be applied to the image */
  124161. kernelMatrix: Matrix;
  124162. /**
  124163. *
  124164. * @param name The name of the effect.
  124165. * @param kernelMatrix The matrix to be applied to the image
  124166. * @param options The required width/height ratio to downsize to before computing the render pass.
  124167. * @param camera The camera to apply the render pass to.
  124168. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124169. * @param engine The engine which the post process will be applied. (default: current engine)
  124170. * @param reusable If the post process can be reused on the same frame. (default: false)
  124171. */
  124172. constructor(name: string,
  124173. /** The matrix to be applied to the image */
  124174. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  124175. }
  124176. }
  124177. declare module BABYLON {
  124178. /** @hidden */
  124179. export var fxaaPixelShader: {
  124180. name: string;
  124181. shader: string;
  124182. };
  124183. }
  124184. declare module BABYLON {
  124185. /** @hidden */
  124186. export var fxaaVertexShader: {
  124187. name: string;
  124188. shader: string;
  124189. };
  124190. }
  124191. declare module BABYLON {
  124192. /**
  124193. * Fxaa post process
  124194. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  124195. */
  124196. export class FxaaPostProcess extends PostProcess {
  124197. /** @hidden */
  124198. texelWidth: number;
  124199. /** @hidden */
  124200. texelHeight: number;
  124201. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  124202. private _getDefines;
  124203. }
  124204. }
  124205. declare module BABYLON {
  124206. /** @hidden */
  124207. export var grainPixelShader: {
  124208. name: string;
  124209. shader: string;
  124210. };
  124211. }
  124212. declare module BABYLON {
  124213. /**
  124214. * The GrainPostProcess adds noise to the image at mid luminance levels
  124215. */
  124216. export class GrainPostProcess extends PostProcess {
  124217. /**
  124218. * The intensity of the grain added (default: 30)
  124219. */
  124220. intensity: number;
  124221. /**
  124222. * If the grain should be randomized on every frame
  124223. */
  124224. animated: boolean;
  124225. /**
  124226. * Creates a new instance of @see GrainPostProcess
  124227. * @param name The name of the effect.
  124228. * @param options The required width/height ratio to downsize to before computing the render pass.
  124229. * @param camera The camera to apply the render pass to.
  124230. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124231. * @param engine The engine which the post process will be applied. (default: current engine)
  124232. * @param reusable If the post process can be reused on the same frame. (default: false)
  124233. * @param textureType Type of textures used when performing the post process. (default: 0)
  124234. * @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)
  124235. */
  124236. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  124237. }
  124238. }
  124239. declare module BABYLON {
  124240. /** @hidden */
  124241. export var highlightsPixelShader: {
  124242. name: string;
  124243. shader: string;
  124244. };
  124245. }
  124246. declare module BABYLON {
  124247. /**
  124248. * Extracts highlights from the image
  124249. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  124250. */
  124251. export class HighlightsPostProcess extends PostProcess {
  124252. /**
  124253. * Extracts highlights from the image
  124254. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  124255. * @param name The name of the effect.
  124256. * @param options The required width/height ratio to downsize to before computing the render pass.
  124257. * @param camera The camera to apply the render pass to.
  124258. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124259. * @param engine The engine which the post process will be applied. (default: current engine)
  124260. * @param reusable If the post process can be reused on the same frame. (default: false)
  124261. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  124262. */
  124263. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  124264. }
  124265. }
  124266. declare module BABYLON {
  124267. /** @hidden */
  124268. export var mrtFragmentDeclaration: {
  124269. name: string;
  124270. shader: string;
  124271. };
  124272. }
  124273. declare module BABYLON {
  124274. /** @hidden */
  124275. export var geometryPixelShader: {
  124276. name: string;
  124277. shader: string;
  124278. };
  124279. }
  124280. declare module BABYLON {
  124281. /** @hidden */
  124282. export var geometryVertexShader: {
  124283. name: string;
  124284. shader: string;
  124285. };
  124286. }
  124287. declare module BABYLON {
  124288. /** @hidden */
  124289. interface ISavedTransformationMatrix {
  124290. world: Matrix;
  124291. viewProjection: Matrix;
  124292. }
  124293. /**
  124294. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  124295. */
  124296. export class GeometryBufferRenderer {
  124297. /**
  124298. * Constant used to retrieve the position texture index in the G-Buffer textures array
  124299. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  124300. */
  124301. static readonly POSITION_TEXTURE_TYPE: number;
  124302. /**
  124303. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  124304. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  124305. */
  124306. static readonly VELOCITY_TEXTURE_TYPE: number;
  124307. /**
  124308. * Dictionary used to store the previous transformation matrices of each rendered mesh
  124309. * in order to compute objects velocities when enableVelocity is set to "true"
  124310. * @hidden
  124311. */
  124312. _previousTransformationMatrices: {
  124313. [index: number]: ISavedTransformationMatrix;
  124314. };
  124315. /**
  124316. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  124317. * in order to compute objects velocities when enableVelocity is set to "true"
  124318. * @hidden
  124319. */
  124320. _previousBonesTransformationMatrices: {
  124321. [index: number]: Float32Array;
  124322. };
  124323. /**
  124324. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  124325. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  124326. */
  124327. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  124328. private _scene;
  124329. private _multiRenderTarget;
  124330. private _ratio;
  124331. private _enablePosition;
  124332. private _enableVelocity;
  124333. private _positionIndex;
  124334. private _velocityIndex;
  124335. protected _effect: Effect;
  124336. protected _cachedDefines: string;
  124337. /**
  124338. * Set the render list (meshes to be rendered) used in the G buffer.
  124339. */
  124340. renderList: Mesh[];
  124341. /**
  124342. * Gets wether or not G buffer are supported by the running hardware.
  124343. * This requires draw buffer supports
  124344. */
  124345. readonly isSupported: boolean;
  124346. /**
  124347. * Returns the index of the given texture type in the G-Buffer textures array
  124348. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  124349. * @returns the index of the given texture type in the G-Buffer textures array
  124350. */
  124351. getTextureIndex(textureType: number): number;
  124352. /**
  124353. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  124354. */
  124355. /**
  124356. * Sets whether or not objects positions are enabled for the G buffer.
  124357. */
  124358. enablePosition: boolean;
  124359. /**
  124360. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  124361. */
  124362. /**
  124363. * Sets wether or not objects velocities are enabled for the G buffer.
  124364. */
  124365. enableVelocity: boolean;
  124366. /**
  124367. * Gets the scene associated with the buffer.
  124368. */
  124369. readonly scene: Scene;
  124370. /**
  124371. * Gets the ratio used by the buffer during its creation.
  124372. * How big is the buffer related to the main canvas.
  124373. */
  124374. readonly ratio: number;
  124375. /** @hidden */
  124376. static _SceneComponentInitialization: (scene: Scene) => void;
  124377. /**
  124378. * Creates a new G Buffer for the scene
  124379. * @param scene The scene the buffer belongs to
  124380. * @param ratio How big is the buffer related to the main canvas.
  124381. */
  124382. constructor(scene: Scene, ratio?: number);
  124383. /**
  124384. * Checks wether everything is ready to render a submesh to the G buffer.
  124385. * @param subMesh the submesh to check readiness for
  124386. * @param useInstances is the mesh drawn using instance or not
  124387. * @returns true if ready otherwise false
  124388. */
  124389. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  124390. /**
  124391. * Gets the current underlying G Buffer.
  124392. * @returns the buffer
  124393. */
  124394. getGBuffer(): MultiRenderTarget;
  124395. /**
  124396. * Gets the number of samples used to render the buffer (anti aliasing).
  124397. */
  124398. /**
  124399. * Sets the number of samples used to render the buffer (anti aliasing).
  124400. */
  124401. samples: number;
  124402. /**
  124403. * Disposes the renderer and frees up associated resources.
  124404. */
  124405. dispose(): void;
  124406. protected _createRenderTargets(): void;
  124407. private _copyBonesTransformationMatrices;
  124408. }
  124409. }
  124410. declare module BABYLON {
  124411. interface Scene {
  124412. /** @hidden (Backing field) */
  124413. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  124414. /**
  124415. * Gets or Sets the current geometry buffer associated to the scene.
  124416. */
  124417. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  124418. /**
  124419. * Enables a GeometryBufferRender and associates it with the scene
  124420. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  124421. * @returns the GeometryBufferRenderer
  124422. */
  124423. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  124424. /**
  124425. * Disables the GeometryBufferRender associated with the scene
  124426. */
  124427. disableGeometryBufferRenderer(): void;
  124428. }
  124429. /**
  124430. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  124431. * in several rendering techniques.
  124432. */
  124433. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  124434. /**
  124435. * The component name helpful to identify the component in the list of scene components.
  124436. */
  124437. readonly name: string;
  124438. /**
  124439. * The scene the component belongs to.
  124440. */
  124441. scene: Scene;
  124442. /**
  124443. * Creates a new instance of the component for the given scene
  124444. * @param scene Defines the scene to register the component in
  124445. */
  124446. constructor(scene: Scene);
  124447. /**
  124448. * Registers the component in a given scene
  124449. */
  124450. register(): void;
  124451. /**
  124452. * Rebuilds the elements related to this component in case of
  124453. * context lost for instance.
  124454. */
  124455. rebuild(): void;
  124456. /**
  124457. * Disposes the component and the associated ressources
  124458. */
  124459. dispose(): void;
  124460. private _gatherRenderTargets;
  124461. }
  124462. }
  124463. declare module BABYLON {
  124464. /** @hidden */
  124465. export var motionBlurPixelShader: {
  124466. name: string;
  124467. shader: string;
  124468. };
  124469. }
  124470. declare module BABYLON {
  124471. /**
  124472. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  124473. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  124474. * As an example, all you have to do is to create the post-process:
  124475. * var mb = new BABYLON.MotionBlurPostProcess(
  124476. * 'mb', // The name of the effect.
  124477. * scene, // The scene containing the objects to blur according to their velocity.
  124478. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  124479. * camera // The camera to apply the render pass to.
  124480. * );
  124481. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  124482. */
  124483. export class MotionBlurPostProcess extends PostProcess {
  124484. /**
  124485. * Defines how much the image is blurred by the movement. Default value is equal to 1
  124486. */
  124487. motionStrength: number;
  124488. /**
  124489. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  124490. */
  124491. /**
  124492. * Sets the number of iterations to be used for motion blur quality
  124493. */
  124494. motionBlurSamples: number;
  124495. private _motionBlurSamples;
  124496. private _geometryBufferRenderer;
  124497. /**
  124498. * Creates a new instance MotionBlurPostProcess
  124499. * @param name The name of the effect.
  124500. * @param scene The scene containing the objects to blur according to their velocity.
  124501. * @param options The required width/height ratio to downsize to before computing the render pass.
  124502. * @param camera The camera to apply the render pass to.
  124503. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124504. * @param engine The engine which the post process will be applied. (default: current engine)
  124505. * @param reusable If the post process can be reused on the same frame. (default: false)
  124506. * @param textureType Type of textures used when performing the post process. (default: 0)
  124507. * @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)
  124508. */
  124509. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  124510. /**
  124511. * Excludes the given skinned mesh from computing bones velocities.
  124512. * 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.
  124513. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  124514. */
  124515. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  124516. /**
  124517. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  124518. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  124519. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  124520. */
  124521. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  124522. /**
  124523. * Disposes the post process.
  124524. * @param camera The camera to dispose the post process on.
  124525. */
  124526. dispose(camera?: Camera): void;
  124527. }
  124528. }
  124529. declare module BABYLON {
  124530. /** @hidden */
  124531. export var refractionPixelShader: {
  124532. name: string;
  124533. shader: string;
  124534. };
  124535. }
  124536. declare module BABYLON {
  124537. /**
  124538. * Post process which applies a refractin texture
  124539. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  124540. */
  124541. export class RefractionPostProcess extends PostProcess {
  124542. /** the base color of the refraction (used to taint the rendering) */
  124543. color: Color3;
  124544. /** simulated refraction depth */
  124545. depth: number;
  124546. /** the coefficient of the base color (0 to remove base color tainting) */
  124547. colorLevel: number;
  124548. private _refTexture;
  124549. private _ownRefractionTexture;
  124550. /**
  124551. * Gets or sets the refraction texture
  124552. * Please note that you are responsible for disposing the texture if you set it manually
  124553. */
  124554. refractionTexture: Texture;
  124555. /**
  124556. * Initializes the RefractionPostProcess
  124557. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  124558. * @param name The name of the effect.
  124559. * @param refractionTextureUrl Url of the refraction texture to use
  124560. * @param color the base color of the refraction (used to taint the rendering)
  124561. * @param depth simulated refraction depth
  124562. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  124563. * @param camera The camera to apply the render pass to.
  124564. * @param options The required width/height ratio to downsize to before computing the render pass.
  124565. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124566. * @param engine The engine which the post process will be applied. (default: current engine)
  124567. * @param reusable If the post process can be reused on the same frame. (default: false)
  124568. */
  124569. constructor(name: string, refractionTextureUrl: string,
  124570. /** the base color of the refraction (used to taint the rendering) */
  124571. color: Color3,
  124572. /** simulated refraction depth */
  124573. depth: number,
  124574. /** the coefficient of the base color (0 to remove base color tainting) */
  124575. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  124576. /**
  124577. * Disposes of the post process
  124578. * @param camera Camera to dispose post process on
  124579. */
  124580. dispose(camera: Camera): void;
  124581. }
  124582. }
  124583. declare module BABYLON {
  124584. /** @hidden */
  124585. export var sharpenPixelShader: {
  124586. name: string;
  124587. shader: string;
  124588. };
  124589. }
  124590. declare module BABYLON {
  124591. /**
  124592. * The SharpenPostProcess applies a sharpen kernel to every pixel
  124593. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  124594. */
  124595. export class SharpenPostProcess extends PostProcess {
  124596. /**
  124597. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  124598. */
  124599. colorAmount: number;
  124600. /**
  124601. * How much sharpness should be applied (default: 0.3)
  124602. */
  124603. edgeAmount: number;
  124604. /**
  124605. * Creates a new instance ConvolutionPostProcess
  124606. * @param name The name of the effect.
  124607. * @param options The required width/height ratio to downsize to before computing the render pass.
  124608. * @param camera The camera to apply the render pass to.
  124609. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124610. * @param engine The engine which the post process will be applied. (default: current engine)
  124611. * @param reusable If the post process can be reused on the same frame. (default: false)
  124612. * @param textureType Type of textures used when performing the post process. (default: 0)
  124613. * @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)
  124614. */
  124615. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  124616. }
  124617. }
  124618. declare module BABYLON {
  124619. /**
  124620. * PostProcessRenderPipeline
  124621. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124622. */
  124623. export class PostProcessRenderPipeline {
  124624. private engine;
  124625. private _renderEffects;
  124626. private _renderEffectsForIsolatedPass;
  124627. /**
  124628. * List of inspectable custom properties (used by the Inspector)
  124629. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  124630. */
  124631. inspectableCustomProperties: IInspectable[];
  124632. /**
  124633. * @hidden
  124634. */
  124635. protected _cameras: Camera[];
  124636. /** @hidden */
  124637. _name: string;
  124638. /**
  124639. * Gets pipeline name
  124640. */
  124641. readonly name: string;
  124642. /**
  124643. * Initializes a PostProcessRenderPipeline
  124644. * @param engine engine to add the pipeline to
  124645. * @param name name of the pipeline
  124646. */
  124647. constructor(engine: Engine, name: string);
  124648. /**
  124649. * Gets the class name
  124650. * @returns "PostProcessRenderPipeline"
  124651. */
  124652. getClassName(): string;
  124653. /**
  124654. * If all the render effects in the pipeline are supported
  124655. */
  124656. readonly isSupported: boolean;
  124657. /**
  124658. * Adds an effect to the pipeline
  124659. * @param renderEffect the effect to add
  124660. */
  124661. addEffect(renderEffect: PostProcessRenderEffect): void;
  124662. /** @hidden */
  124663. _rebuild(): void;
  124664. /** @hidden */
  124665. _enableEffect(renderEffectName: string, cameras: Camera): void;
  124666. /** @hidden */
  124667. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  124668. /** @hidden */
  124669. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  124670. /** @hidden */
  124671. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  124672. /** @hidden */
  124673. _attachCameras(cameras: Camera, unique: boolean): void;
  124674. /** @hidden */
  124675. _attachCameras(cameras: Camera[], unique: boolean): void;
  124676. /** @hidden */
  124677. _detachCameras(cameras: Camera): void;
  124678. /** @hidden */
  124679. _detachCameras(cameras: Nullable<Camera[]>): void;
  124680. /** @hidden */
  124681. _update(): void;
  124682. /** @hidden */
  124683. _reset(): void;
  124684. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  124685. /**
  124686. * Disposes of the pipeline
  124687. */
  124688. dispose(): void;
  124689. }
  124690. }
  124691. declare module BABYLON {
  124692. /**
  124693. * PostProcessRenderPipelineManager class
  124694. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124695. */
  124696. export class PostProcessRenderPipelineManager {
  124697. private _renderPipelines;
  124698. /**
  124699. * Initializes a PostProcessRenderPipelineManager
  124700. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124701. */
  124702. constructor();
  124703. /**
  124704. * Gets the list of supported render pipelines
  124705. */
  124706. readonly supportedPipelines: PostProcessRenderPipeline[];
  124707. /**
  124708. * Adds a pipeline to the manager
  124709. * @param renderPipeline The pipeline to add
  124710. */
  124711. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  124712. /**
  124713. * Attaches a camera to the pipeline
  124714. * @param renderPipelineName The name of the pipeline to attach to
  124715. * @param cameras the camera to attach
  124716. * @param unique if the camera can be attached multiple times to the pipeline
  124717. */
  124718. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  124719. /**
  124720. * Detaches a camera from the pipeline
  124721. * @param renderPipelineName The name of the pipeline to detach from
  124722. * @param cameras the camera to detach
  124723. */
  124724. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  124725. /**
  124726. * Enables an effect by name on a pipeline
  124727. * @param renderPipelineName the name of the pipeline to enable the effect in
  124728. * @param renderEffectName the name of the effect to enable
  124729. * @param cameras the cameras that the effect should be enabled on
  124730. */
  124731. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  124732. /**
  124733. * Disables an effect by name on a pipeline
  124734. * @param renderPipelineName the name of the pipeline to disable the effect in
  124735. * @param renderEffectName the name of the effect to disable
  124736. * @param cameras the cameras that the effect should be disabled on
  124737. */
  124738. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  124739. /**
  124740. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  124741. */
  124742. update(): void;
  124743. /** @hidden */
  124744. _rebuild(): void;
  124745. /**
  124746. * Disposes of the manager and pipelines
  124747. */
  124748. dispose(): void;
  124749. }
  124750. }
  124751. declare module BABYLON {
  124752. interface Scene {
  124753. /** @hidden (Backing field) */
  124754. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  124755. /**
  124756. * Gets the postprocess render pipeline manager
  124757. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124758. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  124759. */
  124760. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  124761. }
  124762. /**
  124763. * Defines the Render Pipeline scene component responsible to rendering pipelines
  124764. */
  124765. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  124766. /**
  124767. * The component name helpfull to identify the component in the list of scene components.
