babylon.2.0.d.ts 169 KB

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  1. declare module BABYLON {
  2. class _DepthCullingState {
  3. private _isDepthTestDirty;
  4. private _isDepthMaskDirty;
  5. private _isDepthFuncDirty;
  6. private _isCullFaceDirty;
  7. private _isCullDirty;
  8. private _depthTest;
  9. private _depthMask;
  10. private _depthFunc;
  11. private _cull;
  12. private _cullFace;
  13. public isDirty : boolean;
  14. public cullFace : number;
  15. public cull : boolean;
  16. public depthFunc : number;
  17. public depthMask : boolean;
  18. public depthTest : boolean;
  19. public reset(): void;
  20. public apply(gl: WebGLRenderingContext): void;
  21. }
  22. class _AlphaState {
  23. private _isAlphaBlendDirty;
  24. private _isBlendFunctionParametersDirty;
  25. private _alphaBlend;
  26. private _blendFunctionParameters;
  27. public isDirty : boolean;
  28. public alphaBlend : boolean;
  29. public setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  30. public reset(): void;
  31. public apply(gl: WebGLRenderingContext): void;
  32. }
  33. class EngineCapabilities {
  34. public maxTexturesImageUnits: number;
  35. public maxTextureSize: number;
  36. public maxCubemapTextureSize: number;
  37. public maxRenderTextureSize: number;
  38. public standardDerivatives: boolean;
  39. public s3tc: any;
  40. public textureFloat: boolean;
  41. public textureAnisotropicFilterExtension: any;
  42. public maxAnisotropy: number;
  43. public instancedArrays: any;
  44. }
  45. class Engine {
  46. private static _ALPHA_DISABLE;
  47. private static _ALPHA_ADD;
  48. private static _ALPHA_COMBINE;
  49. private static _DELAYLOADSTATE_NONE;
  50. private static _DELAYLOADSTATE_LOADED;
  51. private static _DELAYLOADSTATE_LOADING;
  52. private static _DELAYLOADSTATE_NOTLOADED;
  53. static ALPHA_DISABLE : number;
  54. static ALPHA_ADD : number;
  55. static ALPHA_COMBINE : number;
  56. static DELAYLOADSTATE_NONE : number;
  57. static DELAYLOADSTATE_LOADED : number;
  58. static DELAYLOADSTATE_LOADING : number;
  59. static DELAYLOADSTATE_NOTLOADED : number;
  60. static Version : string;
  61. static Epsilon: number;
  62. static CollisionsEpsilon: number;
  63. static ShadersRepository: string;
  64. public isFullscreen: boolean;
  65. public isPointerLock: boolean;
  66. public forceWireframe: boolean;
  67. public cullBackFaces: boolean;
  68. public renderEvenInBackground: boolean;
  69. public scenes: Scene[];
  70. private _gl;
  71. private _renderingCanvas;
  72. private _windowIsBackground;
  73. private _onBlur;
  74. private _onFocus;
  75. private _onFullscreenChange;
  76. private _onPointerLockChange;
  77. private _hardwareScalingLevel;
  78. private _caps;
  79. private _pointerLockRequested;
  80. private _alphaTest;
  81. private _runningLoop;
  82. private _renderFunction;
  83. private _resizeLoadingUI;
  84. private _loadingDiv;
  85. private _loadingTextDiv;
  86. private _loadingDivBackgroundColor;
  87. private _depthCullingState;
  88. private _alphaState;
  89. private _loadedTexturesCache;
  90. public _activeTexturesCache: BaseTexture[];
  91. private _currentEffect;
  92. private _compiledEffects;
  93. private _vertexAttribArrays;
  94. private _cachedViewport;
  95. private _cachedVertexBuffers;
  96. private _cachedIndexBuffer;
  97. private _cachedEffectForVertexBuffers;
  98. private _currentRenderTarget;
  99. private _canvasClientRect;
  100. private _workingCanvas;
  101. private _workingContext;
  102. constructor(canvas: HTMLCanvasElement, antialias?: boolean, options?: any);
  103. public getAspectRatio(camera: Camera): number;
  104. public getRenderWidth(): number;
  105. public getRenderHeight(): number;
  106. public getRenderingCanvas(): HTMLCanvasElement;
  107. public getRenderingCanvasClientRect(): ClientRect;
  108. public setHardwareScalingLevel(level: number): void;
  109. public getHardwareScalingLevel(): number;
  110. public getLoadedTexturesCache(): WebGLTexture[];
  111. public getCaps(): EngineCapabilities;
  112. public setDepthFunctionToGreater(): void;
  113. public setDepthFunctionToGreaterOrEqual(): void;
  114. public setDepthFunctionToLess(): void;
  115. public setDepthFunctionToLessOrEqual(): void;
  116. public stopRenderLoop(): void;
  117. public _renderLoop(): void;
  118. public runRenderLoop(renderFunction: () => void): void;
  119. public switchFullscreen(requestPointerLock: boolean): void;
  120. public clear(color: any, backBuffer: boolean, depthStencil: boolean): void;
  121. public setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  122. public setDirectViewport(x: number, y: number, width: number, height: number): void;
  123. public beginFrame(): void;
  124. public endFrame(): void;
  125. public resize(): void;
  126. public setSize(width: number, height: number): void;
  127. public bindFramebuffer(texture: WebGLTexture): void;
  128. public unBindFramebuffer(texture: WebGLTexture): void;
  129. public flushFramebuffer(): void;
  130. public restoreDefaultFramebuffer(): void;
  131. private _resetVertexBufferBinding();
  132. public createVertexBuffer(vertices: number[]): WebGLBuffer;
  133. public createDynamicVertexBuffer(capacity: number): WebGLBuffer;
  134. public updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: any, length?: number): void;
  135. private _resetIndexBufferBinding();
  136. public createIndexBuffer(indices: number[]): WebGLBuffer;
  137. public bindBuffers(vertexBuffer: WebGLBuffer, indexBuffer: WebGLBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  138. public bindMultiBuffers(vertexBuffers: VertexBuffer[], indexBuffer: WebGLBuffer, effect: Effect): void;
  139. public _releaseBuffer(buffer: WebGLBuffer): boolean;
  140. public createInstancesBuffer(capacity: number): WebGLBuffer;
  141. public deleteInstancesBuffer(buffer: WebGLBuffer): void;
  142. public updateAndBindInstancesBuffer(instancesBuffer: WebGLBuffer, data: Float32Array, offsetLocations: number[]): void;
  143. public unBindInstancesBuffer(instancesBuffer: WebGLBuffer, offsetLocations: number[]): void;
  144. public applyStates(): void;
  145. public draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  146. public _releaseEffect(effect: Effect): void;
  147. public createEffect(baseName: any, attributesNames: string[], uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  148. public createEffectForParticles(fragmentName: string, uniformsNames?: string[], samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  149. public createShaderProgram(vertexCode: string, fragmentCode: string, defines: string): WebGLProgram;
  150. public getUniforms(shaderProgram: WebGLProgram, uniformsNames: string[]): WebGLUniformLocation[];
  151. public getAttributes(shaderProgram: WebGLProgram, attributesNames: string[]): number[];
  152. public enableEffect(effect: Effect): void;
  153. public setArray(uniform: WebGLUniformLocation, array: number[]): void;
  154. public setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  155. public setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  156. public setFloat(uniform: WebGLUniformLocation, value: number): void;
  157. public setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  158. public setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  159. public setBool(uniform: WebGLUniformLocation, bool: number): void;
  160. public setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  161. public setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  162. public setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  163. public setState(culling: boolean, force?: boolean): void;
  164. public setDepthBuffer(enable: boolean): void;
  165. public getDepthWrite(): boolean;
  166. public setDepthWrite(enable: boolean): void;
  167. public setColorWrite(enable: boolean): void;
  168. public setAlphaMode(mode: number): void;
  169. public setAlphaTesting(enable: boolean): void;
  170. public getAlphaTesting(): boolean;
  171. public wipeCaches(): void;
  172. public setSamplingMode(texture: WebGLTexture, samplingMode: number): void;
  173. public createTexture(url: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: () => void, onError?: () => void, buffer?: any): WebGLTexture;
  174. public createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): WebGLTexture;
  175. public updateDynamicTexture(texture: WebGLTexture, canvas: HTMLCanvasElement, invertY: boolean): void;
  176. public updateVideoTexture(texture: WebGLTexture, video: HTMLVideoElement, invertY: boolean): void;
  177. public createRenderTargetTexture(size: any, options: any): WebGLTexture;
  178. public createCubeTexture(rootUrl: string, scene: Scene, extensions: string[], noMipmap?: boolean): WebGLTexture;
  179. public _releaseTexture(texture: WebGLTexture): void;
  180. public bindSamplers(effect: Effect): void;
  181. public _bindTexture(channel: number, texture: WebGLTexture): void;
  182. public setTextureFromPostProcess(channel: number, postProcess: PostProcess): void;
  183. public setTexture(channel: number, texture: BaseTexture): void;
  184. public _setAnisotropicLevel(key: number, texture: BaseTexture): void;
  185. public readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  186. public dispose(): void;
  187. public displayLoadingUI(): void;
  188. public loadingUIText : string;
  189. public loadingUIBackgroundColor : string;
  190. public hideLoadingUI(): void;
  191. static isSupported(): boolean;
  192. }
  193. }
  194. interface Window {
  195. mozIndexedDB(func: any): any;
  196. webkitIndexedDB(func: any): any;
  197. IDBTransaction(func: any): any;
  198. webkitIDBTransaction(func: any): any;
  199. msIDBTransaction(func: any): any;
  200. IDBKeyRange(func: any): any;
  201. webkitIDBKeyRange(func: any): any;
  202. msIDBKeyRange(func: any): any;
  203. URL: HTMLURL;
  204. webkitURL: HTMLURL;
  205. webkitRequestAnimationFrame(func: any): any;
  206. mozRequestAnimationFrame(func: any): any;
  207. oRequestAnimationFrame(func: any): any;
  208. WebGLRenderingContext: WebGLRenderingContext;
  209. MSGesture: MSGesture;
  210. }
  211. interface HTMLURL {
  212. createObjectURL(param1: any, param2?: any): any;
  213. }
  214. interface Document {
  215. exitFullscreen(): void;
  216. webkitCancelFullScreen(): void;
  217. mozCancelFullScreen(): void;
  218. msCancelFullScreen(): void;
  219. webkitIsFullScreen: boolean;
  220. mozFullScreen: boolean;
  221. msIsFullScreen: boolean;
  222. fullscreen: boolean;
  223. mozPointerLockElement: HTMLElement;
  224. msPointerLockElement: HTMLElement;
  225. webkitPointerLockElement: HTMLElement;
  226. pointerLockElement: HTMLElement;
  227. }
  228. interface HTMLCanvasElement {
  229. requestPointerLock(): void;
  230. msRequestPointerLock(): void;
  231. mozRequestPointerLock(): void;
  232. webkitRequestPointerLock(): void;
  233. }
  234. interface WebGLTexture {
  235. isReady: boolean;
  236. isCube: boolean;
  237. url: string;
  238. noMipmap: boolean;
  239. references: number;
  240. generateMipMaps: boolean;
  241. _size: number;
  242. _baseWidth: number;
  243. _baseHeight: number;
  244. _width: number;
  245. _height: number;
  246. _workingCanvas: HTMLCanvasElement;
  247. _workingContext: CanvasRenderingContext2D;
  248. _framebuffer: WebGLFramebuffer;
  249. _depthBuffer: WebGLRenderbuffer;
  250. _cachedCoordinatesMode: number;
  251. _cachedWrapU: number;
  252. _cachedWrapV: number;
  253. }
  254. interface WebGLBuffer {
  255. references: number;
  256. capacity: number;
  257. }
  258. interface MouseEvent {
  259. movementX: number;
  260. movementY: number;
  261. mozMovementX: number;
  262. mozMovementY: number;
  263. webkitMovementX: number;
  264. webkitMovementY: number;
  265. msMovementX: number;
  266. msMovementY: number;
  267. }
  268. interface MSStyleCSSProperties {
  269. webkitTransform: string;
  270. webkitTransition: string;
  271. }
  272. interface Navigator {
  273. getVRDevices: () => any;
  274. mozGetVRDevices: (any: any) => any;
  275. isCocoonJS: boolean;
  276. }
  277. declare module BABYLON {
  278. class Node {
  279. public parent: Node;
  280. public name: string;
  281. public id: string;
  282. public state: string;
  283. public animations: Animation[];
  284. public onReady: (node: Node) => void;
  285. private _childrenFlag;
  286. private _isEnabled;
  287. private _isReady;
  288. public _currentRenderId: number;
  289. public _waitingParentId: string;
  290. private _scene;
  291. public _cache: any;
  292. constructor(name: string, scene: any);
  293. public getScene(): Scene;
  294. public getEngine(): Engine;
  295. public getWorldMatrix(): Matrix;
  296. public _initCache(): void;
  297. public updateCache(force?: boolean): void;
  298. public _updateCache(ignoreParentClass?: boolean): void;
  299. public _isSynchronized(): boolean;
  300. public isSynchronizedWithParent(): boolean;
  301. public isSynchronized(updateCache?: boolean): boolean;
  302. public hasNewParent(update?: boolean): boolean;
  303. public isReady(): boolean;
  304. public isEnabled(): boolean;
  305. public setEnabled(value: boolean): void;
  306. public isDescendantOf(ancestor: Node): boolean;
  307. public _getDescendants(list: Node[], results: Node[]): void;
  308. public getDescendants(): Node[];
  309. public _setReady(state: boolean): void;
  310. }
  311. }
  312. declare module BABYLON {
  313. interface IDisposable {
  314. dispose(): void;
  315. }
  316. class Scene {
  317. static FOGMODE_NONE: number;
  318. static FOGMODE_EXP: number;
  319. static FOGMODE_EXP2: number;
  320. static FOGMODE_LINEAR: number;
  321. static MinDeltaTime: number;
  322. static MaxDeltaTime: number;
  323. public autoClear: boolean;
  324. public clearColor: any;
  325. public ambientColor: Color3;
  326. public beforeRender: () => void;
  327. public afterRender: () => void;
  328. public onDispose: () => void;
  329. public beforeCameraRender: (camera: Camera) => void;
  330. public afterCameraRender: (camera: Camera) => void;
  331. public forceWireframe: boolean;
  332. public clipPlane: Plane;
  333. private _onPointerMove;
  334. private _onPointerDown;
  335. public onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  336. public cameraToUseForPointers: Camera;
  337. private _pointerX;
  338. private _pointerY;
  339. private _meshUnderPointer;
  340. private _onKeyDown;
  341. private _onKeyUp;
  342. public fogMode: number;
  343. public fogColor: Color3;
  344. public fogDensity: number;
  345. public fogStart: number;
  346. public fogEnd: number;
  347. public shadowsEnabled: boolean;
  348. public lightsEnabled: boolean;
  349. public lights: Light[];
  350. public cameras: Camera[];
  351. public activeCameras: Camera[];
  352. public activeCamera: Camera;
  353. public meshes: AbstractMesh[];
  354. private _geometries;
  355. public materials: Material[];
  356. public multiMaterials: MultiMaterial[];
  357. public defaultMaterial: StandardMaterial;
  358. public texturesEnabled: boolean;
  359. public textures: BaseTexture[];
  360. public particlesEnabled: boolean;
  361. public particleSystems: ParticleSystem[];
  362. public spriteManagers: SpriteManager[];
  363. public layers: Layer[];
  364. public skeletons: Skeleton[];
  365. public lensFlaresEnabled: boolean;
  366. public lensFlareSystems: LensFlareSystem[];
  367. public collisionsEnabled: boolean;
  368. public gravity: Vector3;
  369. public postProcessesEnabled: boolean;
  370. public postProcessManager: PostProcessManager;
  371. public postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  372. public renderTargetsEnabled: boolean;
  373. public customRenderTargets: RenderTargetTexture[];
  374. public useDelayedTextureLoading: boolean;
  375. public importedMeshesFiles: String[];
  376. public database: any;
  377. public actionManager: ActionManager;
  378. public _actionManagers: ActionManager[];
  379. private _meshesForIntersections;
  380. public proceduralTexturesEnabled: boolean;
  381. public _proceduralTextures: ProceduralTexture[];
  382. private _engine;
  383. private _totalVertices;
  384. public _activeVertices: number;
  385. public _activeParticles: number;
  386. private _lastFrameDuration;
  387. private _evaluateActiveMeshesDuration;
  388. private _renderTargetsDuration;
  389. public _particlesDuration: number;
  390. private _renderDuration;
  391. public _spritesDuration: number;
  392. private _animationRatio;
  393. private _animationStartDate;
  394. private _renderId;
  395. private _executeWhenReadyTimeoutId;
  396. public _toBeDisposed: SmartArray<IDisposable>;
  397. private _onReadyCallbacks;
  398. private _pendingData;
  399. private _onBeforeRenderCallbacks;
  400. private _activeMeshes;
  401. private _processedMaterials;
  402. private _renderTargets;
  403. public _activeParticleSystems: SmartArray<ParticleSystem>;
  404. private _activeSkeletons;
  405. private _renderingManager;
  406. private _physicsEngine;
  407. public _activeAnimatables: Animatable[];
  408. private _transformMatrix;
  409. private _pickWithRayInverseMatrix;
  410. private _scaledPosition;
  411. private _scaledVelocity;
  412. private _boundingBoxRenderer;
  413. private _outlineRenderer;
  414. private _viewMatrix;
  415. private _projectionMatrix;
  416. private _frustumPlanes;
  417. private _selectionOctree;
  418. private _pointerOverMesh;
  419. constructor(engine: Engine);
  420. public meshUnderPointer : AbstractMesh;
  421. public pointerX : number;
  422. public pointerY : number;
  423. public getBoundingBoxRenderer(): BoundingBoxRenderer;
  424. public getOutlineRenderer(): OutlineRenderer;
  425. public getEngine(): Engine;
  426. public getTotalVertices(): number;
  427. public getActiveVertices(): number;
  428. public getActiveParticles(): number;
  429. public getLastFrameDuration(): number;
  430. public getEvaluateActiveMeshesDuration(): number;
  431. public getActiveMeshes(): SmartArray<Mesh>;
  432. public getRenderTargetsDuration(): number;
  433. public getRenderDuration(): number;
  434. public getParticlesDuration(): number;
  435. public getSpritesDuration(): number;
  436. public getAnimationRatio(): number;
  437. public getRenderId(): number;
  438. private _updatePointerPosition(evt);
  439. public attachControl(): void;
  440. public detachControl(): void;
  441. public isReady(): boolean;
  442. public registerBeforeRender(func: () => void): void;
  443. public unregisterBeforeRender(func: () => void): void;
  444. public _addPendingData(data: any): void;
  445. public _removePendingData(data: any): void;
  446. public getWaitingItemsCount(): number;
  447. public executeWhenReady(func: () => void): void;
  448. public _checkIsReady(): void;
  449. public beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable): Animatable;
  450. public beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Animatable;
  451. public getAnimatableByTarget(target: any): Animatable;
  452. public stopAnimation(target: any): void;
  453. private _animate();
  454. public getViewMatrix(): Matrix;
  455. public getProjectionMatrix(): Matrix;
  456. public getTransformMatrix(): Matrix;
  457. public setTransformMatrix(view: Matrix, projection: Matrix): void;
  458. public setActiveCameraByID(id: string): Camera;
  459. public setActiveCameraByName(name: string): Camera;
  460. public getMaterialByID(id: string): Material;
  461. public getMaterialByName(name: string): Material;
  462. public getCameraByID(id: string): Camera;
  463. public getCameraByName(name: string): Camera;
  464. public getLightByName(name: string): Light;
  465. public getLightByID(id: string): Light;
  466. public getGeometryByID(id: string): Geometry;
  467. public pushGeometry(geometry: Geometry, force?: boolean): boolean;
  468. public getGeometries(): Geometry[];
  469. public getMeshByID(id: string): AbstractMesh;
  470. public getLastMeshByID(id: string): AbstractMesh;
  471. public getLastEntryByID(id: string): Node;
  472. public getMeshByName(name: string): AbstractMesh;
  473. public getLastSkeletonByID(id: string): Skeleton;
  474. public getSkeletonById(id: string): Skeleton;
  475. public getSkeletonByName(name: string): Skeleton;
  476. public isActiveMesh(mesh: Mesh): boolean;
  477. private _evaluateSubMesh(subMesh, mesh);
  478. private _evaluateActiveMeshes();
  479. private _activeMesh(mesh);
  480. public updateTransformMatrix(force?: boolean): void;
  481. private _renderForCamera(camera);
  482. private _processSubCameras(camera);
  483. private _checkIntersections();
  484. public render(): void;
  485. public dispose(): void;
  486. public _getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, finalPosition: Vector3, excludedMesh?: AbstractMesh): void;
  487. private _collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh?);
  488. public createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  489. public createPickingRay(x: number, y: number, world: Matrix, camera: Camera): Ray;
  490. private _internalPick(rayFunction, predicate, fastCheck?);
  491. public pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Camera): PickingInfo;
  492. public pickWithRay(ray: Ray, predicate: (mesh: Mesh) => boolean, fastCheck?: boolean): PickingInfo;
  493. public setPointerOverMesh(mesh: AbstractMesh): void;
  494. public getPointerOverMesh(): AbstractMesh;
  495. public getPhysicsEngine(): PhysicsEngine;
  496. public enablePhysics(gravity: Vector3, plugin?: IPhysicsEnginePlugin): boolean;
  497. public disablePhysicsEngine(): void;
  498. public isPhysicsEnabled(): boolean;
  499. public setGravity(gravity: Vector3): void;
  500. public createCompoundImpostor(parts: any, options: PhysicsBodyCreationOptions): any;
  501. public deleteCompoundImpostor(compound: any): void;
  502. private _getByTags(list, tagsQuery);
  503. public getMeshesByTags(tagsQuery: string): Mesh[];
  504. public getCamerasByTags(tagsQuery: string): Camera[];
  505. public getLightsByTags(tagsQuery: string): Light[];
  506. public getMaterialByTags(tagsQuery: string): Material[];
  507. }
  508. }
  509. declare module BABYLON {
  510. class Action {
  511. public triggerOptions: any;
  512. public trigger: number;
  513. public _actionManager: ActionManager;
  514. private _nextActiveAction;
  515. private _child;
  516. private _condition;
  517. private _triggerParameter;
  518. constructor(triggerOptions: any, condition?: Condition);
  519. public _prepare(): void;
  520. public getTriggerParameter(): any;
  521. public _executeCurrent(evt: ActionEvent): void;
  522. public execute(evt: ActionEvent): void;
  523. public then(action: Action): Action;
  524. public _getProperty(propertyPath: string): string;
  525. public _getEffectiveTarget(target: any, propertyPath: string): any;
  526. }
  527. }
  528. declare module BABYLON {
  529. class ActionEvent {
  530. public source: AbstractMesh;
  531. public pointerX: number;
  532. public pointerY: number;
  533. public meshUnderPointer: AbstractMesh;
  534. public sourceEvent: any;
  535. constructor(source: AbstractMesh, pointerX: number, pointerY: number, meshUnderPointer: AbstractMesh, sourceEvent?: any);
  536. static CreateNew(source: AbstractMesh): ActionEvent;
  537. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  538. }
  539. class ActionManager {
  540. private static _NothingTrigger;
  541. private static _OnPickTrigger;
  542. private static _OnLeftPickTrigger;
  543. private static _OnRightPickTrigger;
  544. private static _OnCenterPickTrigger;
  545. private static _OnPointerOverTrigger;
  546. private static _OnPointerOutTrigger;
  547. private static _OnEveryFrameTrigger;
  548. private static _OnIntersectionEnterTrigger;
  549. private static _OnIntersectionExitTrigger;
  550. private static _OnKeyDownTrigger;
  551. private static _OnKeyUpTrigger;
  552. static NothingTrigger : number;
  553. static OnPickTrigger : number;
  554. static OnLeftPickTrigger : number;
  555. static OnRightPickTrigger : number;
  556. static OnCenterPickTrigger : number;
  557. static OnPointerOverTrigger : number;
  558. static OnPointerOutTrigger : number;
  559. static OnEveryFrameTrigger : number;
  560. static OnIntersectionEnterTrigger : number;
  561. static OnIntersectionExitTrigger : number;
  562. static OnKeyDownTrigger : number;
  563. static OnKeyUpTrigger : number;
  564. public actions: Action[];
  565. private _scene;
  566. constructor(scene: Scene);
  567. public dispose(): void;
  568. public getScene(): Scene;
  569. public hasSpecificTriggers(triggers: number[]): boolean;
  570. public hasPointerTriggers : boolean;
  571. public hasPickTriggers : boolean;
  572. public registerAction(action: Action): Action;
  573. public processTrigger(trigger: number, evt: ActionEvent): void;
  574. public _getEffectiveTarget(target: any, propertyPath: string): any;
  575. public _getProperty(propertyPath: string): string;
  576. }
  577. }
  578. declare module BABYLON {
  579. class Condition {
  580. public _actionManager: ActionManager;
  581. public _evaluationId: number;
  582. public _currentResult: boolean;
  583. constructor(actionManager: ActionManager);
  584. public isValid(): boolean;
  585. public _getProperty(propertyPath: string): string;
  586. public _getEffectiveTarget(target: any, propertyPath: string): any;
  587. }
  588. class ValueCondition extends Condition {
  589. public propertyPath: string;
  590. public value: any;
  591. public operator: number;
  592. private static _IsEqual;
  593. private static _IsDifferent;
  594. private static _IsGreater;
  595. private static _IsLesser;
  596. static IsEqual : number;
  597. static IsDifferent : number;
  598. static IsGreater : number;
  599. static IsLesser : number;
  600. public _actionManager: ActionManager;
  601. private _target;
  602. private _property;
  603. constructor(actionManager: ActionManager, target: any, propertyPath: string, value: any, operator?: number);
  604. public isValid(): boolean;
  605. }
  606. class PredicateCondition extends Condition {
  607. public predicate: () => boolean;
  608. public _actionManager: ActionManager;
  609. constructor(actionManager: ActionManager, predicate: () => boolean);
  610. public isValid(): boolean;
  611. }
  612. class StateCondition extends Condition {
  613. public value: string;
  614. public _actionManager: ActionManager;
  615. private _target;
  616. constructor(actionManager: ActionManager, target: any, value: string);
  617. public isValid(): boolean;
  618. }
  619. }
  620. declare module BABYLON {
  621. class SwitchBooleanAction extends Action {
  622. public propertyPath: string;
  623. private _target;
  624. private _property;
  625. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  626. public _prepare(): void;
  627. public execute(): void;
  628. }
  629. class SetStateAction extends Action {
  630. public value: string;
  631. private _target;
  632. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  633. public execute(): void;
  634. }
  635. class SetValueAction extends Action {
  636. public propertyPath: string;
  637. public value: any;
  638. private _target;
  639. private _property;
  640. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  641. public _prepare(): void;
  642. public execute(): void;
  643. }
  644. class IncrementValueAction extends Action {
  645. public propertyPath: string;
  646. public value: any;
  647. private _target;
  648. private _property;
  649. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  650. public _prepare(): void;
  651. public execute(): void;
  652. }
  653. class PlayAnimationAction extends Action {
  654. public from: number;
  655. public to: number;
  656. public loop: boolean;
  657. private _target;
  658. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  659. public _prepare(): void;
  660. public execute(): void;
  661. }
  662. class StopAnimationAction extends Action {
  663. private _target;
  664. constructor(triggerOptions: any, target: any, condition?: Condition);
  665. public _prepare(): void;
  666. public execute(): void;
  667. }
  668. class DoNothingAction extends Action {
  669. constructor(triggerOptions?: any, condition?: Condition);
  670. public execute(): void;
  671. }
  672. class CombineAction extends Action {
  673. public children: Action[];
  674. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  675. public _prepare(): void;
  676. public execute(evt: ActionEvent): void;
  677. }
  678. class ExecuteCodeAction extends Action {
  679. public func: (evt: ActionEvent) => void;
  680. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  681. public execute(evt: ActionEvent): void;
  682. }
  683. class SetParentAction extends Action {