  124768. */
  124769. readonly name: string;
  124770. /**
  124771. * The scene the component belongs to.
  124772. */
  124773. scene: Scene;
  124774. /**
  124775. * Creates a new instance of the component for the given scene
  124776. * @param scene Defines the scene to register the component in
  124777. */
  124778. constructor(scene: Scene);
  124779. /**
  124780. * Registers the component in a given scene
  124781. */
  124782. register(): void;
  124783. /**
  124784. * Rebuilds the elements related to this component in case of
  124785. * context lost for instance.
  124786. */
  124787. rebuild(): void;
  124788. /**
  124789. * Disposes the component and the associated ressources
  124790. */
  124791. dispose(): void;
  124792. private _gatherRenderTargets;
  124793. }
  124794. }
  124795. declare module BABYLON {
  124796. /**
  124797. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  124798. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  124799. */
  124800. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  124801. private _scene;
  124802. private _camerasToBeAttached;
  124803. /**
  124804. * ID of the sharpen post process,
  124805. */
  124806. private readonly SharpenPostProcessId;
  124807. /**
  124808. * @ignore
  124809. * ID of the image processing post process;
  124810. */
  124811. readonly ImageProcessingPostProcessId: string;
  124812. /**
  124813. * @ignore
  124814. * ID of the Fast Approximate Anti-Aliasing post process;
  124815. */
  124816. readonly FxaaPostProcessId: string;
  124817. /**
  124818. * ID of the chromatic aberration post process,
  124819. */
  124820. private readonly ChromaticAberrationPostProcessId;
  124821. /**
  124822. * ID of the grain post process
  124823. */
  124824. private readonly GrainPostProcessId;
  124825. /**
  124826. * Sharpen post process which will apply a sharpen convolution to enhance edges
  124827. */
  124828. sharpen: SharpenPostProcess;
  124829. private _sharpenEffect;
  124830. private bloom;
  124831. /**
  124832. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  124833. */
  124834. depthOfField: DepthOfFieldEffect;
  124835. /**
  124836. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  124837. */
  124838. fxaa: FxaaPostProcess;
  124839. /**
  124840. * Image post processing pass used to perform operations such as tone mapping or color grading.
  124841. */
  124842. imageProcessing: ImageProcessingPostProcess;
  124843. /**
  124844. * Chromatic aberration post process which will shift rgb colors in the image
  124845. */
  124846. chromaticAberration: ChromaticAberrationPostProcess;
  124847. private _chromaticAberrationEffect;
  124848. /**
  124849. * Grain post process which add noise to the image
  124850. */
  124851. grain: GrainPostProcess;
  124852. private _grainEffect;
  124853. /**
  124854. * Glow post process which adds a glow to emissive areas of the image
  124855. */
  124856. private _glowLayer;
  124857. /**
  124858. * Animations which can be used to tweak settings over a period of time
  124859. */
  124860. animations: Animation[];
  124861. private _imageProcessingConfigurationObserver;
  124862. private _sharpenEnabled;
  124863. private _bloomEnabled;
  124864. private _depthOfFieldEnabled;
  124865. private _depthOfFieldBlurLevel;
  124866. private _fxaaEnabled;
  124867. private _imageProcessingEnabled;
  124868. private _defaultPipelineTextureType;
  124869. private _bloomScale;
  124870. private _chromaticAberrationEnabled;
  124871. private _grainEnabled;
  124872. private _buildAllowed;
  124873. /**
  124874. * Gets active scene
  124875. */
  124876. readonly scene: Scene;
  124877. /**
  124878. * Enable or disable the sharpen process from the pipeline
  124879. */
  124880. sharpenEnabled: boolean;
  124881. private _resizeObserver;
  124882. private _hardwareScaleLevel;
  124883. private _bloomKernel;
  124884. /**
  124885. * Specifies the size of the bloom blur kernel, relative to the final output size
  124886. */
  124887. bloomKernel: number;
  124888. /**
  124889. * Specifies the weight of the bloom in the final rendering
  124890. */
  124891. private _bloomWeight;
  124892. /**
  124893. * Specifies the luma threshold for the area that will be blurred by the bloom
  124894. */
  124895. private _bloomThreshold;
  124896. private _hdr;
  124897. /**
  124898. * The strength of the bloom.
  124899. */
  124900. bloomWeight: number;
  124901. /**
  124902. * The strength of the bloom.
  124903. */
  124904. bloomThreshold: number;
  124905. /**
  124906. * The scale of the bloom, lower value will provide better performance.
  124907. */
  124908. bloomScale: number;
  124909. /**
  124910. * Enable or disable the bloom from the pipeline
  124911. */
  124912. bloomEnabled: boolean;
  124913. private _rebuildBloom;
  124914. /**
  124915. * If the depth of field is enabled.
  124916. */
  124917. depthOfFieldEnabled: boolean;
  124918. /**
  124919. * Blur level of the depth of field effect. (Higher blur will effect performance)
  124920. */
  124921. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  124922. /**
  124923. * If the anti aliasing is enabled.
  124924. */
  124925. fxaaEnabled: boolean;
  124926. private _samples;
  124927. /**
  124928. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  124929. */
  124930. samples: number;
  124931. /**
  124932. * If image processing is enabled.
  124933. */
  124934. imageProcessingEnabled: boolean;
  124935. /**
  124936. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  124937. */
  124938. glowLayerEnabled: boolean;
  124939. /**
  124940. * Gets the glow layer (or null if not defined)
  124941. */
  124942. readonly glowLayer: Nullable<GlowLayer>;
  124943. /**
  124944. * Enable or disable the chromaticAberration process from the pipeline
  124945. */
  124946. chromaticAberrationEnabled: boolean;
  124947. /**
  124948. * Enable or disable the grain process from the pipeline
  124949. */
  124950. grainEnabled: boolean;
  124951. /**
  124952. * @constructor
  124953. * @param name - The rendering pipeline name (default: "")
  124954. * @param hdr - If high dynamic range textures should be used (default: true)
  124955. * @param scene - The scene linked to this pipeline (default: the last created scene)
  124956. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  124957. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  124958. */
  124959. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  124960. /**
  124961. * Get the class name
  124962. * @returns "DefaultRenderingPipeline"
  124963. */
  124964. getClassName(): string;
  124965. /**
  124966. * Force the compilation of the entire pipeline.
  124967. */
  124968. prepare(): void;
  124969. private _hasCleared;
  124970. private _prevPostProcess;
  124971. private _prevPrevPostProcess;
  124972. private _setAutoClearAndTextureSharing;
  124973. private _depthOfFieldSceneObserver;
  124974. private _buildPipeline;
  124975. private _disposePostProcesses;
  124976. /**
  124977. * Adds a camera to the pipeline
  124978. * @param camera the camera to be added
  124979. */
  124980. addCamera(camera: Camera): void;
  124981. /**
  124982. * Removes a camera from the pipeline
  124983. * @param camera the camera to remove
  124984. */
  124985. removeCamera(camera: Camera): void;
  124986. /**
  124987. * Dispose of the pipeline and stop all post processes
  124988. */
  124989. dispose(): void;
  124990. /**
  124991. * Serialize the rendering pipeline (Used when exporting)
  124992. * @returns the serialized object
  124993. */
  124994. serialize(): any;
  124995. /**
  124996. * Parse the serialized pipeline
  124997. * @param source Source pipeline.
  124998. * @param scene The scene to load the pipeline to.
  124999. * @param rootUrl The URL of the serialized pipeline.
  125000. * @returns An instantiated pipeline from the serialized object.
  125001. */
  125002. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  125003. }
  125004. }
  125005. declare module BABYLON {
  125006. /** @hidden */
  125007. export var lensHighlightsPixelShader: {
  125008. name: string;
  125009. shader: string;
  125010. };
  125011. }
  125012. declare module BABYLON {
  125013. /** @hidden */
  125014. export var depthOfFieldPixelShader: {
  125015. name: string;
  125016. shader: string;
  125017. };
  125018. }
  125019. declare module BABYLON {
  125020. /**
  125021. * BABYLON.JS Chromatic Aberration GLSL Shader
  125022. * Author: Olivier Guyot
  125023. * Separates very slightly R, G and B colors on the edges of the screen
  125024. * Inspired by Francois Tarlier & Martins Upitis
  125025. */
  125026. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  125027. /**
  125028. * @ignore
  125029. * The chromatic aberration PostProcess id in the pipeline
  125030. */
  125031. LensChromaticAberrationEffect: string;
  125032. /**
  125033. * @ignore
  125034. * The highlights enhancing PostProcess id in the pipeline
  125035. */
  125036. HighlightsEnhancingEffect: string;
  125037. /**
  125038. * @ignore
  125039. * The depth-of-field PostProcess id in the pipeline
  125040. */
  125041. LensDepthOfFieldEffect: string;
  125042. private _scene;
  125043. private _depthTexture;
  125044. private _grainTexture;
  125045. private _chromaticAberrationPostProcess;
  125046. private _highlightsPostProcess;
  125047. private _depthOfFieldPostProcess;
  125048. private _edgeBlur;
  125049. private _grainAmount;
  125050. private _chromaticAberration;
  125051. private _distortion;
  125052. private _highlightsGain;
  125053. private _highlightsThreshold;
  125054. private _dofDistance;
  125055. private _dofAperture;
  125056. private _dofDarken;
  125057. private _dofPentagon;
  125058. private _blurNoise;
  125059. /**
  125060. * @constructor
  125061. *
  125062. * Effect parameters are as follow:
  125063. * {
  125064. * chromatic_aberration: number; // from 0 to x (1 for realism)
  125065. * edge_blur: number; // from 0 to x (1 for realism)
  125066. * distortion: number; // from 0 to x (1 for realism)
  125067. * grain_amount: number; // from 0 to 1
  125068. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  125069. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  125070. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  125071. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  125072. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  125073. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  125074. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  125075. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  125076. * }
  125077. * Note: if an effect parameter is unset, effect is disabled
  125078. *
  125079. * @param name The rendering pipeline name
  125080. * @param parameters - An object containing all parameters (see above)
  125081. * @param scene The scene linked to this pipeline
  125082. * @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)
  125083. * @param cameras The array of cameras that the rendering pipeline will be attached to
  125084. */
  125085. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  125086. /**
  125087. * Get the class name
  125088. * @returns "LensRenderingPipeline"
  125089. */
  125090. getClassName(): string;
  125091. /**
  125092. * Gets associated scene
  125093. */
  125094. readonly scene: Scene;
  125095. /**
  125096. * Gets or sets the edge blur
  125097. */
  125098. edgeBlur: number;
  125099. /**
  125100. * Gets or sets the grain amount
  125101. */
  125102. grainAmount: number;
  125103. /**
  125104. * Gets or sets the chromatic aberration amount
  125105. */
  125106. chromaticAberration: number;
  125107. /**
  125108. * Gets or sets the depth of field aperture
  125109. */
  125110. dofAperture: number;
  125111. /**
  125112. * Gets or sets the edge distortion
  125113. */
  125114. edgeDistortion: number;
  125115. /**
  125116. * Gets or sets the depth of field distortion
  125117. */
  125118. dofDistortion: number;
  125119. /**
  125120. * Gets or sets the darken out of focus amount
  125121. */
  125122. darkenOutOfFocus: number;
  125123. /**
  125124. * Gets or sets a boolean indicating if blur noise is enabled
  125125. */
  125126. blurNoise: boolean;
  125127. /**
  125128. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  125129. */
  125130. pentagonBokeh: boolean;
  125131. /**
  125132. * Gets or sets the highlight grain amount
  125133. */
  125134. highlightsGain: number;
  125135. /**
  125136. * Gets or sets the highlight threshold
  125137. */
  125138. highlightsThreshold: number;
  125139. /**
  125140. * Sets the amount of blur at the edges
  125141. * @param amount blur amount
  125142. */
  125143. setEdgeBlur(amount: number): void;
  125144. /**
  125145. * Sets edge blur to 0
  125146. */
  125147. disableEdgeBlur(): void;
  125148. /**
  125149. * Sets the amout of grain
  125150. * @param amount Amount of grain
  125151. */
  125152. setGrainAmount(amount: number): void;
  125153. /**
  125154. * Set grain amount to 0
  125155. */
  125156. disableGrain(): void;
  125157. /**
  125158. * Sets the chromatic aberration amount
  125159. * @param amount amount of chromatic aberration
  125160. */
  125161. setChromaticAberration(amount: number): void;
  125162. /**
  125163. * Sets chromatic aberration amount to 0
  125164. */
  125165. disableChromaticAberration(): void;
  125166. /**
  125167. * Sets the EdgeDistortion amount
  125168. * @param amount amount of EdgeDistortion
  125169. */
  125170. setEdgeDistortion(amount: number): void;
  125171. /**
  125172. * Sets edge distortion to 0
  125173. */
  125174. disableEdgeDistortion(): void;
  125175. /**
  125176. * Sets the FocusDistance amount
  125177. * @param amount amount of FocusDistance
  125178. */
  125179. setFocusDistance(amount: number): void;
  125180. /**
  125181. * Disables depth of field
  125182. */
  125183. disableDepthOfField(): void;
  125184. /**
  125185. * Sets the Aperture amount
  125186. * @param amount amount of Aperture
  125187. */
  125188. setAperture(amount: number): void;
  125189. /**
  125190. * Sets the DarkenOutOfFocus amount
  125191. * @param amount amount of DarkenOutOfFocus
  125192. */
  125193. setDarkenOutOfFocus(amount: number): void;
  125194. private _pentagonBokehIsEnabled;
  125195. /**
  125196. * Creates a pentagon bokeh effect
  125197. */
  125198. enablePentagonBokeh(): void;
  125199. /**
  125200. * Disables the pentagon bokeh effect
  125201. */
  125202. disablePentagonBokeh(): void;
  125203. /**
  125204. * Enables noise blur
  125205. */
  125206. enableNoiseBlur(): void;
  125207. /**
  125208. * Disables noise blur
  125209. */
  125210. disableNoiseBlur(): void;
  125211. /**
  125212. * Sets the HighlightsGain amount
  125213. * @param amount amount of HighlightsGain
  125214. */
  125215. setHighlightsGain(amount: number): void;
  125216. /**
  125217. * Sets the HighlightsThreshold amount
  125218. * @param amount amount of HighlightsThreshold
  125219. */
  125220. setHighlightsThreshold(amount: number): void;
  125221. /**
  125222. * Disables highlights
  125223. */
  125224. disableHighlights(): void;
  125225. /**
  125226. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  125227. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  125228. */
  125229. dispose(disableDepthRender?: boolean): void;
  125230. private _createChromaticAberrationPostProcess;
  125231. private _createHighlightsPostProcess;
  125232. private _createDepthOfFieldPostProcess;
  125233. private _createGrainTexture;
  125234. }
  125235. }
  125236. declare module BABYLON {
  125237. /** @hidden */
  125238. export var ssao2PixelShader: {
  125239. name: string;
  125240. shader: string;
  125241. };
  125242. }
  125243. declare module BABYLON {
  125244. /** @hidden */
  125245. export var ssaoCombinePixelShader: {
  125246. name: string;
  125247. shader: string;
  125248. };
  125249. }
  125250. declare module BABYLON {
  125251. /**
  125252. * Render pipeline to produce ssao effect
  125253. */
  125254. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  125255. /**
  125256. * @ignore
  125257. * The PassPostProcess id in the pipeline that contains the original scene color
  125258. */
  125259. SSAOOriginalSceneColorEffect: string;
  125260. /**
  125261. * @ignore
  125262. * The SSAO PostProcess id in the pipeline
  125263. */
  125264. SSAORenderEffect: string;
  125265. /**
  125266. * @ignore
  125267. * The horizontal blur PostProcess id in the pipeline
  125268. */
  125269. SSAOBlurHRenderEffect: string;
  125270. /**
  125271. * @ignore
  125272. * The vertical blur PostProcess id in the pipeline
  125273. */
  125274. SSAOBlurVRenderEffect: string;
  125275. /**
  125276. * @ignore
  125277. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  125278. */
  125279. SSAOCombineRenderEffect: string;
  125280. /**
  125281. * The output strength of the SSAO post-process. Default value is 1.0.
  125282. */
  125283. totalStrength: number;
  125284. /**
  125285. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  125286. */
  125287. maxZ: number;
  125288. /**
  125289. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  125290. */
  125291. minZAspect: number;
  125292. private _samples;
  125293. /**
  125294. * Number of samples used for the SSAO calculations. Default value is 8
  125295. */
  125296. samples: number;
  125297. private _textureSamples;
  125298. /**
  125299. * Number of samples to use for antialiasing
  125300. */
  125301. textureSamples: number;
  125302. /**
  125303. * Ratio object used for SSAO ratio and blur ratio
  125304. */
  125305. private _ratio;
  125306. /**
  125307. * Dynamically generated sphere sampler.
  125308. */
  125309. private _sampleSphere;
  125310. /**
  125311. * Blur filter offsets
  125312. */
  125313. private _samplerOffsets;
  125314. private _expensiveBlur;
  125315. /**
  125316. * If bilateral blur should be used
  125317. */
  125318. expensiveBlur: boolean;
  125319. /**
  125320. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  125321. */
  125322. radius: number;
  125323. /**
  125324. * The base color of the SSAO post-process
  125325. * The final result is "base + ssao" between [0, 1]
  125326. */
  125327. base: number;
  125328. /**
  125329. * Support test.
  125330. */
  125331. static readonly IsSupported: boolean;
  125332. private _scene;
  125333. private _depthTexture;
  125334. private _normalTexture;
  125335. private _randomTexture;
  125336. private _originalColorPostProcess;
  125337. private _ssaoPostProcess;
  125338. private _blurHPostProcess;
  125339. private _blurVPostProcess;
  125340. private _ssaoCombinePostProcess;
  125341. private _firstUpdate;
  125342. /**
  125343. * Gets active scene
  125344. */
  125345. readonly scene: Scene;
  125346. /**
  125347. * @constructor
  125348. * @param name The rendering pipeline name
  125349. * @param scene The scene linked to this pipeline
  125350. * @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 }
  125351. * @param cameras The array of cameras that the rendering pipeline will be attached to
  125352. */
  125353. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  125354. /**
  125355. * Get the class name
  125356. * @returns "SSAO2RenderingPipeline"
  125357. */
  125358. getClassName(): string;
  125359. /**
  125360. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  125361. */
  125362. dispose(disableGeometryBufferRenderer?: boolean): void;
  125363. private _createBlurPostProcess;
  125364. /** @hidden */
  125365. _rebuild(): void;
  125366. private _bits;
  125367. private _radicalInverse_VdC;
  125368. private _hammersley;
  125369. private _hemisphereSample_uniform;
  125370. private _generateHemisphere;
  125371. private _createSSAOPostProcess;
  125372. private _createSSAOCombinePostProcess;
  125373. private _createRandomTexture;
  125374. /**
  125375. * Serialize the rendering pipeline (Used when exporting)
  125376. * @returns the serialized object
  125377. */
  125378. serialize(): any;
  125379. /**
  125380. * Parse the serialized pipeline
  125381. * @param source Source pipeline.
  125382. * @param scene The scene to load the pipeline to.
  125383. * @param rootUrl The URL of the serialized pipeline.
  125384. * @returns An instantiated pipeline from the serialized object.
  125385. */
  125386. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  125387. }
  125388. }
  125389. declare module BABYLON {
  125390. /** @hidden */
  125391. export var ssaoPixelShader: {
  125392. name: string;
  125393. shader: string;
  125394. };
  125395. }
  125396. declare module BABYLON {
  125397. /**
  125398. * Render pipeline to produce ssao effect
  125399. */
  125400. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  125401. /**
  125402. * @ignore
  125403. * The PassPostProcess id in the pipeline that contains the original scene color
  125404. */
  125405. SSAOOriginalSceneColorEffect: string;
  125406. /**
  125407. * @ignore
  125408. * The SSAO PostProcess id in the pipeline
  125409. */
  125410. SSAORenderEffect: string;
  125411. /**
  125412. * @ignore
  125413. * The horizontal blur PostProcess id in the pipeline
  125414. */
  125415. SSAOBlurHRenderEffect: string;
  125416. /**
  125417. * @ignore
  125418. * The vertical blur PostProcess id in the pipeline
  125419. */
  125420. SSAOBlurVRenderEffect: string;
  125421. /**
  125422. * @ignore
  125423. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  125424. */
  125425. SSAOCombineRenderEffect: string;
  125426. /**
  125427. * The output strength of the SSAO post-process. Default value is 1.0.
  125428. */
  125429. totalStrength: number;
  125430. /**
  125431. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  125432. */
  125433. radius: number;
  125434. /**
  125435. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  125436. * Must not be equal to fallOff and superior to fallOff.
  125437. * Default value is 0.0075
  125438. */
  125439. area: number;
  125440. /**
  125441. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  125442. * Must not be equal to area and inferior to area.
  125443. * Default value is 0.000001
  125444. */
  125445. fallOff: number;
  125446. /**
  125447. * The base color of the SSAO post-process
  125448. * The final result is "base + ssao" between [0, 1]
  125449. */
  125450. base: number;
  125451. private _scene;
  125452. private _depthTexture;
  125453. private _randomTexture;
  125454. private _originalColorPostProcess;
  125455. private _ssaoPostProcess;
  125456. private _blurHPostProcess;
  125457. private _blurVPostProcess;
  125458. private _ssaoCombinePostProcess;
  125459. private _firstUpdate;
  125460. /**
  125461. * Gets active scene
  125462. */
  125463. readonly scene: Scene;
  125464. /**
  125465. * @constructor
  125466. * @param name - The rendering pipeline name
  125467. * @param scene - The scene linked to this pipeline
  125468. * @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 }
  125469. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  125470. */
  125471. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  125472. /**
  125473. * Get the class name
  125474. * @returns "SSAORenderingPipeline"
  125475. */
  125476. getClassName(): string;
  125477. /**
  125478. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  125479. */
  125480. dispose(disableDepthRender?: boolean): void;
  125481. private _createBlurPostProcess;
  125482. /** @hidden */
  125483. _rebuild(): void;
  125484. private _createSSAOPostProcess;
  125485. private _createSSAOCombinePostProcess;
  125486. private _createRandomTexture;
  125487. }
  125488. }
  125489. declare module BABYLON {
  125490. /** @hidden */
  125491. export var standardPixelShader: {
  125492. name: string;
  125493. shader: string;
  125494. };
  125495. }
  125496. declare module BABYLON {
  125497. /**
  125498. * Standard rendering pipeline
  125499. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  125500. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  125501. */
  125502. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  125503. /**
  125504. * Public members
  125505. */
  125506. /**
  125507. * Post-process which contains the original scene color before the pipeline applies all the effects
  125508. */
  125509. originalPostProcess: Nullable<PostProcess>;
  125510. /**
  125511. * Post-process used to down scale an image x4
  125512. */
  125513. downSampleX4PostProcess: Nullable<PostProcess>;
  125514. /**
  125515. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  125516. */
  125517. brightPassPostProcess: Nullable<PostProcess>;
  125518. /**
  125519. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  125520. */
  125521. blurHPostProcesses: PostProcess[];
  125522. /**
  125523. * Post-process array storing all the vertical blur post-processes used by the pipeline
  125524. */
  125525. blurVPostProcesses: PostProcess[];
  125526. /**
  125527. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  125528. */
  125529. textureAdderPostProcess: Nullable<PostProcess>;
  125530. /**
  125531. * Post-process used to create volumetric lighting effect
  125532. */
  125533. volumetricLightPostProcess: Nullable<PostProcess>;
  125534. /**
  125535. * Post-process used to smooth the previous volumetric light post-process on the X axis
  125536. */
  125537. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  125538. /**
  125539. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  125540. */
  125541. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  125542. /**
  125543. * Post-process used to merge the volumetric light effect and the real scene color
  125544. */
  125545. volumetricLightMergePostProces: Nullable<PostProcess>;
  125546. /**
  125547. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  125548. */
  125549. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  125550. /**
  125551. * Base post-process used to calculate the average luminance of the final image for HDR
  125552. */
  125553. luminancePostProcess: Nullable<PostProcess>;
  125554. /**
  125555. * Post-processes used to create down sample post-processes in order to get
  125556. * the average luminance of the final image for HDR
  125557. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  125558. */
  125559. luminanceDownSamplePostProcesses: PostProcess[];
  125560. /**
  125561. * Post-process used to create a HDR effect (light adaptation)
  125562. */
  125563. hdrPostProcess: Nullable<PostProcess>;
  125564. /**
  125565. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  125566. */
  125567. textureAdderFinalPostProcess: Nullable<PostProcess>;
  125568. /**
  125569. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  125570. */
  125571. lensFlareFinalPostProcess: Nullable<PostProcess>;
  125572. /**
  125573. * Post-process used to merge the final HDR post-process and the real scene color
  125574. */
  125575. hdrFinalPostProcess: Nullable<PostProcess>;
  125576. /**
  125577. * Post-process used to create a lens flare effect
  125578. */
  125579. lensFlarePostProcess: Nullable<PostProcess>;
  125580. /**
  125581. * Post-process that merges the result of the lens flare post-process and the real scene color
  125582. */
  125583. lensFlareComposePostProcess: Nullable<PostProcess>;
  125584. /**
  125585. * Post-process used to create a motion blur effect
  125586. */
  125587. motionBlurPostProcess: Nullable<PostProcess>;
  125588. /**
  125589. * Post-process used to create a depth of field effect
  125590. */
  125591. depthOfFieldPostProcess: Nullable<PostProcess>;
  125592. /**
  125593. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  125594. */
  125595. fxaaPostProcess: Nullable<FxaaPostProcess>;
  125596. /**
  125597. * Represents the brightness threshold in order to configure the illuminated surfaces
  125598. */
  125599. brightThreshold: number;
  125600. /**
  125601. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  125602. */
  125603. blurWidth: number;
  125604. /**
  125605. * Sets if the blur for highlighted surfaces must be only horizontal
  125606. */
  125607. horizontalBlur: boolean;
  125608. /**
  125609. * Gets the overall exposure used by the pipeline
  125610. */
  125611. /**
  125612. * Sets the overall exposure used by the pipeline
  125613. */
  125614. exposure: number;
  125615. /**
  125616. * Texture used typically to simulate "dirty" on camera lens
  125617. */
  125618. lensTexture: Nullable<Texture>;
  125619. /**
  125620. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  125621. */
  125622. volumetricLightCoefficient: number;
  125623. /**
  125624. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  125625. */
  125626. volumetricLightPower: number;
  125627. /**
  125628. * Used the set the blur intensity to smooth the volumetric lights
  125629. */
  125630. volumetricLightBlurScale: number;
  125631. /**
  125632. * Light (spot or directional) used to generate the volumetric lights rays
  125633. * The source light must have a shadow generate so the pipeline can get its
  125634. * depth map
  125635. */
  125636. sourceLight: Nullable<SpotLight | DirectionalLight>;
  125637. /**
  125638. * For eye adaptation, represents the minimum luminance the eye can see
  125639. */
  125640. hdrMinimumLuminance: number;
  125641. /**
  125642. * For eye adaptation, represents the decrease luminance speed
  125643. */
  125644. hdrDecreaseRate: number;
  125645. /**
  125646. * For eye adaptation, represents the increase luminance speed
  125647. */
  125648. hdrIncreaseRate: number;
  125649. /**
  125650. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  125651. */
  125652. /**
  125653. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  125654. */
  125655. hdrAutoExposure: boolean;
  125656. /**
  125657. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  125658. */
  125659. lensColorTexture: Nullable<Texture>;
  125660. /**
  125661. * The overall strengh for the lens flare effect
  125662. */
  125663. lensFlareStrength: number;
  125664. /**
  125665. * Dispersion coefficient for lens flare ghosts
  125666. */
  125667. lensFlareGhostDispersal: number;
  125668. /**
  125669. * Main lens flare halo width
  125670. */
  125671. lensFlareHaloWidth: number;
  125672. /**
  125673. * Based on the lens distortion effect, defines how much the lens flare result
  125674. * is distorted
  125675. */
  125676. lensFlareDistortionStrength: number;
  125677. /**
  125678. * Configures the blur intensity used for for lens flare (halo)
  125679. */
  125680. lensFlareBlurWidth: number;
  125681. /**
  125682. * Lens star texture must be used to simulate rays on the flares and is available
  125683. * in the documentation
  125684. */
  125685. lensStarTexture: Nullable<Texture>;
  125686. /**
  125687. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  125688. * flare effect by taking account of the dirt texture
  125689. */
  125690. lensFlareDirtTexture: Nullable<Texture>;
  125691. /**
  125692. * Represents the focal length for the depth of field effect
  125693. */
  125694. depthOfFieldDistance: number;
  125695. /**
  125696. * Represents the blur intensity for the blurred part of the depth of field effect
  125697. */
  125698. depthOfFieldBlurWidth: number;
  125699. /**
  125700. * Gets how much the image is blurred by the movement while using the motion blur post-process
  125701. */
  125702. /**
  125703. * Sets how much the image is blurred by the movement while using the motion blur post-process
  125704. */
  125705. motionStrength: number;
  125706. /**
  125707. * Gets wether or not the motion blur post-process is object based or screen based.
  125708. */
  125709. /**
  125710. * Sets wether or not the motion blur post-process should be object based or screen based
  125711. */
  125712. objectBasedMotionBlur: boolean;
  125713. /**
  125714. * List of animations for the pipeline (IAnimatable implementation)
  125715. */
  125716. animations: Animation[];
  125717. /**
  125718. * Private members
  125719. */
  125720. private _scene;
  125721. private _currentDepthOfFieldSource;
  125722. private _basePostProcess;
  125723. private _fixedExposure;
  125724. private _currentExposure;
  125725. private _hdrAutoExposure;
  125726. private _hdrCurrentLuminance;
  125727. private _motionStrength;
  125728. private _isObjectBasedMotionBlur;
  125729. private _floatTextureType;
  125730. private _camerasToBeAttached;
  125731. private _ratio;
  125732. private _bloomEnabled;
  125733. private _depthOfFieldEnabled;
  125734. private _vlsEnabled;
  125735. private _lensFlareEnabled;
  125736. private _hdrEnabled;
  125737. private _motionBlurEnabled;
  125738. private _fxaaEnabled;
  125739. private _motionBlurSamples;
  125740. private _volumetricLightStepsCount;
  125741. private _samples;
  125742. /**
  125743. * @ignore
  125744. * Specifies if the bloom pipeline is enabled
  125745. */
  125746. BloomEnabled: boolean;
  125747. /**
  125748. * @ignore
  125749. * Specifies if the depth of field pipeline is enabed
  125750. */
  125751. DepthOfFieldEnabled: boolean;
  125752. /**
  125753. * @ignore
  125754. * Specifies if the lens flare pipeline is enabed
  125755. */
  125756. LensFlareEnabled: boolean;
  125757. /**
  125758. * @ignore
  125759. * Specifies if the HDR pipeline is enabled
  125760. */
  125761. HDREnabled: boolean;
  125762. /**
  125763. * @ignore
  125764. * Specifies if the volumetric lights scattering effect is enabled
  125765. */
  125766. VLSEnabled: boolean;
  125767. /**
  125768. * @ignore
  125769. * Specifies if the motion blur effect is enabled
  125770. */
  125771. MotionBlurEnabled: boolean;
  125772. /**
  125773. * Specifies if anti-aliasing is enabled
  125774. */
  125775. fxaaEnabled: boolean;
  125776. /**
  125777. * Specifies the number of steps used to calculate the volumetric lights
  125778. * Typically in interval [50, 200]
  125779. */
  125780. volumetricLightStepsCount: number;
  125781. /**
  125782. * Specifies the number of samples used for the motion blur effect
  125783. * Typically in interval [16, 64]
  125784. */
  125785. motionBlurSamples: number;
  125786. /**
  125787. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  125788. */
  125789. samples: number;
  125790. /**
  125791. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  125792. * @constructor
  125793. * @param name The rendering pipeline name
  125794. * @param scene The scene linked to this pipeline
  125795. * @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)
  125796. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  125797. * @param cameras The array of cameras that the rendering pipeline will be attached to
  125798. */
  125799. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  125800. private _buildPipeline;
  125801. private _createDownSampleX4PostProcess;
  125802. private _createBrightPassPostProcess;
  125803. private _createBlurPostProcesses;
  125804. private _createTextureAdderPostProcess;
  125805. private _createVolumetricLightPostProcess;
  125806. private _createLuminancePostProcesses;
  125807. private _createHdrPostProcess;
  125808. private _createLensFlarePostProcess;
  125809. private _createDepthOfFieldPostProcess;
  125810. private _createMotionBlurPostProcess;
  125811. private _getDepthTexture;
  125812. private _disposePostProcesses;
  125813. /**
  125814. * Dispose of the pipeline and stop all post processes
  125815. */
  125816. dispose(): void;
  125817. /**
  125818. * Serialize the rendering pipeline (Used when exporting)
  125819. * @returns the serialized object
  125820. */
  125821. serialize(): any;
  125822. /**
  125823. * Parse the serialized pipeline
  125824. * @param source Source pipeline.