  684. private _parent;
  685. private _target;
  686. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  687. public _prepare(): void;
  688. public execute(): void;
  689. }
  690. }
  691. declare module BABYLON {
  692. class InterpolateValueAction extends Action {
  693. public propertyPath: string;
  694. public value: any;
  695. public duration: number;
  696. public stopOtherAnimations: boolean;
  697. private _target;
  698. private _property;
  699. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean);
  700. public _prepare(): void;
  701. public execute(): void;
  702. }
  703. }
  704. declare module BABYLON {
  705. class Animatable {
  706. public target: any;
  707. public fromFrame: number;
  708. public toFrame: number;
  709. public loopAnimation: boolean;
  710. public speedRatio: number;
  711. public onAnimationEnd: any;
  712. private _localDelayOffset;
  713. private _pausedDelay;
  714. private _animations;
  715. private _paused;
  716. private _scene;
  717. public animationStarted: boolean;
  718. constructor(scene: Scene, target: any, fromFrame?: number, toFrame?: number, loopAnimation?: boolean, speedRatio?: number, onAnimationEnd?: any, animations?: any);
  719. public appendAnimations(target: any, animations: Animation[]): void;
  720. public getAnimationByTargetProperty(property: string): Animation;
  721. public pause(): void;
  722. public restart(): void;
  723. public stop(): void;
  724. public _animate(delay: number): boolean;
  725. }
  726. }
  727. declare module BABYLON {
  728. class Animation {
  729. public name: string;
  730. public targetProperty: string;
  731. public framePerSecond: number;
  732. public dataType: number;
  733. public loopMode: number;
  734. private _keys;
  735. private _offsetsCache;
  736. private _highLimitsCache;
  737. private _stopped;
  738. public _target: any;
  739. public targetPropertyPath: string[];
  740. public currentFrame: number;
  741. constructor(name: string, targetProperty: string, framePerSecond: number, dataType: number, loopMode?: number);
  742. public isStopped(): boolean;
  743. public getKeys(): any[];
  744. public floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  745. public quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  746. public vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  747. public vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  748. public color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  749. public clone(): Animation;
  750. public setKeys(values: any[]): void;
  751. private _interpolate(currentFrame, repeatCount, loopMode, offsetValue?, highLimitValue?);
  752. public animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number): boolean;
  753. private static _ANIMATIONTYPE_FLOAT;
  754. private static _ANIMATIONTYPE_VECTOR3;
  755. private static _ANIMATIONTYPE_QUATERNION;
  756. private static _ANIMATIONTYPE_MATRIX;
  757. private static _ANIMATIONTYPE_COLOR3;
  758. private static _ANIMATIONTYPE_VECTOR2;
  759. private static _ANIMATIONLOOPMODE_RELATIVE;
  760. private static _ANIMATIONLOOPMODE_CYCLE;
  761. private static _ANIMATIONLOOPMODE_CONSTANT;
  762. static ANIMATIONTYPE_FLOAT : number;
  763. static ANIMATIONTYPE_VECTOR3 : number;
  764. static ANIMATIONTYPE_VECTOR2 : number;
  765. static ANIMATIONTYPE_QUATERNION : number;
  766. static ANIMATIONTYPE_MATRIX : number;
  767. static ANIMATIONTYPE_COLOR3 : number;
  768. static ANIMATIONLOOPMODE_RELATIVE : number;
  769. static ANIMATIONLOOPMODE_CYCLE : number;
  770. static ANIMATIONLOOPMODE_CONSTANT : number;
  771. }
  772. }
  773. declare module BABYLON {
  774. class Bone {
  775. public name: string;
  776. public children: Bone[];
  777. public animations: Animation[];
  778. private _skeleton;
  779. private _matrix;
  780. private _baseMatrix;
  781. private _worldTransform;
  782. private _absoluteTransform;
  783. private _invertedAbsoluteTransform;
  784. private _parent;
  785. constructor(name: string, skeleton: Skeleton, parentBone: Bone, matrix: Matrix);
  786. public getParent(): Bone;
  787. public getLocalMatrix(): Matrix;
  788. public getBaseMatrix(): Matrix;
  789. public getWorldMatrix(): Matrix;
  790. public getInvertedAbsoluteTransform(): Matrix;
  791. public getAbsoluteMatrix(): Matrix;
  792. public updateMatrix(matrix: Matrix): void;
  793. private _updateDifferenceMatrix();
  794. public markAsDirty(): void;
  795. }
  796. }
  797. declare module BABYLON {
  798. class Skeleton {
  799. public name: string;
  800. public id: string;
  801. public bones: Bone[];
  802. private _scene;
  803. private _isDirty;
  804. private _transformMatrices;
  805. private _animatables;
  806. private _identity;
  807. constructor(name: string, id: string, scene: Scene);
  808. public getTransformMatrices(): Float32Array;
  809. public _markAsDirty(): void;
  810. public prepare(): void;
  811. public getAnimatables(): IAnimatable[];
  812. public clone(name: string, id: string): Skeleton;
  813. }
  814. }
  815. declare module BABYLON {
  816. class AnaglyphArcRotateCamera extends ArcRotateCamera {
  817. private _eyeSpace;
  818. private _leftCamera;
  819. private _rightCamera;
  820. constructor(name: string, alpha: number, beta: number, radius: number, target: any, eyeSpace: number, scene: any);
  821. public _update(): void;
  822. public _updateCamera(camera: ArcRotateCamera): void;
  823. }
  824. class AnaglyphFreeCamera extends FreeCamera {
  825. private _eyeSpace;
  826. private _leftCamera;
  827. private _rightCamera;
  828. private _transformMatrix;
  829. constructor(name: string, position: Vector3, eyeSpace: number, scene: Scene);
  830. public _getSubCameraPosition(eyeSpace: any, result: any): void;
  831. public _update(): void;
  832. public _updateCamera(camera: FreeCamera): void;
  833. }
  834. }
  835. declare module BABYLON {
  836. class ArcRotateCamera extends Camera {
  837. public alpha: number;
  838. public beta: number;
  839. public radius: number;
  840. public target: any;
  841. public inertialAlphaOffset: number;
  842. public inertialBetaOffset: number;
  843. public inertialRadiusOffset: number;
  844. public lowerAlphaLimit: any;
  845. public upperAlphaLimit: any;
  846. public lowerBetaLimit: number;
  847. public upperBetaLimit: number;
  848. public lowerRadiusLimit: any;
  849. public upperRadiusLimit: any;
  850. public angularSensibility: number;
  851. public wheelPrecision: number;
  852. public keysUp: number[];
  853. public keysDown: number[];
  854. public keysLeft: number[];
  855. public keysRight: number[];
  856. public zoomOnFactor: number;
  857. public targetScreenOffset: Vector2;
  858. private _keys;
  859. private _viewMatrix;
  860. private _attachedElement;
  861. private _onPointerDown;
  862. private _onPointerUp;
  863. private _onPointerMove;
  864. private _wheel;
  865. private _onMouseMove;
  866. private _onKeyDown;
  867. private _onKeyUp;
  868. private _onLostFocus;
  869. private _reset;
  870. private _onGestureStart;
  871. private _onGesture;
  872. private _MSGestureHandler;
  873. public onCollide: (collidedMesh: AbstractMesh) => void;
  874. public checkCollisions: boolean;
  875. public collisionRadius: Vector3;
  876. private _collider;
  877. private _previousPosition;
  878. private _collisionVelocity;
  879. private _newPosition;
  880. private _previousAlpha;
  881. private _previousBeta;
  882. private _previousRadius;
  883. public pinchPrecision: number;
  884. private _touchStart;
  885. private _touchMove;
  886. private _touchEnd;
  887. private _pinchStart;
  888. private _pinchMove;
  889. private _pinchEnd;
  890. constructor(name: string, alpha: number, beta: number, radius: number, target: any, scene: Scene);
  891. public _getTargetPosition(): Vector3;
  892. public _initCache(): void;
  893. public _updateCache(ignoreParentClass?: boolean): void;
  894. public _isSynchronizedViewMatrix(): boolean;
  895. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  896. public detachControl(element: HTMLElement): void;
  897. public _update(): void;
  898. public setPosition(position: Vector3): void;
  899. public _getViewMatrix(): Matrix;
  900. public zoomOn(meshes?: AbstractMesh[]): void;
  901. public focusOn(meshesOrMinMaxVectorAndDistance: any): void;
  902. }
  903. }
  904. declare module BABYLON {
  905. class Camera extends Node {
  906. public position: Vector3;
  907. static PERSPECTIVE_CAMERA: number;
  908. static ORTHOGRAPHIC_CAMERA: number;
  909. public upVector: Vector3;
  910. public orthoLeft: any;
  911. public orthoRight: any;
  912. public orthoBottom: any;
  913. public orthoTop: any;
  914. public fov: number;
  915. public minZ: number;
  916. public maxZ: number;
  917. public inertia: number;
  918. public mode: number;
  919. public isIntermediate: boolean;
  920. public viewport: Viewport;
  921. public subCameras: any[];
  922. public layerMask: number;
  923. private _computedViewMatrix;
  924. public _projectionMatrix: Matrix;
  925. private _worldMatrix;
  926. public _postProcesses: PostProcess[];
  927. public _postProcessesTakenIndices: any[];
  928. constructor(name: string, position: Vector3, scene: Scene);
  929. public _initCache(): void;
  930. public _updateCache(ignoreParentClass?: boolean): void;
  931. public _updateFromScene(): void;
  932. public _isSynchronized(): boolean;
  933. public _isSynchronizedViewMatrix(): boolean;
  934. public _isSynchronizedProjectionMatrix(): boolean;
  935. public attachControl(element: HTMLElement): void;
  936. public detachControl(element: HTMLElement): void;
  937. public _update(): void;
  938. public attachPostProcess(postProcess: PostProcess, insertAt?: number): number;
  939. public detachPostProcess(postProcess: PostProcess, atIndices?: any): number[];
  940. public getWorldMatrix(): Matrix;
  941. public _getViewMatrix(): Matrix;
  942. public getViewMatrix(): Matrix;
  943. public _computeViewMatrix(force?: boolean): Matrix;
  944. public getProjectionMatrix(force?: boolean): Matrix;
  945. public dispose(): void;
  946. }
  947. }
  948. declare module BABYLON {
  949. class DeviceOrientationCamera extends FreeCamera {
  950. private _offsetX;
  951. private _offsetY;
  952. private _orientationGamma;
  953. private _orientationBeta;
  954. private _initialOrientationGamma;
  955. private _initialOrientationBeta;
  956. private _attachedCanvas;
  957. private _orientationChanged;
  958. public angularSensibility: number;
  959. public moveSensibility: number;
  960. constructor(name: string, position: Vector3, scene: Scene);
  961. public attachControl(canvas: HTMLCanvasElement, noPreventDefault: boolean): void;
  962. public detachControl(canvas: HTMLCanvasElement): void;
  963. public _checkInputs(): void;
  964. }
  965. }
  966. declare module BABYLON {
  967. class FollowCamera extends TargetCamera {
  968. public radius: number;
  969. public rotationOffset: number;
  970. public heightOffset: number;
  971. public cameraAcceleration: number;
  972. public maxCameraSpeed: number;
  973. public target: AbstractMesh;
  974. constructor(name: string, position: Vector3, scene: Scene);
  975. private getRadians(degrees);
  976. private follow(cameraTarget);
  977. public _update(): void;
  978. }
  979. }
  980. declare module BABYLON {
  981. class FreeCamera extends TargetCamera {
  982. public ellipsoid: Vector3;
  983. public keysUp: number[];
  984. public keysDown: number[];
  985. public keysLeft: number[];
  986. public keysRight: number[];
  987. public checkCollisions: boolean;
  988. public applyGravity: boolean;
  989. public angularSensibility: number;
  990. public onCollide: (collidedMesh: AbstractMesh) => void;
  991. private _keys;
  992. private _collider;
  993. private _needMoveForGravity;
  994. private _oldPosition;
  995. private _diffPosition;
  996. private _newPosition;
  997. private _attachedElement;
  998. private _localDirection;
  999. private _transformedDirection;
  1000. private _onMouseDown;
  1001. private _onMouseUp;
  1002. private _onMouseOut;
  1003. private _onMouseMove;
  1004. private _onKeyDown;
  1005. private _onKeyUp;
  1006. public _onLostFocus: (e: FocusEvent) => any;
  1007. public _waitingLockedTargetId: string;
  1008. constructor(name: string, position: Vector3, scene: Scene);
  1009. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1010. public detachControl(element: HTMLElement): void;
  1011. public _collideWithWorld(velocity: Vector3): void;
  1012. public _checkInputs(): void;
  1013. public _decideIfNeedsToMove(): boolean;
  1014. public _updatePosition(): void;
  1015. public _update(): void;
  1016. }
  1017. }
  1018. declare module BABYLON {
  1019. class GamepadCamera extends FreeCamera {
  1020. private _gamepad;
  1021. private _gamepads;
  1022. public angularSensibility: number;
  1023. public moveSensibility: number;
  1024. constructor(name: string, position: Vector3, scene: Scene);
  1025. private _onNewGameConnected(gamepad);
  1026. public _checkInputs(): void;
  1027. public dispose(): void;
  1028. }
  1029. }
  1030. declare module BABYLON {
  1031. class OculusCamera extends FreeCamera {
  1032. private _leftCamera;
  1033. private _rightCamera;
  1034. private _offsetOrientation;
  1035. private _deviceOrientationHandler;
  1036. constructor(name: string, position: Vector3, scene: Scene);
  1037. public _update(): void;
  1038. public _updateCamera(camera: FreeCamera): void;
  1039. public _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1040. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1041. public detachControl(element: HTMLElement): void;
  1042. }
  1043. }
  1044. declare module BABYLON {
  1045. class OculusGamepadCamera extends FreeCamera {
  1046. private _leftCamera;
  1047. private _rightCamera;
  1048. private _offsetOrientation;
  1049. private _deviceOrientationHandler;
  1050. private _gamepad;
  1051. private _gamepads;
  1052. public angularSensibility: number;
  1053. public moveSensibility: number;
  1054. constructor(name: string, position: Vector3, scene: Scene);
  1055. private _onNewGameConnected(gamepad);
  1056. public _update(): void;
  1057. public _checkInputs(): void;
  1058. public _updateCamera(camera: FreeCamera): void;
  1059. public _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1060. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1061. public detachControl(element: HTMLElement): void;