  125825. * @param scene The scene to load the pipeline to.
  125826. * @param rootUrl The URL of the serialized pipeline.
  125827. * @returns An instantiated pipeline from the serialized object.
  125828. */
  125829. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  125830. /**
  125831. * Luminance steps
  125832. */
  125833. static LuminanceSteps: number;
  125834. }
  125835. }
  125836. declare module BABYLON {
  125837. /** @hidden */
  125838. export var tonemapPixelShader: {
  125839. name: string;
  125840. shader: string;
  125841. };
  125842. }
  125843. declare module BABYLON {
  125844. /** Defines operator used for tonemapping */
  125845. export enum TonemappingOperator {
  125846. /** Hable */
  125847. Hable = 0,
  125848. /** Reinhard */
  125849. Reinhard = 1,
  125850. /** HejiDawson */
  125851. HejiDawson = 2,
  125852. /** Photographic */
  125853. Photographic = 3
  125854. }
  125855. /**
  125856. * Defines a post process to apply tone mapping
  125857. */
  125858. export class TonemapPostProcess extends PostProcess {
  125859. private _operator;
  125860. /** Defines the required exposure adjustement */
  125861. exposureAdjustment: number;
  125862. /**
  125863. * Creates a new TonemapPostProcess
  125864. * @param name defines the name of the postprocess
  125865. * @param _operator defines the operator to use
  125866. * @param exposureAdjustment defines the required exposure adjustement
  125867. * @param camera defines the camera to use (can be null)
  125868. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  125869. * @param engine defines the hosting engine (can be ignore if camera is set)
  125870. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  125871. */
  125872. constructor(name: string, _operator: TonemappingOperator,
  125873. /** Defines the required exposure adjustement */
  125874. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  125875. }
  125876. }
  125877. declare module BABYLON {
  125878. /** @hidden */
  125879. export var depthVertexShader: {
  125880. name: string;
  125881. shader: string;
  125882. };
  125883. }
  125884. declare module BABYLON {
  125885. /** @hidden */
  125886. export var volumetricLightScatteringPixelShader: {
  125887. name: string;
  125888. shader: string;
  125889. };
  125890. }
  125891. declare module BABYLON {
  125892. /** @hidden */
  125893. export var volumetricLightScatteringPassVertexShader: {
  125894. name: string;
  125895. shader: string;
  125896. };
  125897. }
  125898. declare module BABYLON {
  125899. /** @hidden */
  125900. export var volumetricLightScatteringPassPixelShader: {
  125901. name: string;
  125902. shader: string;
  125903. };
  125904. }
  125905. declare module BABYLON {
  125906. /**
  125907. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  125908. */
  125909. export class VolumetricLightScatteringPostProcess extends PostProcess {
  125910. private _volumetricLightScatteringPass;
  125911. private _volumetricLightScatteringRTT;
  125912. private _viewPort;
  125913. private _screenCoordinates;
  125914. private _cachedDefines;
  125915. /**
  125916. * If not undefined, the mesh position is computed from the attached node position
  125917. */
  125918. attachedNode: {
  125919. position: Vector3;
  125920. };
  125921. /**
  125922. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  125923. */
  125924. customMeshPosition: Vector3;
  125925. /**
  125926. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  125927. */
  125928. useCustomMeshPosition: boolean;
  125929. /**
  125930. * If the post-process should inverse the light scattering direction
  125931. */
  125932. invert: boolean;
  125933. /**
  125934. * The internal mesh used by the post-process
  125935. */
  125936. mesh: Mesh;
  125937. /**
  125938. * @hidden
  125939. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  125940. */
  125941. useDiffuseColor: boolean;
  125942. /**
  125943. * Array containing the excluded meshes not rendered in the internal pass
  125944. */
  125945. excludedMeshes: AbstractMesh[];
  125946. /**
  125947. * Controls the overall intensity of the post-process
  125948. */
  125949. exposure: number;
  125950. /**
  125951. * Dissipates each sample's contribution in range [0, 1]
  125952. */
  125953. decay: number;
  125954. /**
  125955. * Controls the overall intensity of each sample
  125956. */
  125957. weight: number;
  125958. /**
  125959. * Controls the density of each sample
  125960. */
  125961. density: number;
  125962. /**
  125963. * @constructor
  125964. * @param name The post-process name
  125965. * @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)
  125966. * @param camera The camera that the post-process will be attached to
  125967. * @param mesh The mesh used to create the light scattering
  125968. * @param samples The post-process quality, default 100
  125969. * @param samplingModeThe post-process filtering mode
  125970. * @param engine The babylon engine
  125971. * @param reusable If the post-process is reusable
  125972. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  125973. */
  125974. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  125975. /**
  125976. * Returns the string "VolumetricLightScatteringPostProcess"
  125977. * @returns "VolumetricLightScatteringPostProcess"
  125978. */
  125979. getClassName(): string;
  125980. private _isReady;
  125981. /**
  125982. * Sets the new light position for light scattering effect
  125983. * @param position The new custom light position
  125984. */
  125985. setCustomMeshPosition(position: Vector3): void;
  125986. /**
  125987. * Returns the light position for light scattering effect
  125988. * @return Vector3 The custom light position
  125989. */
  125990. getCustomMeshPosition(): Vector3;
  125991. /**
  125992. * Disposes the internal assets and detaches the post-process from the camera
  125993. */
  125994. dispose(camera: Camera): void;
  125995. /**
  125996. * Returns the render target texture used by the post-process
  125997. * @return the render target texture used by the post-process
  125998. */
  125999. getPass(): RenderTargetTexture;
  126000. private _meshExcluded;
  126001. private _createPass;
  126002. private _updateMeshScreenCoordinates;
  126003. /**
  126004. * Creates a default mesh for the Volumeric Light Scattering post-process
  126005. * @param name The mesh name
  126006. * @param scene The scene where to create the mesh
  126007. * @return the default mesh
  126008. */
  126009. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  126010. }
  126011. }
  126012. declare module BABYLON {
  126013. interface Scene {
  126014. /** @hidden (Backing field) */
  126015. _boundingBoxRenderer: BoundingBoxRenderer;
  126016. /** @hidden (Backing field) */
  126017. _forceShowBoundingBoxes: boolean;
  126018. /**
  126019. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  126020. */
  126021. forceShowBoundingBoxes: boolean;
  126022. /**
  126023. * Gets the bounding box renderer associated with the scene
  126024. * @returns a BoundingBoxRenderer
  126025. */
  126026. getBoundingBoxRenderer(): BoundingBoxRenderer;
  126027. }
  126028. interface AbstractMesh {
  126029. /** @hidden (Backing field) */
  126030. _showBoundingBox: boolean;
  126031. /**
  126032. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  126033. */
  126034. showBoundingBox: boolean;
  126035. }
  126036. /**
  126037. * Component responsible of rendering the bounding box of the meshes in a scene.
  126038. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  126039. */
  126040. export class BoundingBoxRenderer implements ISceneComponent {
  126041. /**
  126042. * The component name helpfull to identify the component in the list of scene components.
  126043. */
  126044. readonly name: string;
  126045. /**
  126046. * The scene the component belongs to.
  126047. */
  126048. scene: Scene;
  126049. /**
  126050. * Color of the bounding box lines placed in front of an object
  126051. */
  126052. frontColor: Color3;
  126053. /**
  126054. * Color of the bounding box lines placed behind an object
  126055. */
  126056. backColor: Color3;
  126057. /**
  126058. * Defines if the renderer should show the back lines or not
  126059. */
  126060. showBackLines: boolean;
  126061. /**
  126062. * @hidden
  126063. */
  126064. renderList: SmartArray<BoundingBox>;
  126065. private _colorShader;
  126066. private _vertexBuffers;
  126067. private _indexBuffer;
  126068. private _fillIndexBuffer;
  126069. private _fillIndexData;
  126070. /**
  126071. * Instantiates a new bounding box renderer in a scene.
  126072. * @param scene the scene the renderer renders in
  126073. */
  126074. constructor(scene: Scene);
  126075. /**
  126076. * Registers the component in a given scene
  126077. */
  126078. register(): void;
  126079. private _evaluateSubMesh;
  126080. private _activeMesh;
  126081. private _prepareRessources;
  126082. private _createIndexBuffer;
  126083. /**
  126084. * Rebuilds the elements related to this component in case of
  126085. * context lost for instance.
  126086. */
  126087. rebuild(): void;
  126088. /**
  126089. * @hidden
  126090. */
  126091. reset(): void;
  126092. /**
  126093. * Render the bounding boxes of a specific rendering group
  126094. * @param renderingGroupId defines the rendering group to render
  126095. */
  126096. render(renderingGroupId: number): void;
  126097. /**
  126098. * In case of occlusion queries, we can render the occlusion bounding box through this method
  126099. * @param mesh Define the mesh to render the occlusion bounding box for
  126100. */
  126101. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  126102. /**
  126103. * Dispose and release the resources attached to this renderer.
  126104. */
  126105. dispose(): void;
  126106. }
  126107. }
  126108. declare module BABYLON {
  126109. /** @hidden */
  126110. export var depthPixelShader: {
  126111. name: string;
  126112. shader: string;
  126113. };
  126114. }
  126115. declare module BABYLON {
  126116. /**
  126117. * This represents a depth renderer in Babylon.
  126118. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  126119. */
  126120. export class DepthRenderer {
  126121. private _scene;
  126122. private _depthMap;
  126123. private _effect;
  126124. private readonly _storeNonLinearDepth;
  126125. private readonly _clearColor;
  126126. /** Get if the depth renderer is using packed depth or not */
  126127. readonly isPacked: boolean;
  126128. private _cachedDefines;
  126129. private _camera;
  126130. /**
  126131. * Specifiess that the depth renderer will only be used within
  126132. * the camera it is created for.
  126133. * This can help forcing its rendering during the camera processing.
  126134. */
  126135. useOnlyInActiveCamera: boolean;
  126136. /** @hidden */
  126137. static _SceneComponentInitialization: (scene: Scene) => void;
  126138. /**
  126139. * Instantiates a depth renderer
  126140. * @param scene The scene the renderer belongs to
  126141. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  126142. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  126143. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  126144. */
  126145. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  126146. /**
  126147. * Creates the depth rendering effect and checks if the effect is ready.
  126148. * @param subMesh The submesh to be used to render the depth map of
  126149. * @param useInstances If multiple world instances should be used
  126150. * @returns if the depth renderer is ready to render the depth map
  126151. */
  126152. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  126153. /**
  126154. * Gets the texture which the depth map will be written to.
  126155. * @returns The depth map texture
  126156. */
  126157. getDepthMap(): RenderTargetTexture;
  126158. /**
  126159. * Disposes of the depth renderer.
  126160. */
  126161. dispose(): void;
  126162. }
  126163. }
  126164. declare module BABYLON {
  126165. interface Scene {
  126166. /** @hidden (Backing field) */
  126167. _depthRenderer: {
  126168. [id: string]: DepthRenderer;
  126169. };
  126170. /**
  126171. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  126172. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  126173. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  126174. * @returns the created depth renderer
  126175. */
  126176. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  126177. /**
  126178. * Disables a depth renderer for a given camera
  126179. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  126180. */
  126181. disableDepthRenderer(camera?: Nullable<Camera>): void;
  126182. }
  126183. /**
  126184. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  126185. * in several rendering techniques.
  126186. */
  126187. export class DepthRendererSceneComponent implements ISceneComponent {
  126188. /**
  126189. * The component name helpfull to identify the component in the list of scene components.
  126190. */
  126191. readonly name: string;
  126192. /**
  126193. * The scene the component belongs to.
  126194. */
  126195. scene: Scene;
  126196. /**
  126197. * Creates a new instance of the component for the given scene
  126198. * @param scene Defines the scene to register the component in
  126199. */
  126200. constructor(scene: Scene);
  126201. /**
  126202. * Registers the component in a given scene
  126203. */
  126204. register(): void;
  126205. /**
  126206. * Rebuilds the elements related to this component in case of
  126207. * context lost for instance.
  126208. */
  126209. rebuild(): void;
  126210. /**
  126211. * Disposes the component and the associated ressources
  126212. */
  126213. dispose(): void;
  126214. private _gatherRenderTargets;
  126215. private _gatherActiveCameraRenderTargets;
  126216. }
  126217. }
  126218. declare module BABYLON {
  126219. /** @hidden */
  126220. export var outlinePixelShader: {
  126221. name: string;
  126222. shader: string;
  126223. };
  126224. }
  126225. declare module BABYLON {
  126226. /** @hidden */
  126227. export var outlineVertexShader: {
  126228. name: string;
  126229. shader: string;
  126230. };
  126231. }
  126232. declare module BABYLON {
  126233. interface Scene {
  126234. /** @hidden */
  126235. _outlineRenderer: OutlineRenderer;
  126236. /**
  126237. * Gets the outline renderer associated with the scene
  126238. * @returns a OutlineRenderer
  126239. */
  126240. getOutlineRenderer(): OutlineRenderer;
  126241. }
  126242. interface AbstractMesh {
  126243. /** @hidden (Backing field) */
  126244. _renderOutline: boolean;
  126245. /**
  126246. * Gets or sets a boolean indicating if the outline must be rendered as well
  126247. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  126248. */
  126249. renderOutline: boolean;
  126250. /** @hidden (Backing field) */
  126251. _renderOverlay: boolean;
  126252. /**
  126253. * Gets or sets a boolean indicating if the overlay must be rendered as well
  126254. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  126255. */
  126256. renderOverlay: boolean;
  126257. }
  126258. /**
  126259. * This class is responsible to draw bothe outline/overlay of meshes.
  126260. * It should not be used directly but through the available method on mesh.
  126261. */
  126262. export class OutlineRenderer implements ISceneComponent {
  126263. /**
  126264. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  126265. */
  126266. private static _StencilReference;
  126267. /**
  126268. * The name of the component. Each component must have a unique name.
  126269. */
  126270. name: string;
  126271. /**
  126272. * The scene the component belongs to.
  126273. */
  126274. scene: Scene;
  126275. /**
  126276. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  126277. */
  126278. zOffset: number;
  126279. private _engine;
  126280. private _effect;
  126281. private _cachedDefines;
  126282. private _savedDepthWrite;
  126283. /**
  126284. * Instantiates a new outline renderer. (There could be only one per scene).
  126285. * @param scene Defines the scene it belongs to
  126286. */
  126287. constructor(scene: Scene);
  126288. /**
  126289. * Register the component to one instance of a scene.
  126290. */
  126291. register(): void;
  126292. /**
  126293. * Rebuilds the elements related to this component in case of
  126294. * context lost for instance.
  126295. */
  126296. rebuild(): void;
  126297. /**
  126298. * Disposes the component and the associated ressources.
  126299. */
  126300. dispose(): void;
  126301. /**
  126302. * Renders the outline in the canvas.
  126303. * @param subMesh Defines the sumesh to render
  126304. * @param batch Defines the batch of meshes in case of instances
  126305. * @param useOverlay Defines if the rendering is for the overlay or the outline
  126306. */
  126307. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  126308. /**
  126309. * Returns whether or not the outline renderer is ready for a given submesh.