  1062. public dispose(): void;
  1063. }
  1064. }
  1065. declare module BABYLON {
  1066. class TargetCamera extends Camera {
  1067. public cameraDirection: Vector3;
  1068. public cameraRotation: Vector2;
  1069. public rotation: Vector3;
  1070. public speed: number;
  1071. public noRotationConstraint: boolean;
  1072. public lockedTarget: any;
  1073. public _currentTarget: Vector3;
  1074. public _viewMatrix: Matrix;
  1075. public _camMatrix: Matrix;
  1076. public _cameraTransformMatrix: Matrix;
  1077. public _cameraRotationMatrix: Matrix;
  1078. public _referencePoint: Vector3;
  1079. public _transformedReferencePoint: Vector3;
  1080. public _lookAtTemp: Matrix;
  1081. public _tempMatrix: Matrix;
  1082. public _reset: () => void;
  1083. public _waitingLockedTargetId: string;
  1084. constructor(name: string, position: Vector3, scene: Scene);
  1085. public _getLockedTargetPosition(): Vector3;
  1086. public _initCache(): void;
  1087. public _updateCache(ignoreParentClass?: boolean): void;
  1088. public _isSynchronizedViewMatrix(): boolean;
  1089. public _computeLocalCameraSpeed(): number;
  1090. public setTarget(target: Vector3): void;
  1091. public getTarget(): Vector3;
  1092. public _decideIfNeedsToMove(): boolean;
  1093. public _updatePosition(): void;
  1094. public _update(): void;
  1095. public _getViewMatrix(): Matrix;
  1096. }
  1097. }
  1098. declare module BABYLON {
  1099. class TouchCamera extends FreeCamera {
  1100. private _offsetX;
  1101. private _offsetY;
  1102. private _pointerCount;
  1103. private _pointerPressed;
  1104. private _attachedCanvas;
  1105. private _onPointerDown;
  1106. private _onPointerUp;
  1107. private _onPointerMove;
  1108. public angularSensibility: number;
  1109. public moveSensibility: number;
  1110. constructor(name: string, position: Vector3, scene: Scene);
  1111. public attachControl(canvas: HTMLCanvasElement, noPreventDefault: boolean): void;
  1112. public detachControl(canvas: HTMLCanvasElement): void;
  1113. public _checkInputs(): void;
  1114. }
  1115. }
  1116. declare module BABYLON {
  1117. class VirtualJoysticksCamera extends FreeCamera {
  1118. private _leftjoystick;
  1119. private _rightjoystick;
  1120. constructor(name: string, position: Vector3, scene: Scene);
  1121. public _checkInputs(): void;
  1122. public dispose(): void;
  1123. }
  1124. }
  1125. declare module BABYLON {
  1126. class VRDeviceOrientationCamera extends OculusCamera {
  1127. public _alpha: number;
  1128. public _beta: number;
  1129. public _gamma: number;
  1130. constructor(name: string, position: Vector3, scene: Scene);
  1131. public _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1132. }
  1133. }
  1134. declare var HMDVRDevice: any;
  1135. declare var PositionSensorVRDevice: any;
  1136. declare module BABYLON {
  1137. class WebVRCamera extends OculusCamera {
  1138. public _hmdDevice: any;
  1139. public _sensorDevice: any;
  1140. public _cacheState: any;
  1141. public _cacheQuaternion: Quaternion;
  1142. public _cacheRotation: Vector3;
  1143. public _vrEnabled: boolean;
  1144. constructor(name: string, position: Vector3, scene: Scene);
  1145. private _getWebVRDevices(devices);
  1146. public _update(): void;
  1147. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1148. public detachControl(element: HTMLElement): void;
  1149. }
  1150. }
  1151. declare module BABYLON {
  1152. class Collider {
  1153. public radius: Vector3;
  1154. public retry: number;
  1155. public velocity: Vector3;
  1156. public basePoint: Vector3;
  1157. public epsilon: number;
  1158. public collisionFound: boolean;
  1159. public velocityWorldLength: number;
  1160. public basePointWorld: Vector3;
  1161. public velocityWorld: Vector3;
  1162. public normalizedVelocity: Vector3;
  1163. public initialVelocity: Vector3;
  1164. public initialPosition: Vector3;
  1165. public nearestDistance: number;
  1166. public intersectionPoint: Vector3;
  1167. public collidedMesh: AbstractMesh;
  1168. private _collisionPoint;
  1169. private _planeIntersectionPoint;
  1170. private _tempVector;
  1171. private _tempVector2;
  1172. private _tempVector3;
  1173. private _tempVector4;
  1174. private _edge;
  1175. private _baseToVertex;
  1176. private _destinationPoint;
  1177. private _slidePlaneNormal;
  1178. private _displacementVector;
  1179. public _initialize(source: Vector3, dir: Vector3, e: number): void;
  1180. public _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  1181. public _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  1182. public _testTriangle(faceIndex: number, subMesh: SubMesh, p1: Vector3, p2: Vector3, p3: Vector3): void;
  1183. public _collide(subMesh: any, pts: Vector3[], indices: number[], indexStart: number, indexEnd: number, decal: number): void;
  1184. public _getResponse(pos: Vector3, vel: Vector3): void;
  1185. }
  1186. }
  1187. declare module BABYLON {
  1188. class IntersectionInfo {
  1189. public bu: number;
  1190. public bv: number;
  1191. public distance: number;
  1192. public faceId: number;
  1193. constructor(bu: number, bv: number, distance: number);
  1194. }
  1195. class PickingInfo {
  1196. public hit: boolean;
  1197. public distance: number;
  1198. public pickedPoint: Vector3;
  1199. public pickedMesh: AbstractMesh;
  1200. public bu: number;
  1201. public bv: number;
  1202. public faceId: number;
  1203. public getNormal(): Vector3;
  1204. public getTextureCoordinates(): Vector2;
  1205. }
  1206. }
  1207. declare module BABYLON {
  1208. class BoundingBox {
  1209. public minimum: Vector3;
  1210. public maximum: Vector3;
  1211. public vectors: Vector3[];
  1212. public center: Vector3;
  1213. public extendSize: Vector3;
  1214. public directions: Vector3[];
  1215. public vectorsWorld: Vector3[];
  1216. public minimumWorld: Vector3;
  1217. public maximumWorld: Vector3;
  1218. private _worldMatrix;
  1219. constructor(minimum: Vector3, maximum: Vector3);
  1220. public getWorldMatrix(): Matrix;
  1221. public _update(world: Matrix): void;
  1222. public isInFrustum(frustumPlanes: Plane[]): boolean;
  1223. public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  1224. public intersectsPoint(point: Vector3): boolean;
  1225. public intersectsSphere(sphere: BoundingSphere): boolean;
  1226. public intersectsMinMax(min: Vector3, max: Vector3): boolean;
  1227. static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
  1228. static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
  1229. static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
  1230. static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
  1231. }
  1232. }
  1233. declare module BABYLON {
  1234. class BoundingInfo {
  1235. public minimum: Vector3;
  1236. public maximum: Vector3;
  1237. public boundingBox: BoundingBox;
  1238. public boundingSphere: BoundingSphere;
  1239. constructor(minimum: Vector3, maximum: Vector3);
  1240. public _update(world: Matrix): void;
  1241. public isInFrustum(frustumPlanes: Plane[]): boolean;
  1242. public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  1243. public _checkCollision(collider: Collider): boolean;
  1244. public intersectsPoint(point: Vector3): boolean;
  1245. public intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
  1246. }
  1247. }
  1248. declare module BABYLON {
  1249. class BoundingSphere {
  1250. public minimum: Vector3;
  1251. public maximum: Vector3;
  1252. public center: Vector3;
  1253. public radius: number;
  1254. public centerWorld: Vector3;
  1255. public radiusWorld: number;
  1256. private _tempRadiusVector;
  1257. constructor(minimum: Vector3, maximum: Vector3);
  1258. public _update(world: Matrix): void;
  1259. public isInFrustum(frustumPlanes: Plane[]): boolean;
  1260. public intersectsPoint(point: Vector3): boolean;
  1261. static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
  1262. }
  1263. }
  1264. declare module BABYLON {
  1265. interface IOctreeContainer<T> {
  1266. blocks: OctreeBlock<T>[];
  1267. }
  1268. class Octree<T> {
  1269. public maxDepth: number;
  1270. public blocks: OctreeBlock<T>[];
  1271. public dynamicContent: T[];
  1272. private _maxBlockCapacity;
  1273. private _selectionContent;
  1274. private _creationFunc;
  1275. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number, maxDepth?: number);
  1276. public update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  1277. public addMesh(entry: T): void;
  1278. public select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  1279. public intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  1280. public intersectsRay(ray: Ray): SmartArray<T>;
  1281. 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;
  1282. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  1283. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  1284. }
  1285. }
  1286. declare module BABYLON {
  1287. class OctreeBlock<T> {
  1288. public entries: T[];
  1289. public blocks: OctreeBlock<T>[];
  1290. private _depth;
  1291. private _maxDepth;
  1292. private _capacity;
  1293. private _minPoint;
  1294. private _maxPoint;
  1295. private _boundingVectors;
  1296. private _creationFunc;
  1297. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  1298. public capacity : number;
  1299. public minPoint : Vector3;
  1300. public maxPoint : Vector3;
  1301. public addEntry(entry: T): void;
  1302. public addEntries(entries: T[]): void;
  1303. public select(frustumPlanes: Plane[], selection: SmartArray<T>, allowDuplicate?: boolean): void;
  1304. public intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArray<T>, allowDuplicate?: boolean): void;
  1305. public intersectsRay(ray: Ray, selection: SmartArray<T>): void;
  1306. public createInnerBlocks(): void;
  1307. }
  1308. }
  1309. declare module BABYLON {
  1310. class Layer {
  1311. public name: string;
  1312. public texture: Texture;
  1313. public isBackground: boolean;
  1314. public color: Color4;
  1315. public onDispose: () => void;
  1316. private _scene;
  1317. private _vertexDeclaration;
  1318. private _vertexStrideSize;
  1319. private _vertexBuffer;
  1320. private _indexBuffer;
  1321. private _effect;
  1322. constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
  1323. public render(): void;
  1324. public dispose(): void;
  1325. }
  1326. }
  1327. declare module BABYLON {
  1328. class LensFlare {
  1329. public size: number;
  1330. public position: number;
  1331. public color: Color3;
  1332. public texture: Texture;
  1333. private _system;
  1334. constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
  1335. public dispose: () => void;
  1336. }
  1337. }
  1338. declare module BABYLON {
  1339. class LensFlareSystem {
  1340. public name: string;
  1341. public lensFlares: LensFlare[];
  1342. public borderLimit: number;
  1343. public meshesSelectionPredicate: (mesh: Mesh) => boolean;
  1344. private _scene;
  1345. private _emitter;
  1346. private _vertexDeclaration;
  1347. private _vertexStrideSize;
  1348. private _vertexBuffer;
  1349. private _indexBuffer;
  1350. private _effect;
  1351. private _positionX;
  1352. private _positionY;
  1353. private _isEnabled;
  1354. constructor(name: string, emitter: any, scene: Scene);
  1355. public isEnabled : boolean;
  1356. public getScene(): Scene;
  1357. public getEmitter(): any;
  1358. public getEmitterPosition(): Vector3;
  1359. public computeEffectivePosition(globalViewport: Viewport): boolean;
  1360. public _isVisible(): boolean;
  1361. public render(): boolean;
  1362. public dispose(): void;
  1363. }
  1364. }
  1365. declare module BABYLON {
  1366. class DirectionalLight extends Light {
  1367. public direction: Vector3;
  1368. public position: Vector3;
  1369. private _transformedDirection;
  1370. public _transformedPosition: Vector3;
  1371. private _worldMatrix;
  1372. constructor(name: string, direction: Vector3, scene: Scene);
  1373. public setDirectionToTarget(target: Vector3): Vector3;
  1374. public _computeTransformedPosition(): boolean;
  1375. public transferToEffect(effect: Effect, directionUniformName: string): void;
  1376. public _getWorldMatrix(): Matrix;
  1377. }
  1378. }
  1379. declare module BABYLON {
  1380. class HemisphericLight extends Light {
  1381. public direction: Vector3;
  1382. public groundColor: Color3;
  1383. private _worldMatrix;
  1384. constructor(name: string, direction: Vector3, scene: Scene);
  1385. public setDirectionToTarget(target: Vector3): Vector3;
  1386. public getShadowGenerator(): ShadowGenerator;
  1387. public transferToEffect(effect: Effect, directionUniformName: string, groundColorUniformName: string): void;
  1388. public _getWorldMatrix(): Matrix;
  1389. }
  1390. }
  1391. declare module BABYLON {
  1392. class Light extends Node {
  1393. public diffuse: Color3;
  1394. public specular: Color3;
  1395. public intensity: number;
  1396. public range: number;
  1397. public includedOnlyMeshes: AbstractMesh[];
  1398. public excludedMeshes: AbstractMesh[];
  1399. public _shadowGenerator: ShadowGenerator;
  1400. private _parentedWorldMatrix;
  1401. public _excludedMeshesIds: string[];
  1402. public _includedOnlyMeshesIds: string[];
  1403. constructor(name: string, scene: Scene);
  1404. public getShadowGenerator(): ShadowGenerator;
  1405. public transferToEffect(effect: Effect, uniformName0?: string, uniformName1?: string): void;
  1406. public _getWorldMatrix(): Matrix;
  1407. public canAffectMesh(mesh: AbstractMesh): boolean;
  1408. public getWorldMatrix(): Matrix;
  1409. public dispose(): void;
  1410. }
  1411. }
  1412. declare module BABYLON {
  1413. class PointLight extends Light {
  1414. public position: Vector3;
  1415. private _worldMatrix;
  1416. private _transformedPosition;
  1417. constructor(name: string, position: Vector3, scene: Scene);
  1418. public transferToEffect(effect: Effect, positionUniformName: string): void;
  1419. public getShadowGenerator(): ShadowGenerator;
  1420. public _getWorldMatrix(): Matrix;
  1421. }
  1422. }
  1423. declare module BABYLON {
  1424. class SpotLight extends Light {
  1425. public position: Vector3;
  1426. public direction: Vector3;
  1427. public angle: number;
  1428. public exponent: number;
  1429. private _transformedDirection;
  1430. private _transformedPosition;
  1431. private _worldMatrix;
  1432. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  1433. public setDirectionToTarget(target: Vector3): Vector3;
  1434. public transferToEffect(effect: Effect, positionUniformName: string, directionUniformName: string): void;
  1435. public _getWorldMatrix(): Matrix;
  1436. }
  1437. }
  1438. declare module BABYLON {
  1439. class ShadowGenerator {
  1440. private static _FILTER_NONE;
  1441. private static _FILTER_VARIANCESHADOWMAP;
  1442. private static _FILTER_POISSONSAMPLING;
  1443. static FILTER_NONE : number;
  1444. static FILTER_VARIANCESHADOWMAP : number;
  1445. static FILTER_POISSONSAMPLING : number;
  1446. public filter: number;
  1447. public useVarianceShadowMap : boolean;
  1448. public usePoissonSampling : boolean;
  1449. private _light;
  1450. private _scene;
  1451. private _shadowMap;
  1452. private _darkness;
  1453. private _transparencyShadow;
  1454. private _effect;
  1455. private _viewMatrix;
  1456. private _projectionMatrix;
  1457. private _transformMatrix;
  1458. private _worldViewProjection;
  1459. private _cachedPosition;
  1460. private _cachedDirection;
  1461. private _cachedDefines;
  1462. constructor(mapSize: number, light: DirectionalLight);
  1463. public isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  1464. public getShadowMap(): RenderTargetTexture;
  1465. public getLight(): DirectionalLight;
  1466. public getTransformMatrix(): Matrix;
  1467. public getDarkness(): number;
  1468. public setDarkness(darkness: number): void;
  1469. public setTransparencyShadow(hasShadow: boolean): void;
  1470. public dispose(): void;
  1471. }
  1472. }
  1473. declare module BABYLON {
  1474. interface ISceneLoaderPlugin {
  1475. extensions: string;
  1476. importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
  1477. load: (scene: Scene, data: string, rootUrl: string) => boolean;
  1478. }
  1479. class SceneLoader {
  1480. private static _ForceFullSceneLoadingForIncremental;
  1481. private static _ShowLoadingScreen;
  1482. static ForceFullSceneLoadingForIncremental : boolean;
  1483. static ShowLoadingScreen : boolean;
  1484. private static _registeredPlugins;
  1485. private static _getPluginForFilename(sceneFilename);
  1486. static RegisterPlugin(plugin: ISceneLoaderPlugin): void;
  1487. static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene) => void): void;
  1488. /**
  1489. * Load a scene
  1490. * @param rootUrl a string that defines the root url for scene and resources
  1491. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  1492. * @param engine is the instance of BABYLON.Engine to use to create the scene
  1493. */
  1494. static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
  1495. /**
  1496. * Append a scene
  1497. * @param rootUrl a string that defines the root url for scene and resources
  1498. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  1499. * @param scene is the instance of BABYLON.Scene to append to
  1500. */
  1501. static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
  1502. }
  1503. }
  1504. declare module BABYLON.Internals {
  1505. }
  1506. declare module BABYLON {
  1507. class EffectFallbacks {
  1508. private _defines;
  1509. private _currentRank;
  1510. private _maxRank;
  1511. public addFallback(rank: number, define: string): void;
  1512. public isMoreFallbacks : boolean;
  1513. public reduce(currentDefines: string): string;
  1514. }
  1515. class Effect {
  1516. public name: any;
  1517. public defines: string;
  1518. public onCompiled: (effect: Effect) => void;
  1519. public onError: (effect: Effect, errors: string) => void;
  1520. private _engine;
  1521. private _uniformsNames;
  1522. private _samplers;
  1523. private _isReady;
  1524. private _compilationError;
  1525. private _attributesNames;
  1526. private _attributes;
  1527. private _uniforms;
  1528. public _key: string;
  1529. private _program;
  1530. private _valueCache;
  1531. constructor(baseName: any, attributesNames: string[], uniformsNames: string[], samplers: string[], engine: any, defines?: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void);
  1532. public isReady(): boolean;
  1533. public getProgram(): WebGLProgram;
  1534. public getAttributesNames(): string[];
  1535. public getAttributeLocation(index: number): number;
  1536. public getAttributeLocationByName(name: string): number;
  1537. public getAttributesCount(): number;
  1538. public getUniformIndex(uniformName: string): number;
  1539. public getUniform(uniformName: string): WebGLUniformLocation;
  1540. public getSamplers(): string[];
  1541. public getCompilationError(): string;
  1542. public _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  1543. public _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  1544. private _prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks?);
  1545. public _bindTexture(channel: string, texture: WebGLTexture): void;
  1546. public setTexture(channel: string, texture: BaseTexture): void;
  1547. public setTextureFromPostProcess(channel: string, postProcess: PostProcess): void;
  1548. public _cacheFloat2(uniformName: string, x: number, y: number): void;
  1549. public _cacheFloat3(uniformName: string, x: number, y: number, z: number): void;
  1550. public _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): void;
  1551. public setArray(uniformName: string, array: number[]): Effect;
  1552. public setMatrices(uniformName: string, matrices: Float32Array): Effect;
  1553. public setMatrix(uniformName: string, matrix: Matrix): Effect;
  1554. public setFloat(uniformName: string, value: number): Effect;
  1555. public setBool(uniformName: string, bool: boolean): Effect;
  1556. public setVector2(uniformName: string, vector2: Vector2): Effect;
  1557. public setFloat2(uniformName: string, x: number, y: number): Effect;
  1558. public setVector3(uniformName: string, vector3: Vector3): Effect;
  1559. public setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  1560. public setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  1561. public setColor3(uniformName: string, color3: Color3): Effect;
  1562. public setColor4(uniformName: string, color3: Color3, alpha: number): Effect;
  1563. static ShadersStore: {};
  1564. }
  1565. }
  1566. declare module BABYLON {
  1567. class Material {
  1568. public name: string;
  1569. public id: string;
  1570. public checkReadyOnEveryCall: boolean;
  1571. public checkReadyOnlyOnce: boolean;
  1572. public state: string;
  1573. public alpha: number;
  1574. public wireframe: boolean;
  1575. public backFaceCulling: boolean;
  1576. public onCompiled: (effect: Effect) => void;
  1577. public onError: (effect: Effect, errors: string) => void;
  1578. public onDispose: () => void;
  1579. public getRenderTargetTextures: () => SmartArray<RenderTargetTexture>;
  1580. public _effect: Effect;
  1581. public _wasPreviouslyReady: boolean;
  1582. private _scene;
  1583. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  1584. public isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  1585. public getEffect(): Effect;
  1586. public getScene(): Scene;
  1587. public needAlphaBlending(): boolean;
  1588. public needAlphaTesting(): boolean;
  1589. public getAlphaTestTexture(): BaseTexture;
  1590. public trackCreation(onCompiled: (effect: Effect) => void, onError: (effect: Effect, errors: string) => void): void;
  1591. public _preBind(): void;
  1592. public bind(world: Matrix, mesh: Mesh): void;
  1593. public bindOnlyWorldMatrix(world: Matrix): void;
  1594. public unbind(): void;
  1595. public dispose(forceDisposeEffect?: boolean): void;
  1596. }
  1597. }
  1598. declare module BABYLON {
  1599. class MultiMaterial extends Material {
  1600. public subMaterials: Material[];
  1601. constructor(name: string, scene: Scene);
  1602. public getSubMaterial(index: any): Material;
  1603. public isReady(mesh?: AbstractMesh): boolean;
  1604. }
  1605. }
  1606. declare module BABYLON {
  1607. class ShaderMaterial extends Material {
  1608. private _shaderPath;
  1609. private _options;
  1610. private _textures;
  1611. private _floats;
  1612. private _floatsArrays;
  1613. private _colors3;
  1614. private _colors4;
  1615. private _vectors2;
  1616. private _vectors3;
  1617. private _matrices;
  1618. private _cachedWorldViewMatrix;
  1619. constructor(name: string, scene: Scene, shaderPath: any, options: any);
  1620. public needAlphaBlending(): boolean;
  1621. public needAlphaTesting(): boolean;
  1622. private _checkUniform(uniformName);
  1623. public setTexture(name: string, texture: Texture): ShaderMaterial;
  1624. public setFloat(name: string, value: number): ShaderMaterial;
  1625. public setFloats(name: string, value: number[]): ShaderMaterial;
  1626. public setColor3(name: string, value: Color3): ShaderMaterial;
  1627. public setColor4(name: string, value: Color4): ShaderMaterial;
  1628. public setVector2(name: string, value: Vector2): ShaderMaterial;
  1629. public setVector3(name: string, value: Vector3): ShaderMaterial;
  1630. public setMatrix(name: string, value: Matrix): ShaderMaterial;
  1631. public isReady(): boolean;
  1632. public bind(world: Matrix): void;
  1633. public dispose(forceDisposeEffect?: boolean): void;
  1634. }
  1635. }
  1636. declare module BABYLON {
  1637. class FresnelParameters {
  1638. public isEnabled: boolean;
  1639. public leftColor: Color3;
  1640. public rightColor: Color3;
  1641. public bias: number;
  1642. public power: number;
  1643. }
  1644. class StandardMaterial extends Material {
  1645. public diffuseTexture: BaseTexture;
  1646. public ambientTexture: BaseTexture;
  1647. public opacityTexture: BaseTexture;
  1648. public reflectionTexture: BaseTexture;
  1649. public emissiveTexture: BaseTexture;
  1650. public specularTexture: BaseTexture;
  1651. public bumpTexture: BaseTexture;
  1652. public ambientColor: Color3;
  1653. public diffuseColor: Color3;
  1654. public specularColor: Color3;
  1655. public specularPower: number;
  1656. public emissiveColor: Color3;
  1657. public useAlphaFromDiffuseTexture: boolean;
  1658. public useSpecularOverAlpha: boolean;
  1659. public fogEnabled: boolean;
  1660. public diffuseFresnelParameters: FresnelParameters;
  1661. public opacityFresnelParameters: FresnelParameters;
  1662. public reflectionFresnelParameters: FresnelParameters;
  1663. public emissiveFresnelParameters: FresnelParameters;
  1664. private _cachedDefines;
  1665. private _renderTargets;
  1666. private _worldViewProjectionMatrix;
  1667. private _globalAmbientColor;
  1668. private _scaledDiffuse;
  1669. private _scaledSpecular;
  1670. private _renderId;
  1671. constructor(name: string, scene: Scene);
  1672. public needAlphaBlending(): boolean;
  1673. public needAlphaTesting(): boolean;
  1674. private _shouldUseAlphaFromDiffuseTexture();
  1675. public getAlphaTestTexture(): BaseTexture;
  1676. public isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  1677. public unbind(): void;
  1678. public bindOnlyWorldMatrix(world: Matrix): void;
  1679. public bind(world: Matrix, mesh: Mesh): void;
  1680. public getAnimatables(): IAnimatable[];
  1681. public dispose(forceDisposeEffect?: boolean): void;
  1682. public clone(name: string): StandardMaterial;
  1683. static DiffuseTextureEnabled: boolean;
  1684. static AmbientTextureEnabled: boolean;
  1685. static OpacityTextureEnabled: boolean;
  1686. static ReflectionTextureEnabled: boolean;
  1687. static EmissiveTextureEnabled: boolean;
  1688. static SpecularTextureEnabled: boolean;
  1689. static BumpTextureEnabled: boolean;
  1690. }
  1691. }
  1692. declare module BABYLON {
  1693. class BaseTexture {
  1694. public name: string;
  1695. public delayLoadState: number;
  1696. public hasAlpha: boolean;
  1697. public getAlphaFromRGB: boolean;
  1698. public level: number;
  1699. public isCube: boolean;
  1700. public isRenderTarget: boolean;
  1701. public animations: Animation[];
  1702. public onDispose: () => void;
  1703. public coordinatesIndex: number;
  1704. public coordinatesMode: number;
  1705. public wrapU: number;
  1706. public wrapV: number;
  1707. public anisotropicFilteringLevel: number;
  1708. public _cachedAnisotropicFilteringLevel: number;
  1709. private _scene;
  1710. public _texture: WebGLTexture;
  1711. constructor(scene: Scene);
  1712. public getScene(): Scene;
  1713. public getTextureMatrix(): Matrix;
  1714. public getReflectionTextureMatrix(): Matrix;
  1715. public getInternalTexture(): WebGLTexture;
  1716. public isReady(): boolean;
  1717. public getSize(): ISize;
  1718. public getBaseSize(): ISize;
  1719. public scale(ratio: number): void;
  1720. public canRescale : boolean;
  1721. public _removeFromCache(url: string, noMipmap: boolean): void;
  1722. public _getFromCache(url: string, noMipmap: boolean): WebGLTexture;
  1723. public delayLoad(): void;
  1724. public releaseInternalTexture(): void;
  1725. public clone(): BaseTexture;
  1726. public dispose(): void;
  1727. }
  1728. }
  1729. declare module BABYLON {
  1730. class CubeTexture extends BaseTexture {
  1731. public url: string;
  1732. public coordinatesMode: number;
  1733. private _noMipmap;
  1734. private _extensions;
  1735. private _textureMatrix;
  1736. constructor(rootUrl: string, scene: Scene, extensions?: string[], noMipmap?: boolean);
  1737. public clone(): CubeTexture;
  1738. public delayLoad(): void;
  1739. public getReflectionTextureMatrix(): Matrix;
  1740. }
  1741. }
  1742. declare module BABYLON {
  1743. class DynamicTexture extends Texture {
  1744. private _generateMipMaps;
  1745. private _canvas;
  1746. private _context;
  1747. constructor(name: string, options: any, scene: Scene, generateMipMaps: boolean, samplingMode?: number);
  1748. public canRescale : boolean;
  1749. public scale(ratio: number): void;
  1750. public getContext(): CanvasRenderingContext2D;
  1751. public update(invertY?: boolean): void;
  1752. public drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean): void;
  1753. public clone(): DynamicTexture;
  1754. }
  1755. }
  1756. declare module BABYLON {
  1757. class MirrorTexture extends RenderTargetTexture {
  1758. public mirrorPlane: Plane;
  1759. private _transformMatrix;
  1760. private _mirrorMatrix;