  126310. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  126311. * @param subMesh Defines the submesh to check readyness for
  126312. * @param useInstances Defines wheter wee are trying to render instances or not
  126313. * @returns true if ready otherwise false
  126314. */
  126315. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  126316. private _beforeRenderingMesh;
  126317. private _afterRenderingMesh;
  126318. }
  126319. }
  126320. declare module BABYLON {
  126321. /**
  126322. * Class used to manage multiple sprites of different sizes on the same spritesheet
  126323. * @see http://doc.babylonjs.com/babylon101/sprites
  126324. */
  126325. export class SpritePackedManager extends SpriteManager {
  126326. /** defines the packed manager's name */
  126327. name: string;
  126328. /**
  126329. * Creates a new sprite manager from a packed sprite sheet
  126330. * @param name defines the manager's name
  126331. * @param imgUrl defines the sprite sheet url
  126332. * @param capacity defines the maximum allowed number of sprites
  126333. * @param scene defines the hosting scene
  126334. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  126335. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  126336. * @param samplingMode defines the smapling mode to use with spritesheet
  126337. * @param fromPacked set to true; do not alter
  126338. */
  126339. constructor(
  126340. /** defines the packed manager's name */
  126341. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  126342. }
  126343. }
  126344. declare module BABYLON {
  126345. /**
  126346. * Defines the list of states available for a task inside a AssetsManager
  126347. */
  126348. export enum AssetTaskState {
  126349. /**
  126350. * Initialization
  126351. */
  126352. INIT = 0,
  126353. /**
  126354. * Running
  126355. */
  126356. RUNNING = 1,
  126357. /**
  126358. * Done
  126359. */
  126360. DONE = 2,
  126361. /**
  126362. * Error
  126363. */
  126364. ERROR = 3
  126365. }
  126366. /**
  126367. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  126368. */
  126369. export abstract class AbstractAssetTask {
  126370. /**
  126371. * Task name
  126372. */ name: string;
  126373. /**
  126374. * Callback called when the task is successful
  126375. */
  126376. onSuccess: (task: any) => void;
  126377. /**
  126378. * Callback called when the task is not successful
  126379. */
  126380. onError: (task: any, message?: string, exception?: any) => void;
  126381. /**
  126382. * Creates a new AssetsManager
  126383. * @param name defines the name of the task
  126384. */
  126385. constructor(
  126386. /**
  126387. * Task name
  126388. */ name: string);
  126389. private _isCompleted;
  126390. private _taskState;
  126391. private _errorObject;
  126392. /**
  126393. * Get if the task is completed
  126394. */
  126395. readonly isCompleted: boolean;
  126396. /**
  126397. * Gets the current state of the task
  126398. */
  126399. readonly taskState: AssetTaskState;
  126400. /**
  126401. * Gets the current error object (if task is in error)
  126402. */
  126403. readonly errorObject: {
  126404. message?: string;
  126405. exception?: any;
  126406. };
  126407. /**
  126408. * Internal only
  126409. * @hidden
  126410. */
  126411. _setErrorObject(message?: string, exception?: any): void;
  126412. /**
  126413. * Execute the current task
  126414. * @param scene defines the scene where you want your assets to be loaded
  126415. * @param onSuccess is a callback called when the task is successfully executed
  126416. * @param onError is a callback called if an error occurs
  126417. */
  126418. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126419. /**
  126420. * Execute the current task
  126421. * @param scene defines the scene where you want your assets to be loaded
  126422. * @param onSuccess is a callback called when the task is successfully executed
  126423. * @param onError is a callback called if an error occurs
  126424. */
  126425. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126426. /**
  126427. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  126428. * This can be used with failed tasks that have the reason for failure fixed.
  126429. */
  126430. reset(): void;
  126431. private onErrorCallback;
  126432. private onDoneCallback;
  126433. }
  126434. /**
  126435. * Define the interface used by progress events raised during assets loading
  126436. */
  126437. export interface IAssetsProgressEvent {
  126438. /**
  126439. * Defines the number of remaining tasks to process
  126440. */
  126441. remainingCount: number;
  126442. /**
  126443. * Defines the total number of tasks
  126444. */
  126445. totalCount: number;
  126446. /**
  126447. * Defines the task that was just processed
  126448. */
  126449. task: AbstractAssetTask;
  126450. }
  126451. /**
  126452. * Class used to share progress information about assets loading
  126453. */
  126454. export class AssetsProgressEvent implements IAssetsProgressEvent {
  126455. /**
  126456. * Defines the number of remaining tasks to process
  126457. */
  126458. remainingCount: number;
  126459. /**
  126460. * Defines the total number of tasks
  126461. */
  126462. totalCount: number;
  126463. /**
  126464. * Defines the task that was just processed
  126465. */
  126466. task: AbstractAssetTask;
  126467. /**
  126468. * Creates a AssetsProgressEvent
  126469. * @param remainingCount defines the number of remaining tasks to process
  126470. * @param totalCount defines the total number of tasks
  126471. * @param task defines the task that was just processed
  126472. */
  126473. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  126474. }
  126475. /**
  126476. * Define a task used by AssetsManager to load meshes
  126477. */
  126478. export class MeshAssetTask extends AbstractAssetTask {
  126479. /**
  126480. * Defines the name of the task
  126481. */
  126482. name: string;
  126483. /**
  126484. * Defines the list of mesh's names you want to load
  126485. */
  126486. meshesNames: any;
  126487. /**
  126488. * Defines the root url to use as a base to load your meshes and associated resources
  126489. */
  126490. rootUrl: string;
  126491. /**
  126492. * Defines the filename of the scene to load from
  126493. */
  126494. sceneFilename: string;
  126495. /**
  126496. * Gets the list of loaded meshes
  126497. */
  126498. loadedMeshes: Array<AbstractMesh>;
  126499. /**
  126500. * Gets the list of loaded particle systems
  126501. */
  126502. loadedParticleSystems: Array<IParticleSystem>;
  126503. /**
  126504. * Gets the list of loaded skeletons
  126505. */
  126506. loadedSkeletons: Array<Skeleton>;
  126507. /**
  126508. * Gets the list of loaded animation groups
  126509. */
  126510. loadedAnimationGroups: Array<AnimationGroup>;
  126511. /**
  126512. * Callback called when the task is successful
  126513. */
  126514. onSuccess: (task: MeshAssetTask) => void;
  126515. /**
  126516. * Callback called when the task is successful
  126517. */
  126518. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  126519. /**
  126520. * Creates a new MeshAssetTask
  126521. * @param name defines the name of the task
  126522. * @param meshesNames defines the list of mesh's names you want to load
  126523. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  126524. * @param sceneFilename defines the filename of the scene to load from
  126525. */
  126526. constructor(
  126527. /**
  126528. * Defines the name of the task
  126529. */
  126530. name: string,
  126531. /**
  126532. * Defines the list of mesh's names you want to load
  126533. */
  126534. meshesNames: any,
  126535. /**
  126536. * Defines the root url to use as a base to load your meshes and associated resources
  126537. */
  126538. rootUrl: string,
  126539. /**
  126540. * Defines the filename of the scene to load from
  126541. */
  126542. sceneFilename: string);
  126543. /**
  126544. * Execute the current task
  126545. * @param scene defines the scene where you want your assets to be loaded
  126546. * @param onSuccess is a callback called when the task is successfully executed
  126547. * @param onError is a callback called if an error occurs
  126548. */
  126549. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126550. }
  126551. /**
  126552. * Define a task used by AssetsManager to load text content
  126553. */
  126554. export class TextFileAssetTask extends AbstractAssetTask {
  126555. /**
  126556. * Defines the name of the task
  126557. */
  126558. name: string;
  126559. /**
  126560. * Defines the location of the file to load
  126561. */
  126562. url: string;
  126563. /**
  126564. * Gets the loaded text string
  126565. */
  126566. text: string;
  126567. /**
  126568. * Callback called when the task is successful
  126569. */
  126570. onSuccess: (task: TextFileAssetTask) => void;
  126571. /**
  126572. * Callback called when the task is successful
  126573. */
  126574. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  126575. /**
  126576. * Creates a new TextFileAssetTask object
  126577. * @param name defines the name of the task
  126578. * @param url defines the location of the file to load
  126579. */
  126580. constructor(
  126581. /**
  126582. * Defines the name of the task
  126583. */
  126584. name: string,
  126585. /**
  126586. * Defines the location of the file to load
  126587. */
  126588. url: string);
  126589. /**
  126590. * Execute the current task
  126591. * @param scene defines the scene where you want your assets to be loaded
  126592. * @param onSuccess is a callback called when the task is successfully executed
  126593. * @param onError is a callback called if an error occurs
  126594. */
  126595. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126596. }
  126597. /**
  126598. * Define a task used by AssetsManager to load binary data
  126599. */
  126600. export class BinaryFileAssetTask extends AbstractAssetTask {
  126601. /**
  126602. * Defines the name of the task
  126603. */
  126604. name: string;
  126605. /**
  126606. * Defines the location of the file to load
  126607. */
  126608. url: string;
  126609. /**
  126610. * Gets the lodaded data (as an array buffer)
  126611. */
  126612. data: ArrayBuffer;
  126613. /**
  126614. * Callback called when the task is successful
  126615. */
  126616. onSuccess: (task: BinaryFileAssetTask) => void;
  126617. /**
  126618. * Callback called when the task is successful
  126619. */
  126620. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  126621. /**
  126622. * Creates a new BinaryFileAssetTask object
  126623. * @param name defines the name of the new task
  126624. * @param url defines the location of the file to load
  126625. */
  126626. constructor(
  126627. /**
  126628. * Defines the name of the task
  126629. */
  126630. name: string,
  126631. /**
  126632. * Defines the location of the file to load
  126633. */
  126634. url: string);
  126635. /**
  126636. * Execute the current task
  126637. * @param scene defines the scene where you want your assets to be loaded
  126638. * @param onSuccess is a callback called when the task is successfully executed
  126639. * @param onError is a callback called if an error occurs
  126640. */
  126641. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126642. }
  126643. /**
  126644. * Define a task used by AssetsManager to load images
  126645. */
  126646. export class ImageAssetTask extends AbstractAssetTask {
  126647. /**
  126648. * Defines the name of the task
  126649. */
  126650. name: string;
  126651. /**
  126652. * Defines the location of the image to load
  126653. */
  126654. url: string;
  126655. /**
  126656. * Gets the loaded images
  126657. */
  126658. image: HTMLImageElement;
  126659. /**
  126660. * Callback called when the task is successful
  126661. */
  126662. onSuccess: (task: ImageAssetTask) => void;
  126663. /**
  126664. * Callback called when the task is successful
  126665. */
  126666. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  126667. /**
  126668. * Creates a new ImageAssetTask
  126669. * @param name defines the name of the task
  126670. * @param url defines the location of the image to load
  126671. */
  126672. constructor(
  126673. /**
  126674. * Defines the name of the task
  126675. */
  126676. name: string,
  126677. /**
  126678. * Defines the location of the image to load
  126679. */
  126680. url: string);
  126681. /**
  126682. * Execute the current task
  126683. * @param scene defines the scene where you want your assets to be loaded
  126684. * @param onSuccess is a callback called when the task is successfully executed
  126685. * @param onError is a callback called if an error occurs
  126686. */
  126687. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126688. }
  126689. /**
  126690. * Defines the interface used by texture loading tasks
  126691. */
  126692. export interface ITextureAssetTask<TEX extends BaseTexture> {
  126693. /**
  126694. * Gets the loaded texture
  126695. */
  126696. texture: TEX;
  126697. }
  126698. /**
  126699. * Define a task used by AssetsManager to load 2D textures
  126700. */
  126701. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  126702. /**
  126703. * Defines the name of the task
  126704. */
  126705. name: string;
  126706. /**
  126707. * Defines the location of the file to load
  126708. */
  126709. url: string;
  126710. /**
  126711. * Defines if mipmap should not be generated (default is false)
  126712. */
  126713. noMipmap?: boolean | undefined;
  126714. /**
  126715. * Defines if texture must be inverted on Y axis (default is false)
  126716. */
  126717. invertY?: boolean | undefined;
  126718. /**
  126719. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  126720. */
  126721. samplingMode: number;
  126722. /**
  126723. * Gets the loaded texture
  126724. */
  126725. texture: Texture;
  126726. /**
  126727. * Callback called when the task is successful
  126728. */
  126729. onSuccess: (task: TextureAssetTask) => void;
  126730. /**
  126731. * Callback called when the task is successful
  126732. */
  126733. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  126734. /**
  126735. * Creates a new TextureAssetTask object
  126736. * @param name defines the name of the task
  126737. * @param url defines the location of the file to load
  126738. * @param noMipmap defines if mipmap should not be generated (default is false)
  126739. * @param invertY defines if texture must be inverted on Y axis (default is false)
  126740. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  126741. */
  126742. constructor(
  126743. /**
  126744. * Defines the name of the task
  126745. */
  126746. name: string,
  126747. /**
  126748. * Defines the location of the file to load
  126749. */
  126750. url: string,
  126751. /**
  126752. * Defines if mipmap should not be generated (default is false)
  126753. */
  126754. noMipmap?: boolean | undefined,
  126755. /**
  126756. * Defines if texture must be inverted on Y axis (default is false)
  126757. */
  126758. invertY?: boolean | undefined,
  126759. /**
  126760. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  126761. */
  126762. samplingMode?: number);
  126763. /**
  126764. * Execute the current task
  126765. * @param scene defines the scene where you want your assets to be loaded
  126766. * @param onSuccess is a callback called when the task is successfully executed
  126767. * @param onError is a callback called if an error occurs
  126768. */
  126769. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126770. }
  126771. /**
  126772. * Define a task used by AssetsManager to load cube textures
  126773. */
  126774. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  126775. /**
  126776. * Defines the name of the task
  126777. */
  126778. name: string;
  126779. /**
  126780. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  126781. */
  126782. url: string;
  126783. /**
  126784. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  126785. */
  126786. extensions?: string[] | undefined;
  126787. /**
  126788. * Defines if mipmaps should not be generated (default is false)
  126789. */
  126790. noMipmap?: boolean | undefined;
  126791. /**
  126792. * Defines the explicit list of files (undefined by default)
  126793. */
  126794. files?: string[] | undefined;
  126795. /**
  126796. * Gets the loaded texture
  126797. */
  126798. texture: CubeTexture;
  126799. /**
  126800. * Callback called when the task is successful
  126801. */
  126802. onSuccess: (task: CubeTextureAssetTask) => void;
  126803. /**
  126804. * Callback called when the task is successful
  126805. */
  126806. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  126807. /**
  126808. * Creates a new CubeTextureAssetTask
  126809. * @param name defines the name of the task
  126810. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  126811. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  126812. * @param noMipmap defines if mipmaps should not be generated (default is false)
  126813. * @param files defines the explicit list of files (undefined by default)
  126814. */
  126815. constructor(
  126816. /**
  126817. * Defines the name of the task
  126818. */
  126819. name: string,
  126820. /**
  126821. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  126822. */
  126823. url: string,
  126824. /**
  126825. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  126826. */
  126827. extensions?: string[] | undefined,
  126828. /**
  126829. * Defines if mipmaps should not be generated (default is false)
  126830. */
  126831. noMipmap?: boolean | undefined,
  126832. /**
  126833. * Defines the explicit list of files (undefined by default)
  126834. */
  126835. files?: string[] | undefined);
  126836. /**
  126837. * Execute the current task
  126838. * @param scene defines the scene where you want your assets to be loaded
  126839. * @param onSuccess is a callback called when the task is successfully executed
  126840. * @param onError is a callback called if an error occurs
  126841. */
  126842. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126843. }
  126844. /**
  126845. * Define a task used by AssetsManager to load HDR cube textures
  126846. */
  126847. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  126848. /**
  126849. * Defines the name of the task
  126850. */
  126851. name: string;
  126852. /**
  126853. * Defines the location of the file to load
  126854. */
  126855. url: string;
  126856. /**
  126857. * Defines the desired size (the more it increases the longer the generation will be)
  126858. */
  126859. size: number;
  126860. /**
  126861. * Defines if mipmaps should not be generated (default is false)
  126862. */
  126863. noMipmap: boolean;
  126864. /**
  126865. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  126866. */
  126867. generateHarmonics: boolean;
  126868. /**
  126869. * 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)
  126870. */
  126871. gammaSpace: boolean;
  126872. /**
  126873. * Internal Use Only
  126874. */
  126875. reserved: boolean;
  126876. /**
  126877. * Gets the loaded texture
  126878. */
  126879. texture: HDRCubeTexture;
  126880. /**
  126881. * Callback called when the task is successful
  126882. */
  126883. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  126884. /**
  126885. * Callback called when the task is successful
  126886. */
  126887. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  126888. /**
  126889. * Creates a new HDRCubeTextureAssetTask object
  126890. * @param name defines the name of the task
  126891. * @param url defines the location of the file to load
  126892. * @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.
  126893. * @param noMipmap defines if mipmaps should not be generated (default is false)
  126894. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  126895. * @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)
  126896. * @param reserved Internal use only
  126897. */
  126898. constructor(
  126899. /**
  126900. * Defines the name of the task
  126901. */
  126902. name: string,
  126903. /**
  126904. * Defines the location of the file to load
  126905. */
  126906. url: string,
  126907. /**
  126908. * Defines the desired size (the more it increases the longer the generation will be)
  126909. */
  126910. size: number,
  126911. /**
  126912. * Defines if mipmaps should not be generated (default is false)
  126913. */
  126914. noMipmap?: boolean,
  126915. /**
  126916. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  126917. */
  126918. generateHarmonics?: boolean,
  126919. /**
  126920. * 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)
  126921. */
  126922. gammaSpace?: boolean,
  126923. /**
  126924. * Internal Use Only
  126925. */
  126926. reserved?: boolean);
  126927. /**
  126928. * Execute the current task
  126929. * @param scene defines the scene where you want your assets to be loaded
  126930. * @param onSuccess is a callback called when the task is successfully executed
  126931. * @param onError is a callback called if an error occurs
  126932. */
  126933. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126934. }
  126935. /**
  126936. * Define a task used by AssetsManager to load Equirectangular cube textures
  126937. */
  126938. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  126939. /**
  126940. * Defines the name of the task
  126941. */
  126942. name: string;
  126943. /**
  126944. * Defines the location of the file to load
  126945. */
  126946. url: string;
  126947. /**
  126948. * Defines the desired size (the more it increases the longer the generation will be)
  126949. */
  126950. size: number;
  126951. /**
  126952. * Defines if mipmaps should not be generated (default is false)
  126953. */
  126954. noMipmap: boolean;
  126955. /**
  126956. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  126957. * but the standard material would require them in Gamma space) (default is true)
  126958. */
  126959. gammaSpace: boolean;
  126960. /**
  126961. * Gets the loaded texture
  126962. */
  126963. texture: EquiRectangularCubeTexture;
  126964. /**
  126965. * Callback called when the task is successful
  126966. */
  126967. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  126968. /**
  126969. * Callback called when the task is successful
  126970. */
  126971. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  126972. /**
  126973. * Creates a new EquiRectangularCubeTextureAssetTask object
  126974. * @param name defines the name of the task
  126975. * @param url defines the location of the file to load
  126976. * @param size defines the desired size (the more it increases the longer the generation will be)
  126977. * If the size is omitted this implies you are using a preprocessed cubemap.
  126978. * @param noMipmap defines if mipmaps should not be generated (default is false)
  126979. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  126980. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  126981. * (default is true)
  126982. */
  126983. constructor(
  126984. /**
  126985. * Defines the name of the task
  126986. */
  126987. name: string,
  126988. /**
  126989. * Defines the location of the file to load
  126990. */
  126991. url: string,
  126992. /**
  126993. * Defines the desired size (the more it increases the longer the generation will be)
  126994. */
  126995. size: number,
  126996. /**
  126997. * Defines if mipmaps should not be generated (default is false)
  126998. */
  126999. noMipmap?: boolean,
  127000. /**
  127001. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  127002. * but the standard material would require them in Gamma space) (default is true)
  127003. */
  127004. gammaSpace?: boolean);
  127005. /**
  127006. * Execute the current task
  127007. * @param scene defines the scene where you want your assets to be loaded
  127008. * @param onSuccess is a callback called when the task is successfully executed
  127009. * @param onError is a callback called if an error occurs
  127010. */
  127011. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  127012. }
  127013. /**
  127014. * This class can be used to easily import assets into a scene
  127015. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  127016. */
  127017. export class AssetsManager {
  127018. private _scene;
  127019. private _isLoading;
  127020. protected _tasks: AbstractAssetTask[];
  127021. protected _waitingTasksCount: number;
  127022. protected _totalTasksCount: number;
  127023. /**
  127024. * Callback called when all tasks are processed
  127025. */
  127026. onFinish: (tasks: AbstractAssetTask[]) => void;
  127027. /**
  127028. * Callback called when a task is successful
  127029. */
  127030. onTaskSuccess: (task: AbstractAssetTask) => void;
  127031. /**
  127032. * Callback called when a task had an error
  127033. */
  127034. onTaskError: (task: AbstractAssetTask) => void;
  127035. /**
  127036. * Callback called when a task is done (whatever the result is)
  127037. */
  127038. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  127039. /**
  127040. * Observable called when all tasks are processed
  127041. */
  127042. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  127043. /**
  127044. * Observable called when a task had an error
  127045. */
  127046. onTaskErrorObservable: Observable<AbstractAssetTask>;
  127047. /**
  127048. * Observable called when all tasks were executed
  127049. */
  127050. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  127051. /**
  127052. * Observable called when a task is done (whatever the result is)
  127053. */
  127054. onProgressObservable: Observable<IAssetsProgressEvent>;
  127055. /**
  127056. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  127057. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  127058. */
  127059. useDefaultLoadingScreen: boolean;
  127060. /**
  127061. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  127062. * when all assets have been downloaded.
  127063. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  127064. */
  127065. autoHideLoadingUI: boolean;
  127066. /**
  127067. * Creates a new AssetsManager
  127068. * @param scene defines the scene to work on
  127069. */
  127070. constructor(scene: Scene);
  127071. /**
  127072. * Add a MeshAssetTask to the list of active tasks
  127073. * @param taskName defines the name of the new task
  127074. * @param meshesNames defines the name of meshes to load
  127075. * @param rootUrl defines the root url to use to locate files
  127076. * @param sceneFilename defines the filename of the scene file
  127077. * @returns a new MeshAssetTask object
  127078. */
  127079. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  127080. /**
  127081. * Add a TextFileAssetTask to the list of active tasks
  127082. * @param taskName defines the name of the new task
  127083. * @param url defines the url of the file to load
  127084. * @returns a new TextFileAssetTask object
  127085. */
  127086. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  127087. /**
  127088. * Add a BinaryFileAssetTask to the list of active tasks
  127089. * @param taskName defines the name of the new task
  127090. * @param url defines the url of the file to load
  127091. * @returns a new BinaryFileAssetTask object
  127092. */
  127093. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  127094. /**
  127095. * Add a ImageAssetTask to the list of active tasks
  127096. * @param taskName defines the name of the new task
  127097. * @param url defines the url of the file to load
  127098. * @returns a new ImageAssetTask object
  127099. */
  127100. addImageTask(taskName: string, url: string): ImageAssetTask;
  127101. /**
  127102. * Add a TextureAssetTask to the list of active tasks
  127103. * @param taskName defines the name of the new task
  127104. * @param url defines the url of the file to load
  127105. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  127106. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  127107. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  127108. * @returns a new TextureAssetTask object
  127109. */
  127110. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  127111. /**
  127112. * Add a CubeTextureAssetTask to the list of active tasks
  127113. * @param taskName defines the name of the new task
  127114. * @param url defines the url of the file to load
  127115. * @param extensions defines the extension to use to load the cube map (can be null)
  127116. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  127117. * @param files defines the list of files to load (can be null)
  127118. * @returns a new CubeTextureAssetTask object
  127119. */
  127120. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  127121. /**
  127122. *
  127123. * Add a HDRCubeTextureAssetTask to the list of active tasks
  127124. * @param taskName defines the name of the new task
  127125. * @param url defines the url of the file to load
  127126. * @param size defines the size you want for the cubemap (can be null)
  127127. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  127128. * @param generateHarmonics defines if you want to automatically generate (true by default)
  127129. * @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)
  127130. * @param reserved Internal use only
  127131. * @returns a new HDRCubeTextureAssetTask object
  127132. */
  127133. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  127134. /**
  127135. *
  127136. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  127137. * @param taskName defines the name of the new task
  127138. * @param url defines the url of the file to load
  127139. * @param size defines the size you want for the cubemap (can be null)
  127140. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  127141. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  127142. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  127143. * @returns a new EquiRectangularCubeTextureAssetTask object
  127144. */
  127145. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  127146. /**
  127147. * Remove a task from the assets manager.
  127148. * @param task the task to remove
  127149. */
  127150. removeTask(task: AbstractAssetTask): void;
  127151. private _decreaseWaitingTasksCount;
  127152. private _runTask;
  127153. /**
  127154. * Reset the AssetsManager and remove all tasks
  127155. * @return the current instance of the AssetsManager
  127156. */
  127157. reset(): AssetsManager;
  127158. /**
  127159. * Start the loading process
  127160. * @return the current instance of the AssetsManager
  127161. */
  127162. load(): AssetsManager;
  127163. /**
  127164. * Start the loading process as an async operation
  127165. * @return a promise returning the list of failed tasks
  127166. */
  127167. loadAsync(): Promise<void>;
  127168. }
  127169. }
  127170. declare module BABYLON {
  127171. /**
  127172. * Wrapper class for promise with external resolve and reject.
  127173. */
  127174. export class Deferred<T> {
  127175. /**
  127176. * The promise associated with this deferred object.
  127177. */
  127178. readonly promise: Promise<T>;
  127179. private _resolve;
  127180. private _reject;
  127181. /**
  127182. * The resolve method of the promise associated with this deferred object.
  127183. */
  127184. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  127185. /**
  127186. * The reject method of the promise associated with this deferred object.
  127187. */
  127188. readonly reject: (reason?: any) => void;
  127189. /**
  127190. * Constructor for this deferred object.
  127191. */
  127192. constructor();
  127193. }
  127194. }
  127195. declare module BABYLON {
  127196. /**
  127197. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  127198. */
  127199. export class MeshExploder {
  127200. private _centerMesh;
  127201. private _meshes;
  127202. private _meshesOrigins;
  127203. private _toCenterVectors;
  127204. private _scaledDirection;
  127205. private _newPosition;
  127206. private _centerPosition;
  127207. /**
  127208. * Explodes meshes from a center mesh.
  127209. * @param meshes The meshes to explode.
  127210. * @param centerMesh The mesh to be center of explosion.
  127211. */
  127212. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  127213. private _setCenterMesh;
  127214. /**
  127215. * Get class name
  127216. * @returns "MeshExploder"
  127217. */
  127218. getClassName(): string;
  127219. /**
  127220. * "Exploded meshes"
  127221. * @returns Array of meshes with the centerMesh at index 0.
  127222. */
  127223. getMeshes(): Array<Mesh>;
  127224. /**
  127225. * Explodes meshes giving a specific direction
  127226. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  127227. */
  127228. explode(direction?: number): void;
  127229. }
  127230. }
  127231. declare module BABYLON {
  127232. /**
  127233. * Class used to help managing file picking and drag'n'drop
  127234. */
  127235. export class FilesInput {
  127236. /**
  127237. * List of files ready to be loaded
  127238. */
  127239. static readonly FilesToLoad: {
  127240. [key: string]: File;
  127241. };
  127242. /**
  127243. * Callback called when a file is processed
  127244. */
  127245. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  127246. private _engine;
  127247. private _currentScene;
  127248. private _sceneLoadedCallback;
  127249. private _progressCallback;
  127250. private _additionalRenderLoopLogicCallback;
  127251. private _textureLoadingCallback;
  127252. private _startingProcessingFilesCallback;
  127253. private _onReloadCallback;
  127254. private _errorCallback;
  127255. private _elementToMonitor;
  127256. private _sceneFileToLoad;
  127257. private _filesToLoad;
  127258. /**
  127259. * Creates a new FilesInput
  127260. * @param engine defines the rendering engine
  127261. * @param scene defines the hosting scene
  127262. * @param sceneLoadedCallback callback called when scene is loaded
  127263. * @param progressCallback callback called to track progress
  127264. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  127265. * @param textureLoadingCallback callback called when a texture is loading
  127266. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  127267. * @param onReloadCallback callback called when a reload is requested
  127268. * @param errorCallback callback call if an error occurs
  127269. */
  127270. 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);
  127271. private _dragEnterHandler;
  127272. private _dragOverHandler;
  127273. private _dropHandler;
  127274. /**
  127275. * Calls this function to listen to drag'n'drop events on a specific DOM element
  127276. * @param elementToMonitor defines the DOM element to track
  127277. */
  127278. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  127279. /**
  127280. * Release all associated resources
  127281. */
  127282. dispose(): void;
  127283. private renderFunction;
  127284. private drag;
  127285. private drop;
  127286. private _traverseFolder;
  127287. private _processFiles;
  127288. /**
  127289. * Load files from a drop event
  127290. * @param event defines the drop event to use as source
  127291. */
  127292. loadFiles(event: any): void;
  127293. private _processReload;
  127294. /**
  127295. * Reload the current scene from the loaded files
  127296. */
  127297. reload(): void;
  127298. }
  127299. }
  127300. declare module BABYLON {
  127301. /**
  127302. * Defines the root class used to create scene optimization to use with SceneOptimizer
  127303. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127304. */
  127305. export class SceneOptimization {
  127306. /**
  127307. * Defines the priority of this optimization (0 by default which means first in the list)
  127308. */
  127309. priority: number;
  127310. /**
  127311. * Gets a string describing the action executed by the current optimization
  127312. * @returns description string
  127313. */
  127314. getDescription(): string;
  127315. /**
  127316. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127317. * @param scene defines the current scene where to apply this optimization
  127318. * @param optimizer defines the current optimizer
  127319. * @returns true if everything that can be done was applied
  127320. */
  127321. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127322. /**
  127323. * Creates the SceneOptimization object
  127324. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  127325. * @param desc defines the description associated with the optimization
  127326. */
  127327. constructor(
  127328. /**
  127329. * Defines the priority of this optimization (0 by default which means first in the list)
  127330. */
  127331. priority?: number);
  127332. }
  127333. /**
  127334. * Defines an optimization used to reduce the size of render target textures
  127335. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127336. */
  127337. export class TextureOptimization extends SceneOptimization {
  127338. /**
  127339. * Defines the priority of this optimization (0 by default which means first in the list)
  127340. */
  127341. priority: number;
  127342. /**
  127343. * 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
  127344. */
  127345. maximumSize: number;
  127346. /**
  127347. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  127348. */
  127349. step: number;
  127350. /**
  127351. * Gets a string describing the action executed by the current optimization
  127352. * @returns description string
  127353. */
  127354. getDescription(): string;
  127355. /**
  127356. * Creates the TextureOptimization object
  127357. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  127358. * @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
  127359. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  127360. */
  127361. constructor(
  127362. /**
  127363. * Defines the priority of this optimization (0 by default which means first in the list)
  127364. */
  127365. priority?: number,
  127366. /**
  127367. * 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
  127368. */
  127369. maximumSize?: number,
  127370. /**
  127371. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  127372. */
  127373. step?: number);
  127374. /**
  127375. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127376. * @param scene defines the current scene where to apply this optimization
  127377. * @param optimizer defines the current optimizer
  127378. * @returns true if everything that can be done was applied
  127379. */
  127380. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127381. }
  127382. /**
  127383. * Defines an optimization used to increase or decrease the rendering resolution
  127384. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127385. */
  127386. export class HardwareScalingOptimization extends SceneOptimization {
  127387. /**
  127388. * Defines the priority of this optimization (0 by default which means first in the list)
  127389. */
  127390. priority: number;
  127391. /**
  127392. * Defines the maximum scale to use (2 by default)
  127393. */
  127394. maximumScale: number;
  127395. /**
  127396. * Defines the step to use between two passes (0.5 by default)
  127397. */
  127398. step: number;
  127399. private _currentScale;
  127400. private _directionOffset;
  127401. /**
  127402. * Gets a string describing the action executed by the current optimization
  127403. * @return description string
  127404. */
  127405. getDescription(): string;
  127406. /**
  127407. * Creates the HardwareScalingOptimization object
  127408. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  127409. * @param maximumScale defines the maximum scale to use (2 by default)
  127410. * @param step defines the step to use between two passes (0.5 by default)
  127411. */
  127412. constructor(
  127413. /**
  127414. * Defines the priority of this optimization (0 by default which means first in the list)
  127415. */
  127416. priority?: number,
  127417. /**
  127418. * Defines the maximum scale to use (2 by default)
  127419. */
  127420. maximumScale?: number,
  127421. /**
  127422. * Defines the step to use between two passes (0.5 by default)
  127423. */
  127424. step?: number);
  127425. /**
  127426. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127427. * @param scene defines the current scene where to apply this optimization
  127428. * @param optimizer defines the current optimizer
  127429. * @returns true if everything that can be done was applied
  127430. */
  127431. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127432. }
  127433. /**
  127434. * Defines an optimization used to remove shadows
  127435. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127436. */
  127437. export class ShadowsOptimization extends SceneOptimization {
  127438. /**
  127439. * Gets a string describing the action executed by the current optimization
  127440. * @return description string
  127441. */
  127442. getDescription(): string;
  127443. /**
  127444. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127445. * @param scene defines the current scene where to apply this optimization
  127446. * @param optimizer defines the current optimizer
  127447. * @returns true if everything that can be done was applied
  127448. */
  127449. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127450. }
  127451. /**
  127452. * Defines an optimization used to turn post-processes off
  127453. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127454. */
  127455. export class PostProcessesOptimization extends SceneOptimization {
  127456. /**
  127457. * Gets a string describing the action executed by the current optimization
  127458. * @return description string
  127459. */
  127460. getDescription(): string;
  127461. /**
  127462. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127463. * @param scene defines the current scene where to apply this optimization
  127464. * @param optimizer defines the current optimizer
  127465. * @returns true if everything that can be done was applied
  127466. */
  127467. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127468. }
  127469. /**
  127470. * Defines an optimization used to turn lens flares off
  127471. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127472. */
  127473. export class LensFlaresOptimization extends SceneOptimization {
  127474. /**
  127475. * Gets a string describing the action executed by the current optimization
  127476. * @return description string
  127477. */
  127478. getDescription(): string;
  127479. /**
  127480. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127481. * @param scene defines the current scene where to apply this optimization
  127482. * @param optimizer defines the current optimizer
  127483. * @returns true if everything that can be done was applied
  127484. */
  127485. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127486. }
  127487. /**
  127488. * Defines an optimization based on user defined callback.
  127489. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127490. */
  127491. export class CustomOptimization extends SceneOptimization {
  127492. /**
  127493. * Callback called to apply the custom optimization.