  1761. private _savedViewMatrix;
  1762. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  1763. public clone(): MirrorTexture;
  1764. }
  1765. }
  1766. declare module BABYLON {
  1767. class ProceduralTexture extends Texture {
  1768. private _size;
  1769. public _generateMipMaps: boolean;
  1770. private _doNotChangeAspectRatio;
  1771. private _currentRefreshId;
  1772. private _refreshRate;
  1773. private _vertexBuffer;
  1774. private _indexBuffer;
  1775. private _effect;
  1776. private _vertexDeclaration;
  1777. private _vertexStrideSize;
  1778. private _uniforms;
  1779. private _samplers;
  1780. private _fragment;
  1781. private _textures;
  1782. private _floats;
  1783. private _floatsArrays;
  1784. private _colors3;
  1785. private _colors4;
  1786. private _vectors2;
  1787. private _vectors3;
  1788. private _matrices;
  1789. constructor(name: string, size: any, fragment: any, scene: Scene, generateMipMaps?: boolean);
  1790. public isReady(): boolean;
  1791. public resetRefreshCounter(): void;
  1792. public refreshRate : number;
  1793. public _shouldRender(): boolean;
  1794. public getRenderSize(): number;
  1795. public resize(size: any, generateMipMaps: any): void;
  1796. private _checkUniform(uniformName);
  1797. public setTexture(name: string, texture: Texture): ProceduralTexture;
  1798. public setFloat(name: string, value: number): ProceduralTexture;
  1799. public setFloats(name: string, value: number[]): ProceduralTexture;
  1800. public setColor3(name: string, value: Color3): ProceduralTexture;
  1801. public setColor4(name: string, value: Color4): ProceduralTexture;
  1802. public setVector2(name: string, value: Vector2): ProceduralTexture;
  1803. public setVector3(name: string, value: Vector3): ProceduralTexture;
  1804. public setMatrix(name: string, value: Matrix): ProceduralTexture;
  1805. public render(useCameraPostProcess?: boolean): void;
  1806. public clone(): ProceduralTexture;
  1807. public dispose(): void;
  1808. }
  1809. }
  1810. declare module BABYLON {
  1811. class RenderTargetTexture extends Texture {
  1812. public renderList: AbstractMesh[];
  1813. public renderParticles: boolean;
  1814. public renderSprites: boolean;
  1815. public coordinatesMode: number;
  1816. public onBeforeRender: () => void;
  1817. public onAfterRender: () => void;
  1818. public activeCamera: Camera;
  1819. public customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  1820. private _size;
  1821. public _generateMipMaps: boolean;
  1822. private _renderingManager;
  1823. public _waitingRenderList: string[];
  1824. private _doNotChangeAspectRatio;
  1825. private _currentRefreshId;
  1826. private _refreshRate;
  1827. constructor(name: string, size: any, scene: Scene, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean);
  1828. public resetRefreshCounter(): void;
  1829. public refreshRate : number;
  1830. public _shouldRender(): boolean;
  1831. public isReady(): boolean;
  1832. public getRenderSize(): number;
  1833. public canRescale : boolean;
  1834. public scale(ratio: number): void;
  1835. public resize(size: any, generateMipMaps?: boolean): void;
  1836. public render(useCameraPostProcess?: boolean): void;
  1837. public clone(): RenderTargetTexture;
  1838. }
  1839. }
  1840. declare module BABYLON {
  1841. class Texture extends BaseTexture {
  1842. static NEAREST_SAMPLINGMODE: number;
  1843. static BILINEAR_SAMPLINGMODE: number;
  1844. static TRILINEAR_SAMPLINGMODE: number;
  1845. static EXPLICIT_MODE: number;
  1846. static SPHERICAL_MODE: number;
  1847. static PLANAR_MODE: number;
  1848. static CUBIC_MODE: number;
  1849. static PROJECTION_MODE: number;
  1850. static SKYBOX_MODE: number;
  1851. static CLAMP_ADDRESSMODE: number;
  1852. static WRAP_ADDRESSMODE: number;
  1853. static MIRROR_ADDRESSMODE: number;
  1854. public url: string;
  1855. public uOffset: number;
  1856. public vOffset: number;
  1857. public uScale: number;
  1858. public vScale: number;
  1859. public uAng: number;
  1860. public vAng: number;
  1861. public wAng: number;
  1862. private _noMipmap;
  1863. public _invertY: boolean;
  1864. private _rowGenerationMatrix;
  1865. private _cachedTextureMatrix;
  1866. private _projectionModeMatrix;
  1867. private _t0;
  1868. private _t1;
  1869. private _t2;
  1870. private _cachedUOffset;
  1871. private _cachedVOffset;
  1872. private _cachedUScale;
  1873. private _cachedVScale;
  1874. private _cachedUAng;
  1875. private _cachedVAng;
  1876. private _cachedWAng;
  1877. private _cachedCoordinatesMode;
  1878. public _samplingMode: number;
  1879. private _buffer;
  1880. private _deleteBuffer;
  1881. constructor(url: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: () => void, onError?: () => void, buffer?: any, deleteBuffer?: boolean);
  1882. public delayLoad(): void;
  1883. private _prepareRowForTextureGeneration(x, y, z, t);
  1884. public getTextureMatrix(): Matrix;
  1885. public getReflectionTextureMatrix(): Matrix;
  1886. public clone(): Texture;
  1887. }
  1888. }
  1889. declare module BABYLON {
  1890. class VideoTexture extends Texture {
  1891. public video: HTMLVideoElement;
  1892. private _autoLaunch;
  1893. private _lastUpdate;
  1894. constructor(name: string, urls: string[], size: any, scene: Scene, generateMipMaps: boolean, invertY: boolean, samplingMode?: number);
  1895. public update(): boolean;
  1896. }
  1897. }
  1898. declare module BABYLON {
  1899. class ProceduralTexture extends Texture {
  1900. private _size;
  1901. public _generateMipMaps: boolean;
  1902. private _doNotChangeAspectRatio;
  1903. private _currentRefreshId;
  1904. private _refreshRate;
  1905. private _vertexBuffer;
  1906. private _indexBuffer;
  1907. private _effect;
  1908. private _vertexDeclaration;
  1909. private _vertexStrideSize;
  1910. private _uniforms;
  1911. private _samplers;
  1912. private _fragment;
  1913. private _textures;
  1914. private _floats;
  1915. private _floatsArrays;
  1916. private _colors3;
  1917. private _colors4;
  1918. private _vectors2;
  1919. private _vectors3;
  1920. private _matrices;
  1921. private _fallbackTexture;
  1922. constructor(name: string, size: any, fragment: any, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  1923. public isReady(): boolean;
  1924. public resetRefreshCounter(): void;
  1925. public refreshRate : number;
  1926. public _shouldRender(): boolean;
  1927. public getRenderSize(): number;
  1928. public resize(size: any, generateMipMaps: any): void;
  1929. private _checkUniform(uniformName);
  1930. public setTexture(name: string, texture: Texture): ProceduralTexture;
  1931. public setFloat(name: string, value: number): ProceduralTexture;
  1932. public setFloats(name: string, value: number[]): ProceduralTexture;
  1933. public setColor3(name: string, value: Color3): ProceduralTexture;
  1934. public setColor4(name: string, value: Color4): ProceduralTexture;
  1935. public setVector2(name: string, value: Vector2): ProceduralTexture;
  1936. public setVector3(name: string, value: Vector3): ProceduralTexture;
  1937. public setMatrix(name: string, value: Matrix): ProceduralTexture;
  1938. public render(useCameraPostProcess?: boolean): void;
  1939. public clone(): ProceduralTexture;
  1940. public dispose(): void;
  1941. }
  1942. }
  1943. declare module BABYLON {
  1944. class WoodProceduralTexture extends ProceduralTexture {
  1945. private _ampScale;
  1946. private _ringScale;
  1947. private _woodColor1;
  1948. private _woodColor2;
  1949. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  1950. public updateShaderUniforms(): void;
  1951. public ampScale : number;
  1952. public ringScale : number;
  1953. public woodColor1 : Color3;
  1954. public woodColor2 : Color3;
  1955. }
  1956. class FireProceduralTexture extends ProceduralTexture {
  1957. private _time;
  1958. private _speed;
  1959. private _shift;
  1960. private _alpha;
  1961. private _autoGenerateTime;
  1962. private _fireColors;
  1963. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  1964. public updateShaderUniforms(): void;
  1965. public render(useCameraPostProcess?: boolean): void;
  1966. static PurpleFireColors : number[][];
  1967. static GreenFireColors : number[][];
  1968. static RedFireColors : number[][];
  1969. static BlueFireColors : number[][];
  1970. public fireColors : number[][];
  1971. public time : number;
  1972. public speed : Vector2;
  1973. public shift : number;
  1974. public alpha : number;
  1975. }
  1976. }
  1977. declare module BABYLON {
  1978. class Color3 {
  1979. public r: number;
  1980. public g: number;
  1981. public b: number;
  1982. constructor(r?: number, g?: number, b?: number);
  1983. public toString(): string;
  1984. public toArray(array: number[], index?: number): void;
  1985. public toColor4(alpha?: number): Color4;
  1986. public asArray(): number[];
  1987. public toLuminance(): number;
  1988. public multiply(otherColor: Color3): Color3;
  1989. public multiplyToRef(otherColor: Color3, result: Color3): void;
  1990. public equals(otherColor: Color3): boolean;
  1991. public scale(scale: number): Color3;
  1992. public scaleToRef(scale: number, result: Color3): void;
  1993. public add(otherColor: Color3): Color3;
  1994. public addToRef(otherColor: Color3, result: Color3): void;
  1995. public subtract(otherColor: Color3): Color3;
  1996. public subtractToRef(otherColor: Color3, result: Color3): void;
  1997. public clone(): Color3;
  1998. public copyFrom(source: Color3): void;
  1999. public copyFromFloats(r: number, g: number, b: number): void;
  2000. static FromArray(array: number[]): Color3;
  2001. static FromInts(r: number, g: number, b: number): Color3;
  2002. static Lerp(start: Color3, end: Color3, amount: number): Color3;
  2003. static Red(): Color3;
  2004. static Green(): Color3;
  2005. static Blue(): Color3;
  2006. static Black(): Color3;
  2007. static White(): Color3;
  2008. static Purple(): Color3;
  2009. static Magenta(): Color3;
  2010. static Yellow(): Color3;
  2011. static Gray(): Color3;
  2012. }
  2013. class Color4 {
  2014. public r: number;
  2015. public g: number;
  2016. public b: number;
  2017. public a: number;
  2018. constructor(r: number, g: number, b: number, a: number);
  2019. public addInPlace(right: any): void;
  2020. public asArray(): number[];
  2021. public toArray(array: number[], index?: number): void;
  2022. public add(right: Color4): Color4;
  2023. public subtract(right: Color4): Color4;
  2024. public subtractToRef(right: Color4, result: Color4): void;
  2025. public scale(scale: number): Color4;
  2026. public scaleToRef(scale: number, result: Color4): void;
  2027. public toString(): string;
  2028. public clone(): Color4;
  2029. static Lerp(left: Color4, right: Color4, amount: number): Color4;
  2030. static LerpToRef(left: Color4, right: Color4, amount: number, result: Color4): void;
  2031. static FromArray(array: number[], offset?: number): Color4;
  2032. static FromInts(r: number, g: number, b: number, a: number): Color4;
  2033. }
  2034. class Vector2 {
  2035. public x: number;
  2036. public y: number;
  2037. constructor(x: number, y: number);
  2038. public toString(): string;
  2039. public toArray(array: number[], index?: number): void;
  2040. public asArray(): number[];
  2041. public copyFrom(source: Vector2): void;
  2042. public copyFromFloats(x: number, y: number): void;
  2043. public add(otherVector: Vector2): Vector2;
  2044. public addVector3(otherVector: Vector3): Vector2;
  2045. public subtract(otherVector: Vector2): Vector2;
  2046. public subtractInPlace(otherVector: Vector2): void;
  2047. public multiplyInPlace(otherVector: Vector2): void;
  2048. public multiply(otherVector: Vector2): Vector2;
  2049. public multiplyToRef(otherVector: Vector2, result: Vector2): void;
  2050. public multiplyByFloats(x: number, y: number): Vector2;
  2051. public divide(otherVector: Vector2): Vector2;
  2052. public divideToRef(otherVector: Vector2, result: Vector2): void;
  2053. public negate(): Vector2;
  2054. public scaleInPlace(scale: number): Vector2;
  2055. public scale(scale: number): Vector2;
  2056. public equals(otherVector: Vector2): boolean;
  2057. public length(): number;
  2058. public lengthSquared(): number;
  2059. public normalize(): Vector2;
  2060. public clone(): Vector2;
  2061. static Zero(): Vector2;
  2062. static FromArray(array: number[], offset?: number): Vector2;
  2063. static FromArrayToRef(array: number[], offset: number, result: Vector2): void;
  2064. static CatmullRom(value1: Vector2, value2: Vector2, value3: Vector2, value4: Vector2, amount: number): Vector2;
  2065. static Clamp(value: Vector2, min: Vector2, max: Vector2): Vector2;
  2066. static Hermite(value1: Vector2, tangent1: Vector2, value2: Vector2, tangent2: Vector2, amount: number): Vector2;
  2067. static Lerp(start: Vector2, end: Vector2, amount: number): Vector2;
  2068. static Dot(left: Vector2, right: Vector2): number;
  2069. static Normalize(vector: Vector2): Vector2;
  2070. static Minimize(left: Vector2, right: Vector2): Vector2;
  2071. static Maximize(left: Vector2, right: Vector2): Vector2;
  2072. static Transform(vector: Vector2, transformation: Matrix): Vector2;
  2073. static Distance(value1: Vector2, value2: Vector2): number;
  2074. static DistanceSquared(value1: Vector2, value2: Vector2): number;
  2075. }
  2076. class Vector3 {
  2077. public x: number;
  2078. public y: number;
  2079. public z: number;
  2080. constructor(x: number, y: number, z: number);
  2081. public toString(): string;
  2082. public asArray(): number[];
  2083. public toArray(array: number[], index?: number): void;
  2084. public addInPlace(otherVector: Vector3): void;
  2085. public add(otherVector: Vector3): Vector3;
  2086. public addToRef(otherVector: Vector3, result: Vector3): void;
  2087. public subtractInPlace(otherVector: Vector3): void;
  2088. public subtract(otherVector: Vector3): Vector3;
  2089. public subtractToRef(otherVector: Vector3, result: Vector3): void;
  2090. public subtractFromFloats(x: number, y: number, z: number): Vector3;
  2091. public subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2092. public negate(): Vector3;
  2093. public scaleInPlace(scale: number): Vector3;
  2094. public scale(scale: number): Vector3;
  2095. public scaleToRef(scale: number, result: Vector3): void;
  2096. public equals(otherVector: Vector3): boolean;
  2097. public equalsWithEpsilon(otherVector: Vector3): boolean;
  2098. public equalsToFloats(x: number, y: number, z: number): boolean;
  2099. public multiplyInPlace(otherVector: Vector3): void;
  2100. public multiply(otherVector: Vector3): Vector3;
  2101. public multiplyToRef(otherVector: Vector3, result: Vector3): void;
  2102. public multiplyByFloats(x: number, y: number, z: number): Vector3;
  2103. public divide(otherVector: Vector3): Vector3;
  2104. public divideToRef(otherVector: Vector3, result: Vector3): void;
  2105. public MinimizeInPlace(other: Vector3): void;
  2106. public MaximizeInPlace(other: Vector3): void;
  2107. public length(): number;
  2108. public lengthSquared(): number;
  2109. public normalize(): Vector3;
  2110. public clone(): Vector3;
  2111. public copyFrom(source: Vector3): void;
  2112. public copyFromFloats(x: number, y: number, z: number): void;
  2113. static FromArray(array: number[], offset?: number): Vector3;
  2114. static FromArrayToRef(array: number[], offset: number, result: Vector3): void;
  2115. static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector3): void;
  2116. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2117. static Zero(): Vector3;
  2118. static Up(): Vector3;
  2119. static TransformCoordinates(vector: Vector3, transformation: Matrix): Vector3;
  2120. static TransformCoordinatesToRef(vector: Vector3, transformation: Matrix, result: Vector3): void;
  2121. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
  2122. static TransformNormal(vector: Vector3, transformation: Matrix): Vector3;
  2123. static TransformNormalToRef(vector: Vector3, transformation: Matrix, result: Vector3): void;
  2124. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
  2125. static CatmullRom(value1: Vector3, value2: Vector3, value3: Vector3, value4: Vector3, amount: number): Vector3;
  2126. static Clamp(value: Vector3, min: Vector3, max: Vector3): Vector3;
  2127. static Hermite(value1: Vector3, tangent1: Vector3, value2: Vector3, tangent2: Vector3, amount: number): Vector3;
  2128. static Lerp(start: Vector3, end: Vector3, amount: number): Vector3;
  2129. static Dot(left: Vector3, right: Vector3): number;
  2130. static Cross(left: Vector3, right: Vector3): Vector3;
  2131. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2132. static Normalize(vector: Vector3): Vector3;
  2133. static NormalizeToRef(vector: Vector3, result: Vector3): void;
  2134. static Project(vector: Vector3, world: Matrix, transform: Matrix, viewport: Viewport): Vector3;
  2135. static Unproject(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Vector3;
  2136. static Minimize(left: Vector3, right: Vector3): Vector3;
  2137. static Maximize(left: Vector3, right: Vector3): Vector3;
  2138. static Distance(value1: Vector3, value2: Vector3): number;
  2139. static DistanceSquared(value1: Vector3, value2: Vector3): number;
  2140. static Center(value1: Vector3, value2: Vector3): Vector3;
  2141. }
  2142. class Quaternion {
  2143. public x: number;
  2144. public y: number;
  2145. public z: number;
  2146. public w: number;
  2147. constructor(x?: number, y?: number, z?: number, w?: number);
  2148. public toString(): string;
  2149. public asArray(): number[];
  2150. public equals(otherQuaternion: Quaternion): boolean;
  2151. public clone(): Quaternion;
  2152. public copyFrom(other: Quaternion): void;
  2153. public copyFromFloats(x: number, y: number, z: number, w: number): void;
  2154. public add(other: Quaternion): Quaternion;
  2155. public subtract(other: Quaternion): Quaternion;
  2156. public scale(value: number): Quaternion;
  2157. public multiply(q1: Quaternion): Quaternion;
  2158. public multiplyToRef(q1: Quaternion, result: Quaternion): void;
  2159. public length(): number;
  2160. public normalize(): void;
  2161. public toEulerAngles(): Vector3;
  2162. public toEulerAnglesToRef(result: Vector3): void;
  2163. public toRotationMatrix(result: Matrix): void;
  2164. public fromRotationMatrix(matrix: Matrix): void;
  2165. static Inverse(q: Quaternion): Quaternion;
  2166. static RotationAxis(axis: Vector3, angle: number): Quaternion;
  2167. static FromArray(array: number[], offset?: number): Quaternion;
  2168. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  2169. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  2170. static Slerp(left: Quaternion, right: Quaternion, amount: number): Quaternion;
  2171. }
  2172. class Matrix {
  2173. private static _tempQuaternion;
  2174. private static _xAxis;
  2175. private static _yAxis;
  2176. private static _zAxis;
  2177. public m: Float32Array;
  2178. public isIdentity(): boolean;
  2179. public determinant(): number;
  2180. public toArray(): Float32Array;
  2181. public asArray(): Float32Array;
  2182. public invert(): void;
  2183. public invertToRef(other: Matrix): void;
  2184. public setTranslation(vector3: Vector3): void;
  2185. public multiply(other: Matrix): Matrix;
  2186. public copyFrom(other: Matrix): void;
  2187. public copyToArray(array: Float32Array, offset?: number): void;
  2188. public multiplyToRef(other: Matrix, result: Matrix): void;
  2189. public multiplyToArray(other: Matrix, result: Float32Array, offset: number): void;
  2190. public equals(value: Matrix): boolean;
  2191. public clone(): Matrix;
  2192. static FromArray(array: number[], offset?: number): Matrix;
  2193. static FromArrayToRef(array: number[], offset: number, result: Matrix): void;
  2194. 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;
  2195. 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;
  2196. static Identity(): Matrix;
  2197. static IdentityToRef(result: Matrix): void;
  2198. static Zero(): Matrix;
  2199. static RotationX(angle: number): Matrix;
  2200. static RotationXToRef(angle: number, result: Matrix): void;
  2201. static RotationY(angle: number): Matrix;
  2202. static RotationYToRef(angle: number, result: Matrix): void;
  2203. static RotationZ(angle: number): Matrix;
  2204. static RotationZToRef(angle: number, result: Matrix): void;
  2205. static RotationAxis(axis: Vector3, angle: number): Matrix;
  2206. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  2207. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  2208. static Scaling(x: number, y: number, z: number): Matrix;
  2209. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  2210. static Translation(x: number, y: number, z: number): Matrix;
  2211. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  2212. static LookAtLH(eye: Vector3, target: Vector3, up: Vector3): Matrix;
  2213. static LookAtLHToRef(eye: Vector3, target: Vector3, up: Vector3, result: Matrix): void;
  2214. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  2215. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  2216. static OrthoOffCenterLHToRef(left: number, right: any, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  2217. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  2218. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  2219. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix): void;
  2220. static GetFinalMatrix(viewport: Viewport, world: Matrix, view: Matrix, projection: Matrix, zmin: number, zmax: number): Matrix;
  2221. static Transpose(matrix: Matrix): Matrix;
  2222. static Reflection(plane: Plane): Matrix;
  2223. static ReflectionToRef(plane: Plane, result: Matrix): void;
  2224. }
  2225. class Plane {
  2226. public normal: Vector3;
  2227. public d: number;
  2228. constructor(a: number, b: number, c: number, d: number);
  2229. public asArray(): number[];
  2230. public clone(): Plane;
  2231. public normalize(): void;
  2232. public transform(transformation: Matrix): Plane;
  2233. public dotCoordinate(point: any): number;
  2234. public copyFromPoints(point1: Vector3, point2: Vector3, point3: Vector3): void;
  2235. public isFrontFacingTo(direction: Vector3, epsilon: number): boolean;
  2236. public signedDistanceTo(point: Vector3): number;
  2237. static FromArray(array: number[]): Plane;
  2238. static FromPoints(point1: any, point2: any, point3: any): Plane;
  2239. static FromPositionAndNormal(origin: Vector3, normal: Vector3): Plane;
  2240. static SignedDistanceToPlaneFromPositionAndNormal(origin: Vector3, normal: Vector3, point: Vector3): number;
  2241. }
  2242. class Viewport {
  2243. public x: number;
  2244. public y: number;
  2245. public width: number;
  2246. public height: number;
  2247. constructor(x: number, y: number, width: number, height: number);
  2248. public toGlobal(engine: any): Viewport;
  2249. }
  2250. class Frustum {
  2251. static GetPlanes(transform: Matrix): Plane[];
  2252. static GetPlanesToRef(transform: Matrix, frustumPlanes: Plane[]): void;
  2253. }
  2254. class Ray {
  2255. public origin: Vector3;
  2256. public direction: Vector3;
  2257. private _edge1;
  2258. private _edge2;
  2259. private _pvec;
  2260. private _tvec;
  2261. private _qvec;
  2262. constructor(origin: Vector3, direction: Vector3);
  2263. public intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
  2264. public intersectsBox(box: BoundingBox): boolean;
  2265. public intersectsSphere(sphere: any): boolean;
  2266. public intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
  2267. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
  2268. static Transform(ray: Ray, matrix: Matrix): Ray;
  2269. }
  2270. enum Space {
  2271. LOCAL = 0,
  2272. WORLD = 1,
  2273. }
  2274. class Axis {
  2275. static X: Vector3;
  2276. static Y: Vector3;
  2277. static Z: Vector3;
  2278. }
  2279. }
  2280. declare module BABYLON {
  2281. class AbstractMesh extends Node implements IDisposable {
  2282. private static _BILLBOARDMODE_NONE;
  2283. private static _BILLBOARDMODE_X;
  2284. private static _BILLBOARDMODE_Y;
  2285. private static _BILLBOARDMODE_Z;
  2286. private static _BILLBOARDMODE_ALL;
  2287. static BILLBOARDMODE_NONE : number;
  2288. static BILLBOARDMODE_X : number;
  2289. static BILLBOARDMODE_Y : number;
  2290. static BILLBOARDMODE_Z : number;
  2291. static BILLBOARDMODE_ALL : number;
  2292. public position: Vector3;
  2293. public rotation: Vector3;
  2294. public rotationQuaternion: Quaternion;
  2295. public scaling: Vector3;
  2296. public billboardMode: number;
  2297. public visibility: number;
  2298. public infiniteDistance: boolean;
  2299. public isVisible: boolean;
  2300. public isPickable: boolean;
  2301. public showBoundingBox: boolean;
  2302. public showSubMeshesBoundingBox: boolean;
  2303. public onDispose: any;
  2304. public checkCollisions: boolean;
  2305. public isBlocker: boolean;
  2306. public skeleton: Skeleton;
  2307. public renderingGroupId: number;
  2308. public material: Material;
  2309. public receiveShadows: boolean;
  2310. public actionManager: ActionManager;
  2311. public renderOutline: boolean;
  2312. public outlineColor: Color3;
  2313. public outlineWidth: number;
  2314. public useOctreeForRenderingSelection: boolean;
  2315. public useOctreeForPicking: boolean;
  2316. public useOctreeForCollisions: boolean;
  2317. public layerMask: number;
  2318. public _physicImpostor: number;
  2319. public _physicsMass: number;
  2320. public _physicsFriction: number;
  2321. public _physicRestitution: number;
  2322. public ellipsoid: Vector3;
  2323. public ellipsoidOffset: Vector3;
  2324. private _collider;
  2325. private _oldPositionForCollisions;
  2326. private _diffPositionForCollisions;
  2327. private _newPositionForCollisions;
  2328. private _localScaling;
  2329. private _localRotation;
  2330. private _localTranslation;
  2331. private _localBillboard;
  2332. private _localPivotScaling;
  2333. private _localPivotScalingRotation;
  2334. private _localWorld;
  2335. private _worldMatrix;
  2336. private _rotateYByPI;
  2337. private _absolutePosition;
  2338. private _collisionsTransformMatrix;
  2339. private _collisionsScalingMatrix;
  2340. public _positions: Vector3[];
  2341. private _isDirty;
  2342. public _boundingInfo: BoundingInfo;
  2343. private _pivotMatrix;
  2344. public _isDisposed: boolean;
  2345. public _renderId: number;
  2346. public subMeshes: SubMesh[];
  2347. public _submeshesOctree: Octree<SubMesh>;
  2348. public _intersectionsInProgress: AbstractMesh[];
  2349. constructor(name: string, scene: Scene);
  2350. public getTotalVertices(): number;
  2351. public getIndices(): number[];
  2352. public getVerticesData(kind: string): number[];
  2353. public isVerticesDataPresent(kind: string): boolean;
  2354. public getBoundingInfo(): BoundingInfo;
  2355. public _preActivate(): void;
  2356. public _activate(renderId: number): void;
  2357. public getWorldMatrix(): Matrix;
  2358. public worldMatrixFromCache : Matrix;
  2359. public absolutePosition : Vector3;
  2360. public rotate(axis: Vector3, amount: number, space: Space): void;
  2361. public translate(axis: Vector3, distance: number, space: Space): void;
  2362. public getAbsolutePosition(): Vector3;
  2363. public setAbsolutePosition(absolutePosition: Vector3): void;
  2364. public setPivotMatrix(matrix: Matrix): void;
  2365. public getPivotMatrix(): Matrix;
  2366. public _isSynchronized(): boolean;
  2367. public _initCache(): void;
  2368. public markAsDirty(property: string): void;
  2369. public _updateBoundingInfo(): void;
  2370. public computeWorldMatrix(force?: boolean): Matrix;
  2371. public setPositionWithLocalVector(vector3: Vector3): void;
  2372. public getPositionExpressedInLocalSpace(): Vector3;
  2373. public locallyTranslate(vector3: Vector3): void;
  2374. public lookAt(targetPoint: Vector3, yawCor: number, pitchCor: number, rollCor: number): void;
  2375. public isInFrustum(frustumPlanes: Plane[]): boolean;
  2376. public isCompletelyInFrustum(camera?: Camera): boolean;
  2377. public intersectsMesh(mesh: AbstractMesh, precise?: boolean): boolean;
  2378. public intersectsPoint(point: Vector3): boolean;
  2379. public setPhysicsState(impostor?: any, options?: PhysicsBodyCreationOptions): void;
  2380. public getPhysicsImpostor(): number;
  2381. public getPhysicsMass(): number;
  2382. public getPhysicsFriction(): number;
  2383. public getPhysicsRestitution(): number;
  2384. public applyImpulse(force: Vector3, contactPoint: Vector3): void;
  2385. public setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): void;