  127494. */
  127495. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  127496. /**
  127497. * Callback called to get custom description
  127498. */
  127499. onGetDescription: () => string;
  127500. /**
  127501. * Gets a string describing the action executed by the current optimization
  127502. * @returns description string
  127503. */
  127504. getDescription(): string;
  127505. /**
  127506. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127507. * @param scene defines the current scene where to apply this optimization
  127508. * @param optimizer defines the current optimizer
  127509. * @returns true if everything that can be done was applied
  127510. */
  127511. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127512. }
  127513. /**
  127514. * Defines an optimization used to turn particles off
  127515. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127516. */
  127517. export class ParticlesOptimization extends SceneOptimization {
  127518. /**
  127519. * Gets a string describing the action executed by the current optimization
  127520. * @return description string
  127521. */
  127522. getDescription(): string;
  127523. /**
  127524. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127525. * @param scene defines the current scene where to apply this optimization
  127526. * @param optimizer defines the current optimizer
  127527. * @returns true if everything that can be done was applied
  127528. */
  127529. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127530. }
  127531. /**
  127532. * Defines an optimization used to turn render targets off
  127533. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127534. */
  127535. export class RenderTargetsOptimization extends SceneOptimization {
  127536. /**
  127537. * Gets a string describing the action executed by the current optimization
  127538. * @return description string
  127539. */
  127540. getDescription(): string;
  127541. /**
  127542. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127543. * @param scene defines the current scene where to apply this optimization
  127544. * @param optimizer defines the current optimizer
  127545. * @returns true if everything that can be done was applied
  127546. */
  127547. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127548. }
  127549. /**
  127550. * Defines an optimization used to merge meshes with compatible materials
  127551. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127552. */
  127553. export class MergeMeshesOptimization extends SceneOptimization {
  127554. private static _UpdateSelectionTree;
  127555. /**
  127556. * Gets or sets a boolean which defines if optimization octree has to be updated
  127557. */
  127558. /**
  127559. * Gets or sets a boolean which defines if optimization octree has to be updated
  127560. */
  127561. static UpdateSelectionTree: boolean;
  127562. /**
  127563. * Gets a string describing the action executed by the current optimization
  127564. * @return description string
  127565. */
  127566. getDescription(): string;
  127567. private _canBeMerged;
  127568. /**
  127569. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127570. * @param scene defines the current scene where to apply this optimization
  127571. * @param optimizer defines the current optimizer
  127572. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  127573. * @returns true if everything that can be done was applied
  127574. */
  127575. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  127576. }
  127577. /**
  127578. * Defines a list of options used by SceneOptimizer
  127579. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127580. */
  127581. export class SceneOptimizerOptions {
  127582. /**
  127583. * Defines the target frame rate to reach (60 by default)
  127584. */
  127585. targetFrameRate: number;
  127586. /**
  127587. * Defines the interval between two checkes (2000ms by default)
  127588. */
  127589. trackerDuration: number;
  127590. /**
  127591. * Gets the list of optimizations to apply
  127592. */
  127593. optimizations: SceneOptimization[];
  127594. /**
  127595. * Creates a new list of options used by SceneOptimizer
  127596. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  127597. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  127598. */
  127599. constructor(
  127600. /**
  127601. * Defines the target frame rate to reach (60 by default)
  127602. */
  127603. targetFrameRate?: number,
  127604. /**
  127605. * Defines the interval between two checkes (2000ms by default)
  127606. */
  127607. trackerDuration?: number);
  127608. /**
  127609. * Add a new optimization
  127610. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  127611. * @returns the current SceneOptimizerOptions
  127612. */
  127613. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  127614. /**
  127615. * Add a new custom optimization
  127616. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  127617. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  127618. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  127619. * @returns the current SceneOptimizerOptions
  127620. */
  127621. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  127622. /**
  127623. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  127624. * @param targetFrameRate defines the target frame rate (60 by default)
  127625. * @returns a SceneOptimizerOptions object
  127626. */
  127627. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  127628. /**
  127629. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  127630. * @param targetFrameRate defines the target frame rate (60 by default)
  127631. * @returns a SceneOptimizerOptions object
  127632. */
  127633. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  127634. /**
  127635. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  127636. * @param targetFrameRate defines the target frame rate (60 by default)
  127637. * @returns a SceneOptimizerOptions object
  127638. */
  127639. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  127640. }
  127641. /**
  127642. * Class used to run optimizations in order to reach a target frame rate
  127643. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127644. */
  127645. export class SceneOptimizer implements IDisposable {
  127646. private _isRunning;
  127647. private _options;
  127648. private _scene;
  127649. private _currentPriorityLevel;
  127650. private _targetFrameRate;
  127651. private _trackerDuration;
  127652. private _currentFrameRate;
  127653. private _sceneDisposeObserver;
  127654. private _improvementMode;
  127655. /**
  127656. * Defines an observable called when the optimizer reaches the target frame rate
  127657. */
  127658. onSuccessObservable: Observable<SceneOptimizer>;
  127659. /**
  127660. * Defines an observable called when the optimizer enables an optimization
  127661. */
  127662. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  127663. /**
  127664. * Defines an observable called when the optimizer is not able to reach the target frame rate
  127665. */
  127666. onFailureObservable: Observable<SceneOptimizer>;
  127667. /**
  127668. * Gets a boolean indicating if the optimizer is in improvement mode
  127669. */
  127670. readonly isInImprovementMode: boolean;
  127671. /**
  127672. * Gets the current priority level (0 at start)
  127673. */
  127674. readonly currentPriorityLevel: number;
  127675. /**
  127676. * Gets the current frame rate checked by the SceneOptimizer
  127677. */
  127678. readonly currentFrameRate: number;
  127679. /**
  127680. * Gets or sets the current target frame rate (60 by default)
  127681. */
  127682. /**
  127683. * Gets or sets the current target frame rate (60 by default)
  127684. */
  127685. targetFrameRate: number;
  127686. /**
  127687. * Gets or sets the current interval between two checks (every 2000ms by default)
  127688. */
  127689. /**
  127690. * Gets or sets the current interval between two checks (every 2000ms by default)
  127691. */
  127692. trackerDuration: number;
  127693. /**
  127694. * Gets the list of active optimizations
  127695. */
  127696. readonly optimizations: SceneOptimization[];
  127697. /**
  127698. * Creates a new SceneOptimizer
  127699. * @param scene defines the scene to work on
  127700. * @param options defines the options to use with the SceneOptimizer
  127701. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  127702. * @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)
  127703. */
  127704. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  127705. /**
  127706. * Stops the current optimizer
  127707. */
  127708. stop(): void;
  127709. /**
  127710. * Reset the optimizer to initial step (current priority level = 0)
  127711. */
  127712. reset(): void;
  127713. /**
  127714. * Start the optimizer. By default it will try to reach a specific framerate
  127715. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  127716. */
  127717. start(): void;
  127718. private _checkCurrentState;
  127719. /**
  127720. * Release all resources
  127721. */
  127722. dispose(): void;
  127723. /**
  127724. * Helper function to create a SceneOptimizer with one single line of code
  127725. * @param scene defines the scene to work on
  127726. * @param options defines the options to use with the SceneOptimizer
  127727. * @param onSuccess defines a callback to call on success
  127728. * @param onFailure defines a callback to call on failure
  127729. * @returns the new SceneOptimizer object
  127730. */
  127731. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  127732. }
  127733. }
  127734. declare module BABYLON {
  127735. /**
  127736. * Class used to serialize a scene into a string
  127737. */
  127738. export class SceneSerializer {
  127739. /**
  127740. * Clear cache used by a previous serialization
  127741. */
  127742. static ClearCache(): void;
  127743. /**
  127744. * Serialize a scene into a JSON compatible object
  127745. * @param scene defines the scene to serialize
  127746. * @returns a JSON compatible object
  127747. */
  127748. static Serialize(scene: Scene): any;
  127749. /**
  127750. * Serialize a mesh into a JSON compatible object
  127751. * @param toSerialize defines the mesh to serialize
  127752. * @param withParents defines if parents must be serialized as well
  127753. * @param withChildren defines if children must be serialized as well
  127754. * @returns a JSON compatible object
  127755. */
  127756. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  127757. }
  127758. }
  127759. declare module BABYLON {
  127760. /**
  127761. * Class used to host texture specific utilities
  127762. */
  127763. export class TextureTools {
  127764. /**
  127765. * Uses the GPU to create a copy texture rescaled at a given size
  127766. * @param texture Texture to copy from
  127767. * @param width defines the desired width
  127768. * @param height defines the desired height
  127769. * @param useBilinearMode defines if bilinear mode has to be used
  127770. * @return the generated texture
  127771. */
  127772. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  127773. }
  127774. }
  127775. declare module BABYLON {
  127776. /**
  127777. * This represents the different options available for the video capture.
  127778. */
  127779. export interface VideoRecorderOptions {
  127780. /** Defines the mime type of the video. */
  127781. mimeType: string;
  127782. /** Defines the FPS the video should be recorded at. */
  127783. fps: number;
  127784. /** Defines the chunk size for the recording data. */
  127785. recordChunckSize: number;
  127786. /** The audio tracks to attach to the recording. */
  127787. audioTracks?: MediaStreamTrack[];
  127788. }
  127789. /**
  127790. * This can help with recording videos from BabylonJS.
  127791. * This is based on the available WebRTC functionalities of the browser.
  127792. *
  127793. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  127794. */
  127795. export class VideoRecorder {
  127796. private static readonly _defaultOptions;
  127797. /**
  127798. * Returns whether or not the VideoRecorder is available in your browser.
  127799. * @param engine Defines the Babylon Engine.
  127800. * @returns true if supported otherwise false.
  127801. */
  127802. static IsSupported(engine: Engine): boolean;
  127803. private readonly _options;
  127804. private _canvas;
  127805. private _mediaRecorder;
  127806. private _recordedChunks;
  127807. private _fileName;
  127808. private _resolve;
  127809. private _reject;
  127810. /**
  127811. * True when a recording is already in progress.
  127812. */
  127813. readonly isRecording: boolean;
  127814. /**
  127815. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  127816. * @param engine Defines the BabylonJS Engine you wish to record.
  127817. * @param options Defines options that can be used to customize the capture.
  127818. */
  127819. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  127820. /**
  127821. * Stops the current recording before the default capture timeout passed in the startRecording function.
  127822. */
  127823. stopRecording(): void;
  127824. /**
  127825. * Starts recording the canvas for a max duration specified in parameters.
  127826. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  127827. * If null no automatic download will start and you can rely on the promise to get the data back.
  127828. * @param maxDuration Defines the maximum recording time in seconds.
  127829. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  127830. * @return A promise callback at the end of the recording with the video data in Blob.
  127831. */
  127832. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  127833. /**
  127834. * Releases internal resources used during the recording.
  127835. */
  127836. dispose(): void;
  127837. private _handleDataAvailable;
  127838. private _handleError;
  127839. private _handleStop;
  127840. }
  127841. }
  127842. declare module BABYLON {
  127843. /**
  127844. * Class containing a set of static utilities functions for screenshots
  127845. */
  127846. export class ScreenshotTools {
  127847. /**
  127848. * Captures a screenshot of the current rendering
  127849. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127850. * @param engine defines the rendering engine
  127851. * @param camera defines the source camera
  127852. * @param size This parameter can be set to a single number or to an object with the
  127853. * following (optional) properties: precision, width, height. If a single number is passed,
  127854. * it will be used for both width and height. If an object is passed, the screenshot size
  127855. * will be derived from the parameters. The precision property is a multiplier allowing
  127856. * rendering at a higher or lower resolution
  127857. * @param successCallback defines the callback receives a single parameter which contains the
  127858. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  127859. * src parameter of an <img> to display it
  127860. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  127861. * Check your browser for supported MIME types
  127862. */
  127863. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  127864. /**
  127865. * Captures a screenshot of the current rendering
  127866. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127867. * @param engine defines the rendering engine
  127868. * @param camera defines the source camera
  127869. * @param size This parameter can be set to a single number or to an object with the
  127870. * following (optional) properties: precision, width, height. If a single number is passed,
  127871. * it will be used for both width and height. If an object is passed, the screenshot size
  127872. * will be derived from the parameters. The precision property is a multiplier allowing
  127873. * rendering at a higher or lower resolution
  127874. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  127875. * Check your browser for supported MIME types
  127876. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  127877. * to the src parameter of an <img> to display it
  127878. */
  127879. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  127880. /**
  127881. * Generates an image screenshot from the specified camera.
  127882. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127883. * @param engine The engine to use for rendering
  127884. * @param camera The camera to use for rendering
  127885. * @param size This parameter can be set to a single number or to an object with the
  127886. * following (optional) properties: precision, width, height. If a single number is passed,
  127887. * it will be used for both width and height. If an object is passed, the screenshot size
  127888. * will be derived from the parameters. The precision property is a multiplier allowing
  127889. * rendering at a higher or lower resolution
  127890. * @param successCallback The callback receives a single parameter which contains the
  127891. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  127892. * src parameter of an <img> to display it
  127893. * @param mimeType The MIME type of the screenshot image (default: image/png).
  127894. * Check your browser for supported MIME types
  127895. * @param samples Texture samples (default: 1)
  127896. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  127897. * @param fileName A name for for the downloaded file.
  127898. */
  127899. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  127900. /**
  127901. * Generates an image screenshot from the specified camera.
  127902. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127903. * @param engine The engine to use for rendering
  127904. * @param camera The camera to use for rendering
  127905. * @param size This parameter can be set to a single number or to an object with the
  127906. * following (optional) properties: precision, width, height. If a single number is passed,
  127907. * it will be used for both width and height. If an object is passed, the screenshot size
  127908. * will be derived from the parameters. The precision property is a multiplier allowing
  127909. * rendering at a higher or lower resolution
  127910. * @param mimeType The MIME type of the screenshot image (default: image/png).
  127911. * Check your browser for supported MIME types
  127912. * @param samples Texture samples (default: 1)
  127913. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  127914. * @param fileName A name for for the downloaded file.
  127915. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  127916. * to the src parameter of an <img> to display it
  127917. */
  127918. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  127919. /**
  127920. * Gets height and width for screenshot size
  127921. * @private
  127922. */
  127923. private static _getScreenshotSize;
  127924. }
  127925. }
  127926. declare module BABYLON {
  127927. /**
  127928. * A cursor which tracks a point on a path
  127929. */
  127930. export class PathCursor {
  127931. private path;
  127932. /**
  127933. * Stores path cursor callbacks for when an onchange event is triggered
  127934. */
  127935. private _onchange;
  127936. /**
  127937. * The value of the path cursor
  127938. */
  127939. value: number;
  127940. /**
  127941. * The animation array of the path cursor
  127942. */
  127943. animations: Animation[];
  127944. /**
  127945. * Initializes the path cursor
  127946. * @param path The path to track
  127947. */
  127948. constructor(path: Path2);
  127949. /**
  127950. * Gets the cursor point on the path
  127951. * @returns A point on the path cursor at the cursor location
  127952. */
  127953. getPoint(): Vector3;
  127954. /**
  127955. * Moves the cursor ahead by the step amount
  127956. * @param step The amount to move the cursor forward
  127957. * @returns This path cursor
  127958. */
  127959. moveAhead(step?: number): PathCursor;
  127960. /**
  127961. * Moves the cursor behind by the step amount
  127962. * @param step The amount to move the cursor back
  127963. * @returns This path cursor
  127964. */
  127965. moveBack(step?: number): PathCursor;
  127966. /**
  127967. * Moves the cursor by the step amount
  127968. * If the step amount is greater than one, an exception is thrown
  127969. * @param step The amount to move the cursor
  127970. * @returns This path cursor
  127971. */
  127972. move(step: number): PathCursor;
  127973. /**
  127974. * Ensures that the value is limited between zero and one
  127975. * @returns This path cursor
  127976. */
  127977. private ensureLimits;
  127978. /**
  127979. * Runs onchange callbacks on change (used by the animation engine)
  127980. * @returns This path cursor
  127981. */
  127982. private raiseOnChange;
  127983. /**
  127984. * Executes a function on change
  127985. * @param f A path cursor onchange callback
  127986. * @returns This path cursor
  127987. */
  127988. onchange(f: (cursor: PathCursor) => void): PathCursor;
  127989. }
  127990. }
  127991. declare module BABYLON {
  127992. /** @hidden */
  127993. export var blurPixelShader: {
  127994. name: string;
  127995. shader: string;
  127996. };
  127997. }
  127998. declare module BABYLON {
  127999. /** @hidden */
  128000. export var pointCloudVertexDeclaration: {
  128001. name: string;
  128002. shader: string;
  128003. };
  128004. }
  128005. // Mixins
  128006. interface Window {
  128007. mozIndexedDB: IDBFactory;
  128008. webkitIndexedDB: IDBFactory;
  128009. msIndexedDB: IDBFactory;
  128010. webkitURL: typeof URL;
  128011. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  128012. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  128013. WebGLRenderingContext: WebGLRenderingContext;
  128014. MSGesture: MSGesture;
  128015. CANNON: any;
  128016. AudioContext: AudioContext;
  128017. webkitAudioContext: AudioContext;
  128018. PointerEvent: any;
  128019. Math: Math;
  128020. Uint8Array: Uint8ArrayConstructor;
  128021. Float32Array: Float32ArrayConstructor;
  128022. mozURL: typeof URL;
  128023. msURL: typeof URL;
  128024. VRFrameData: any; // WebVR, from specs 1.1
  128025. DracoDecoderModule: any;
  128026. setImmediate(handler: (...args: any[]) => void): number;
  128027. }
  128028. interface HTMLCanvasElement {
  128029. requestPointerLock(): void;
  128030. msRequestPointerLock?(): void;
  128031. mozRequestPointerLock?(): void;
  128032. webkitRequestPointerLock?(): void;
  128033. /** Track wether a record is in progress */
  128034. isRecording: boolean;
  128035. /** Capture Stream method defined by some browsers */
  128036. captureStream(fps?: number): MediaStream;
  128037. }
  128038. interface CanvasRenderingContext2D {
  128039. msImageSmoothingEnabled: boolean;
  128040. }
  128041. interface MouseEvent {
  128042. mozMovementX: number;
  128043. mozMovementY: number;
  128044. webkitMovementX: number;
  128045. webkitMovementY: number;
  128046. msMovementX: number;
  128047. msMovementY: number;
  128048. }
  128049. interface Navigator {
  128050. mozGetVRDevices: (any: any) => any;
  128051. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  128052. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  128053. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  128054. webkitGetGamepads(): Gamepad[];
  128055. msGetGamepads(): Gamepad[];
  128056. webkitGamepads(): Gamepad[];
  128057. }
  128058. interface HTMLVideoElement {
  128059. mozSrcObject: any;
  128060. }
  128061. interface Math {
  128062. fround(x: number): number;
  128063. imul(a: number, b: number): number;
  128064. }
  128065. interface WebGLRenderingContext {
  128066. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  128067. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  128068. vertexAttribDivisor(index: number, divisor: number): void;
  128069. createVertexArray(): any;
  128070. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  128071. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  128072. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  128073. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  128074. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  128075. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  128076. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  128077. // Queries
  128078. createQuery(): WebGLQuery;
  128079. deleteQuery(query: WebGLQuery): void;
  128080. beginQuery(target: number, query: WebGLQuery): void;
  128081. endQuery(target: number): void;
  128082. getQueryParameter(query: WebGLQuery, pname: number): any;
  128083. getQuery(target: number, pname: number): any;
  128084. MAX_SAMPLES: number;
  128085. RGBA8: number;
  128086. READ_FRAMEBUFFER: number;
  128087. DRAW_FRAMEBUFFER: number;
  128088. UNIFORM_BUFFER: number;
  128089. HALF_FLOAT_OES: number;
  128090. RGBA16F: number;
  128091. RGBA32F: number;
  128092. R32F: number;
  128093. RG32F: number;
  128094. RGB32F: number;
  128095. R16F: number;
  128096. RG16F: number;
  128097. RGB16F: number;
  128098. RED: number;
  128099. RG: number;
  128100. R8: number;
  128101. RG8: number;
  128102. UNSIGNED_INT_24_8: number;
  128103. DEPTH24_STENCIL8: number;
  128104. /* Multiple Render Targets */
  128105. drawBuffers(buffers: number[]): void;
  128106. readBuffer(src: number): void;
  128107. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  128108. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  128109. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  128110. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  128111. // Occlusion Query
  128112. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  128113. ANY_SAMPLES_PASSED: number;
  128114. QUERY_RESULT_AVAILABLE: number;
  128115. QUERY_RESULT: number;
  128116. }
  128117. interface WebGLProgram {
  128118. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  128119. }
  128120. interface EXT_disjoint_timer_query {
  128121. QUERY_COUNTER_BITS_EXT: number;
  128122. TIME_ELAPSED_EXT: number;
  128123. TIMESTAMP_EXT: number;
  128124. GPU_DISJOINT_EXT: number;
  128125. QUERY_RESULT_EXT: number;
  128126. QUERY_RESULT_AVAILABLE_EXT: number;
  128127. queryCounterEXT(query: WebGLQuery, target: number): void;
  128128. createQueryEXT(): WebGLQuery;
  128129. beginQueryEXT(target: number, query: WebGLQuery): void;
  128130. endQueryEXT(target: number): void;
  128131. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  128132. deleteQueryEXT(query: WebGLQuery): void;
  128133. }
  128134. interface WebGLUniformLocation {
  128135. _currentState: any;
  128136. }
  128137. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  128138. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  128139. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  128140. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  128141. interface WebGLRenderingContext {
  128142. readonly RASTERIZER_DISCARD: number;
  128143. readonly DEPTH_COMPONENT24: number;
  128144. readonly TEXTURE_3D: number;
  128145. readonly TEXTURE_2D_ARRAY: number;
  128146. readonly TEXTURE_COMPARE_FUNC: number;
  128147. readonly TEXTURE_COMPARE_MODE: number;
  128148. readonly COMPARE_REF_TO_TEXTURE: number;
  128149. readonly TEXTURE_WRAP_R: number;
  128150. readonly HALF_FLOAT: number;
  128151. readonly RGB8: number;
  128152. readonly RED_INTEGER: number;
  128153. readonly RG_INTEGER: number;
  128154. readonly RGB_INTEGER: number;
  128155. readonly RGBA_INTEGER: number;
  128156. readonly R8_SNORM: number;
  128157. readonly RG8_SNORM: number;
  128158. readonly RGB8_SNORM: number;
  128159. readonly RGBA8_SNORM: number;
  128160. readonly R8I: number;
  128161. readonly RG8I: number;
  128162. readonly RGB8I: number;
  128163. readonly RGBA8I: number;
  128164. readonly R8UI: number;
  128165. readonly RG8UI: number;
  128166. readonly RGB8UI: number;
  128167. readonly RGBA8UI: number;
  128168. readonly R16I: number;
  128169. readonly RG16I: number;
  128170. readonly RGB16I: number;
  128171. readonly RGBA16I: number;
  128172. readonly R16UI: number;
  128173. readonly RG16UI: number;
  128174. readonly RGB16UI: number;
  128175. readonly RGBA16UI: number;
  128176. readonly R32I: number;
  128177. readonly RG32I: number;
  128178. readonly RGB32I: number;
  128179. readonly RGBA32I: number;
  128180. readonly R32UI: number;
  128181. readonly RG32UI: number;
  128182. readonly RGB32UI: number;
  128183. readonly RGBA32UI: number;
  128184. readonly RGB10_A2UI: number;
  128185. readonly R11F_G11F_B10F: number;
  128186. readonly RGB9_E5: number;
  128187. readonly RGB10_A2: number;
  128188. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  128189. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  128190. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  128191. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  128192. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  128193. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  128194. 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;
  128195. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  128196. readonly TRANSFORM_FEEDBACK: number;
  128197. readonly INTERLEAVED_ATTRIBS: number;
  128198. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  128199. createTransformFeedback(): WebGLTransformFeedback;
  128200. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  128201. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  128202. beginTransformFeedback(primitiveMode: number): void;
  128203. endTransformFeedback(): void;
  128204. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  128205. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  128206. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  128207. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  128208. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  128209. }
  128210. interface ImageBitmap {
  128211. readonly width: number;
  128212. readonly height: number;
  128213. close(): void;
  128214. }
  128215. interface WebGLQuery extends WebGLObject {
  128216. }
  128217. declare var WebGLQuery: {
  128218. prototype: WebGLQuery;
  128219. new(): WebGLQuery;
  128220. };
  128221. interface WebGLSampler extends WebGLObject {
  128222. }
  128223. declare var WebGLSampler: {
  128224. prototype: WebGLSampler;
  128225. new(): WebGLSampler;
  128226. };
  128227. interface WebGLSync extends WebGLObject {
  128228. }
  128229. declare var WebGLSync: {
  128230. prototype: WebGLSync;
  128231. new(): WebGLSync;
  128232. };
  128233. interface WebGLTransformFeedback extends WebGLObject {
  128234. }
  128235. declare var WebGLTransformFeedback: {
  128236. prototype: WebGLTransformFeedback;
  128237. new(): WebGLTransformFeedback;
  128238. };
  128239. interface WebGLVertexArrayObject extends WebGLObject {
  128240. }
  128241. declare var WebGLVertexArrayObject: {
  128242. prototype: WebGLVertexArrayObject;
  128243. new(): WebGLVertexArrayObject;
  128244. };
  128245. // Type definitions for WebVR API
  128246. // Project: https://w3c.github.io/webvr/
  128247. // Definitions by: six a <https://github.com/lostfictions>
  128248. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  128249. interface VRDisplay extends EventTarget {
  128250. /**
  128251. * Dictionary of capabilities describing the VRDisplay.
  128252. */
  128253. readonly capabilities: VRDisplayCapabilities;
  128254. /**
  128255. * z-depth defining the far plane of the eye view frustum
  128256. * enables mapping of values in the render target depth
  128257. * attachment to scene coordinates. Initially set to 10000.0.
  128258. */
  128259. depthFar: number;
  128260. /**
  128261. * z-depth defining the near plane of the eye view frustum
  128262. * enables mapping of values in the render target depth
  128263. * attachment to scene coordinates. Initially set to 0.01.
  128264. */
  128265. depthNear: number;
  128266. /**
  128267. * An identifier for this distinct VRDisplay. Used as an
  128268. * association point in the Gamepad API.
  128269. */
  128270. readonly displayId: number;
  128271. /**
  128272. * A display name, a user-readable name identifying it.
  128273. */
  128274. readonly displayName: string;
  128275. readonly isConnected: boolean;
  128276. readonly isPresenting: boolean;
  128277. /**
  128278. * If this VRDisplay supports room-scale experiences, the optional
  128279. * stage attribute contains details on the room-scale parameters.
  128280. */
  128281. readonly stageParameters: VRStageParameters | null;
  128282. /**
  128283. * Passing the value returned by `requestAnimationFrame` to
  128284. * `cancelAnimationFrame` will unregister the callback.
  128285. * @param handle Define the hanle of the request to cancel
  128286. */
  128287. cancelAnimationFrame(handle: number): void;
  128288. /**
  128289. * Stops presenting to the VRDisplay.
  128290. * @returns a promise to know when it stopped
  128291. */
  128292. exitPresent(): Promise<void>;
  128293. /**
  128294. * Return the current VREyeParameters for the given eye.
  128295. * @param whichEye Define the eye we want the parameter for
  128296. * @returns the eye parameters
  128297. */
  128298. getEyeParameters(whichEye: string): VREyeParameters;
  128299. /**
  128300. * Populates the passed VRFrameData with the information required to render
  128301. * the current frame.
  128302. * @param frameData Define the data structure to populate
  128303. * @returns true if ok otherwise false
  128304. */
  128305. getFrameData(frameData: VRFrameData): boolean;
  128306. /**
  128307. * Get the layers currently being presented.
  128308. * @returns the list of VR layers
  128309. */
  128310. getLayers(): VRLayer[];
  128311. /**
  128312. * Return a VRPose containing the future predicted pose of the VRDisplay
  128313. * when the current frame will be presented. The value returned will not
  128314. * change until JavaScript has returned control to the browser.
  128315. *
  128316. * The VRPose will contain the position, orientation, velocity,
  128317. * and acceleration of each of these properties.
  128318. * @returns the pose object
  128319. */
  128320. getPose(): VRPose;
  128321. /**
  128322. * Return the current instantaneous pose of the VRDisplay, with no
  128323. * prediction applied.
  128324. * @returns the current instantaneous pose
  128325. */
  128326. getImmediatePose(): VRPose;
  128327. /**
  128328. * The callback passed to `requestAnimationFrame` will be called
  128329. * any time a new frame should be rendered. When the VRDisplay is
  128330. * presenting the callback will be called at the native refresh
  128331. * rate of the HMD. When not presenting this function acts
  128332. * identically to how window.requestAnimationFrame acts. Content should
  128333. * make no assumptions of frame rate or vsync behavior as the HMD runs
  128334. * asynchronously from other displays and at differing refresh rates.
  128335. * @param callback Define the eaction to run next frame
  128336. * @returns the request handle it
  128337. */
  128338. requestAnimationFrame(callback: FrameRequestCallback): number;
  128339. /**
  128340. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  128341. * Repeat calls while already presenting will update the VRLayers being displayed.
  128342. * @param layers Define the list of layer to present
  128343. * @returns a promise to know when the request has been fulfilled
  128344. */
  128345. requestPresent(layers: VRLayer[]): Promise<void>;
  128346. /**
  128347. * Reset the pose for this display, treating its current position and
  128348. * orientation as the "origin/zero" values. VRPose.position,
  128349. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  128350. * updated when calling resetPose(). This should be called in only
  128351. * sitting-space experiences.
  128352. */
  128353. resetPose(): void;
  128354. /**
  128355. * The VRLayer provided to the VRDisplay will be captured and presented
  128356. * in the HMD. Calling this function has the same effect on the source
  128357. * canvas as any other operation that uses its source image, and canvases
  128358. * created without preserveDrawingBuffer set to true will be cleared.
  128359. * @param pose Define the pose to submit
  128360. */
  128361. submitFrame(pose?: VRPose): void;
  128362. }
  128363. declare var VRDisplay: {
  128364. prototype: VRDisplay;
  128365. new(): VRDisplay;
  128366. };
  128367. interface VRLayer {
  128368. leftBounds?: number[] | Float32Array | null;
  128369. rightBounds?: number[] | Float32Array | null;
  128370. source?: HTMLCanvasElement | null;
  128371. }
  128372. interface VRDisplayCapabilities {
  128373. readonly canPresent: boolean;
  128374. readonly hasExternalDisplay: boolean;
  128375. readonly hasOrientation: boolean;
  128376. readonly hasPosition: boolean;
  128377. readonly maxLayers: number;
  128378. }
  128379. interface VREyeParameters {
  128380. /** @deprecated */
  128381. readonly fieldOfView: VRFieldOfView;
  128382. readonly offset: Float32Array;
  128383. readonly renderHeight: number;
  128384. readonly renderWidth: number;
  128385. }
  128386. interface VRFieldOfView {
  128387. readonly downDegrees: number;
  128388. readonly leftDegrees: number;
  128389. readonly rightDegrees: number;
  128390. readonly upDegrees: number;
  128391. }
  128392. interface VRFrameData {
  128393. readonly leftProjectionMatrix: Float32Array;
  128394. readonly leftViewMatrix: Float32Array;
  128395. readonly pose: VRPose;
  128396. readonly rightProjectionMatrix: Float32Array;
  128397. readonly rightViewMatrix: Float32Array;
  128398. readonly timestamp: number;
  128399. }
  128400. interface VRPose {
  128401. readonly angularAcceleration: Float32Array | null;
  128402. readonly angularVelocity: Float32Array | null;
  128403. readonly linearAcceleration: Float32Array | null;
  128404. readonly linearVelocity: Float32Array | null;
  128405. readonly orientation: Float32Array | null;
  128406. readonly position: Float32Array | null;
  128407. readonly timestamp: number;
  128408. }
  128409. interface VRStageParameters {
  128410. sittingToStandingTransform?: Float32Array;
  128411. sizeX?: number;
  128412. sizeY?: number;
  128413. }
  128414. interface Navigator {
  128415. getVRDisplays(): Promise<VRDisplay[]>;
  128416. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  128417. }
  128418. interface Window {
  128419. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  128420. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  128421. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  128422. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  128423. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  128424. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  128425. }
  128426. interface Gamepad {
  128427. readonly displayId: number;
  128428. }
  128429. type XRSessionMode =
  128430. | "inline"
  128431. | "immersive-vr"
  128432. | "immersive-ar";
  128433. type XRReferenceSpaceType =
  128434. | "viewer"
  128435. | "local"
  128436. | "local-floor"
  128437. | "bounded-floor"
  128438. | "unbounded";
  128439. type XREnvironmentBlendMode =
  128440. | "opaque"
  128441. | "additive"
  128442. | "alpha-blend";
  128443. type XRVisibilityState =
  128444. | "visible"
  128445. | "visible-blurred"
  128446. | "hidden";
  128447. type XRHandedness =
  128448. | "none"
  128449. | "left"
  128450. | "right";
  128451. type XRTargetRayMode =
  128452. | "gaze"
  128453. | "tracked-pointer"
  128454. | "screen";
  128455. type XREye =
  128456. | "none"
  128457. | "left"
  128458. | "right";
  128459. interface XRSpace extends EventTarget {
  128460. }
  128461. interface XRRenderState {
  128462. depthNear?: number;
  128463. depthFar?: number;
  128464. inlineVerticalFieldOfView?: number;
  128465. baseLayer?: XRWebGLLayer;
  128466. }
  128467. interface XRInputSource {
  128468. handedness: XRHandedness;
  128469. targetRayMode: XRTargetRayMode;
  128470. targetRaySpace: XRSpace;
  128471. gripSpace: XRSpace | undefined;
  128472. gamepad: Gamepad | undefined;
  128473. profiles: Array<string>;
  128474. }
  128475. interface XRSession {
  128476. addEventListener: Function;
  128477. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  128478. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  128479. requestAnimationFrame: Function;
  128480. end(): Promise<void>;
  128481. renderState: XRRenderState;
  128482. inputSources: Array<XRInputSource>;
  128483. }
  128484. interface XRReferenceSpace extends XRSpace {
  128485. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  128486. onreset: any;
  128487. }
  128488. interface XRFrame {
  128489. session: XRSession;
  128490. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  128491. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  128492. }
  128493. interface XRViewerPose extends XRPose {
  128494. views: Array<XRView>;
  128495. }
  128496. interface XRPose {
  128497. transform: XRRigidTransform;
  128498. emulatedPosition: boolean;
  128499. }
  128500. declare var XRWebGLLayer: {
  128501. prototype: XRWebGLLayer;
  128502. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  128503. };
  128504. interface XRWebGLLayer {
  128505. framebuffer: WebGLFramebuffer;
  128506. framebufferWidth: number;
  128507. framebufferHeight: number;
  128508. getViewport: Function;
  128509. }
  128510. interface XRRigidTransform {
  128511. position: DOMPointReadOnly;
  128512. orientation: DOMPointReadOnly;
  128513. matrix: Float32Array;
  128514. inverse: XRRigidTransform;
  128515. }
  128516. interface XRView {
  128517. eye: XREye;
  128518. projectionMatrix: Float32Array;
  128519. transform: XRRigidTransform;
  128520. }
  128521. interface XRInputSourceChangeEvent {
  128522. session: XRSession;
  128523. removed: Array<XRInputSource>;
  128524. added: Array<XRInputSource>;
  128525. }