  2386. public updatePhysicsBodyPosition(): void;
  2387. public moveWithCollisions(velocity: Vector3): void;
  2388. /**
  2389. * This function will create an octree to help select the right submeshes for rendering, picking and collisions
  2390. * Please note that you must have a decent number of submeshes to get performance improvements when using octree
  2391. */
  2392. public createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  2393. public _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): void;
  2394. public _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): void;
  2395. public _checkCollision(collider: Collider): void;
  2396. public _generatePointsArray(): boolean;
  2397. public intersects(ray: Ray, fastCheck?: boolean): PickingInfo;
  2398. public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): AbstractMesh;
  2399. public releaseSubMeshes(): void;
  2400. public dispose(doNotRecurse?: boolean): void;
  2401. }
  2402. }
  2403. declare module BABYLON {
  2404. class CSG {
  2405. private polygons;
  2406. public matrix: Matrix;
  2407. public position: Vector3;
  2408. public rotation: Vector3;
  2409. public scaling: Vector3;
  2410. static FromMesh(mesh: Mesh): CSG;
  2411. private static FromPolygons(polygons);
  2412. public clone(): CSG;
  2413. private toPolygons();
  2414. public union(csg: CSG): CSG;
  2415. public unionInPlace(csg: CSG): void;
  2416. public subtract(csg: CSG): CSG;
  2417. public subtractInPlace(csg: CSG): void;
  2418. public intersect(csg: CSG): CSG;
  2419. public intersectInPlace(csg: CSG): void;
  2420. public inverse(): CSG;
  2421. public inverseInPlace(): void;
  2422. public copyTransformAttributes(csg: CSG): CSG;
  2423. public buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  2424. public toMesh(name: string, material: Material, scene: Scene, keepSubMeshes: boolean): Mesh;
  2425. }
  2426. }
  2427. declare module BABYLON {
  2428. class Geometry implements IGetSetVerticesData {
  2429. public id: string;
  2430. public delayLoadState: number;
  2431. public delayLoadingFile: string;
  2432. private _scene;
  2433. private _engine;
  2434. private _meshes;
  2435. private _totalVertices;
  2436. private _indices;
  2437. private _vertexBuffers;
  2438. public _delayInfo: any;
  2439. private _indexBuffer;
  2440. public _boundingInfo: BoundingInfo;
  2441. public _delayLoadingFunction: (any: any, Geometry: any) => void;
  2442. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Mesh);
  2443. public getScene(): Scene;
  2444. public getEngine(): Engine;
  2445. public isReady(): boolean;
  2446. public setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  2447. public setVerticesData(kind: string, data: number[], updatable?: boolean): void;
  2448. public updateVerticesDataDirectly(kind: string, data: Float32Array): void;
  2449. public updateVerticesData(kind: string, data: number[], updateExtends?: boolean): void;
  2450. public getTotalVertices(): number;
  2451. public getVerticesData(kind: string): number[];
  2452. public getVertexBuffer(kind: string): VertexBuffer;
  2453. public getVertexBuffers(): VertexBuffer[];
  2454. public isVerticesDataPresent(kind: string): boolean;
  2455. public getVerticesDataKinds(): string[];
  2456. public setIndices(indices: number[]): void;
  2457. public getTotalIndices(): number;
  2458. public getIndices(): number[];
  2459. public getIndexBuffer(): any;
  2460. public releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  2461. public applyToMesh(mesh: Mesh): void;
  2462. private _applyToMesh(mesh);
  2463. public load(scene: Scene, onLoaded?: () => void): void;
  2464. public dispose(): void;
  2465. public copy(id: string): Geometry;
  2466. static ExtractFromMesh(mesh: Mesh, id: string): Geometry;
  2467. static RandomId(): string;
  2468. }
  2469. module Geometry.Primitives {
  2470. class _Primitive extends Geometry {
  2471. private _beingRegenerated;
  2472. private _canBeRegenerated;
  2473. constructor(id: string, scene: Scene, vertexData?: VertexData, canBeRegenerated?: boolean, mesh?: Mesh);
  2474. public canBeRegenerated(): boolean;
  2475. public regenerate(): void;
  2476. public asNewGeometry(id: string): Geometry;
  2477. public setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  2478. public setVerticesData(kind: string, data: number[], updatable?: boolean): void;
  2479. public _regenerateVertexData(): VertexData;
  2480. public copy(id: string): Geometry;
  2481. }
  2482. class Box extends _Primitive {
  2483. public size: number;
  2484. constructor(id: string, scene: Scene, size: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2485. public _regenerateVertexData(): VertexData;
  2486. public copy(id: string): Geometry;
  2487. }
  2488. class Sphere extends _Primitive {
  2489. public segments: number;
  2490. public diameter: number;
  2491. constructor(id: string, scene: Scene, segments: number, diameter: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2492. public _regenerateVertexData(): VertexData;
  2493. public copy(id: string): Geometry;
  2494. }
  2495. class Cylinder extends _Primitive {
  2496. public height: number;
  2497. public diameterTop: number;
  2498. public diameterBottom: number;
  2499. public tessellation: number;
  2500. public subdivisions: number;
  2501. constructor(id: string, scene: Scene, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions?: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2502. public _regenerateVertexData(): VertexData;
  2503. public copy(id: string): Geometry;
  2504. }
  2505. class Torus extends _Primitive {
  2506. public diameter: number;
  2507. public thickness: number;
  2508. public tessellation: number;
  2509. constructor(id: string, scene: Scene, diameter: number, thickness: number, tessellation: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2510. public _regenerateVertexData(): VertexData;
  2511. public copy(id: string): Geometry;
  2512. }
  2513. class Ground extends _Primitive {
  2514. public width: number;
  2515. public height: number;
  2516. public subdivisions: number;
  2517. constructor(id: string, scene: Scene, width: number, height: number, subdivisions: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2518. public _regenerateVertexData(): VertexData;
  2519. public copy(id: string): Geometry;
  2520. }
  2521. class TiledGround extends _Primitive {
  2522. public xmin: number;
  2523. public zmin: number;
  2524. public xmax: number;
  2525. public zmax: number;
  2526. public subdivisions: {
  2527. w: number;
  2528. h: number;
  2529. };
  2530. public precision: {
  2531. w: number;
  2532. h: number;
  2533. };
  2534. constructor(id: string, scene: Scene, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  2535. w: number;
  2536. h: number;
  2537. }, precision: {
  2538. w: number;
  2539. h: number;
  2540. }, canBeRegenerated?: boolean, mesh?: Mesh);
  2541. public _regenerateVertexData(): VertexData;
  2542. public copy(id: string): Geometry;
  2543. }
  2544. class Plane extends _Primitive {
  2545. public size: number;
  2546. constructor(id: string, scene: Scene, size: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2547. public _regenerateVertexData(): VertexData;
  2548. public copy(id: string): Geometry;
  2549. }
  2550. class TorusKnot extends _Primitive {
  2551. public radius: number;
  2552. public tube: number;
  2553. public radialSegments: number;
  2554. public tubularSegments: number;
  2555. public p: number;
  2556. public q: number;
  2557. constructor(id: string, scene: Scene, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2558. public _regenerateVertexData(): VertexData;
  2559. public copy(id: string): Geometry;
  2560. }
  2561. }
  2562. }
  2563. declare module BABYLON {
  2564. class GroundMesh extends Mesh {
  2565. public generateOctree: boolean;
  2566. private _worldInverse;
  2567. public _subdivisions: number;
  2568. constructor(name: string, scene: Scene);
  2569. public subdivisions : number;
  2570. public optimize(chunksCount: number): void;
  2571. public getHeightAtCoordinates(x: number, z: number): number;
  2572. }
  2573. }
  2574. declare module BABYLON {
  2575. class InstancedMesh extends AbstractMesh {
  2576. private _sourceMesh;
  2577. constructor(name: string, source: Mesh);
  2578. public receiveShadows : boolean;
  2579. public material : Material;
  2580. public visibility : number;
  2581. public skeleton : Skeleton;
  2582. public getTotalVertices(): number;
  2583. public sourceMesh : Mesh;
  2584. public getVerticesData(kind: string): number[];
  2585. public isVerticesDataPresent(kind: string): boolean;
  2586. public getIndices(): number[];
  2587. public _positions : Vector3[];
  2588. public refreshBoundingInfo(): void;
  2589. public _preActivate(): void;
  2590. public _activate(renderId: number): void;
  2591. public _syncSubMeshes(): void;
  2592. public _generatePointsArray(): boolean;
  2593. public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
  2594. public dispose(doNotRecurse?: boolean): void;
  2595. }
  2596. }
  2597. declare module BABYLON {
  2598. class LinesMesh extends Mesh {
  2599. public color: Color3;
  2600. public alpha: number;
  2601. private _colorShader;
  2602. private _ib;
  2603. private _indicesLength;
  2604. private _indices;
  2605. constructor(name: string, scene: Scene, updatable?: boolean);
  2606. public material : Material;
  2607. public isPickable : boolean;
  2608. public checkCollisions : boolean;
  2609. public _bind(subMesh: SubMesh, effect: Effect, wireframe?: boolean): void;
  2610. public _draw(subMesh: SubMesh, useTriangles: boolean, instancesCount?: number): void;
  2611. public intersects(ray: Ray, fastCheck?: boolean): any;
  2612. public dispose(doNotRecurse?: boolean): void;
  2613. }
  2614. }
  2615. declare module BABYLON {
  2616. class _InstancesBatch {
  2617. public mustReturn: boolean;
  2618. public visibleInstances: InstancedMesh[][];
  2619. public renderSelf: boolean[];
  2620. }
  2621. class Mesh extends AbstractMesh implements IGetSetVerticesData {
  2622. public delayLoadState: number;
  2623. public instances: InstancedMesh[];
  2624. public delayLoadingFile: string;
  2625. public _binaryInfo: any;
  2626. public _geometry: Geometry;
  2627. private _onBeforeRenderCallbacks;
  2628. private _onAfterRenderCallbacks;
  2629. public _delayInfo: any;
  2630. public _delayLoadingFunction: (any: any, Mesh: any) => void;
  2631. public _visibleInstances: any;
  2632. private _renderIdForInstances;
  2633. private _batchCache;
  2634. private _worldMatricesInstancesBuffer;
  2635. private _worldMatricesInstancesArray;
  2636. private _instancesBufferSize;
  2637. public _shouldGenerateFlatShading: boolean;
  2638. private _preActivateId;
  2639. constructor(name: string, scene: Scene);
  2640. public getTotalVertices(): number;
  2641. public getVerticesData(kind: string): number[];
  2642. public getVertexBuffer(kind: any): VertexBuffer;
  2643. public isVerticesDataPresent(kind: string): boolean;
  2644. public getVerticesDataKinds(): string[];
  2645. public getTotalIndices(): number;
  2646. public getIndices(): number[];
  2647. public isReady(): boolean;
  2648. public isDisposed(): boolean;
  2649. public _preActivate(): void;
  2650. public _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): void;
  2651. public refreshBoundingInfo(): void;
  2652. public _createGlobalSubMesh(): SubMesh;
  2653. public subdivide(count: number): void;
  2654. public setVerticesData(kind: any, data: any, updatable?: boolean): void;
  2655. public updateVerticesData(kind: string, data: number[], updateExtends?: boolean, makeItUnique?: boolean): void;
  2656. public updateVerticesDataDirectly(kind: string, data: Float32Array, makeItUnique?: boolean): void;
  2657. public makeGeometryUnique(): void;
  2658. public setIndices(indices: number[]): void;
  2659. public _bind(subMesh: SubMesh, effect: Effect, wireframe?: boolean): void;
  2660. public _draw(subMesh: SubMesh, useTriangles: boolean, instancesCount?: number): void;
  2661. public _fullDraw(subMesh: SubMesh, useTriangles: boolean, instancesCount?: number): void;
  2662. public registerBeforeRender(func: () => void): void;
  2663. public unregisterBeforeRender(func: () => void): void;
  2664. public registerAfterRender(func: () => void): void;
  2665. public unregisterAfterRender(func: () => void): void;
  2666. public _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  2667. public _renderWithInstances(subMesh: SubMesh, wireFrame: boolean, batch: _InstancesBatch, effect: Effect, engine: Engine): void;
  2668. public render(subMesh: SubMesh): void;
  2669. public getEmittedParticleSystems(): ParticleSystem[];
  2670. public getHierarchyEmittedParticleSystems(): ParticleSystem[];
  2671. public getChildren(): Node[];
  2672. public _checkDelayState(): void;
  2673. public isInFrustum(frustumPlanes: Plane[]): boolean;
  2674. public setMaterialByID(id: string): void;
  2675. public getAnimatables(): IAnimatable[];
  2676. public bakeTransformIntoVertices(transform: Matrix): void;
  2677. public _resetPointsArrayCache(): void;
  2678. public _generatePointsArray(): boolean;
  2679. public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Mesh;
  2680. public dispose(doNotRecurse?: boolean): void;
  2681. public applyDisplacementMap(url: string, minHeight: number, maxHeight: number): void;
  2682. public applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number): void;
  2683. public convertToFlatShadedMesh(): void;
  2684. public createInstance(name: string): InstancedMesh;
  2685. public synchronizeInstances(): void;
  2686. static CreateBox(name: string, size: number, scene: Scene, updatable?: boolean): Mesh;
  2687. static CreateSphere(name: string, segments: number, diameter: number, scene: Scene, updatable?: boolean): Mesh;
  2688. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene: Scene, updatable?: any): Mesh;
  2689. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene: Scene, updatable?: boolean): Mesh;
  2690. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene: Scene, updatable?: boolean): Mesh;
  2691. static CreateLines(name: string, points: Vector3[], scene: Scene, updatable?: boolean): LinesMesh;
  2692. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean): Mesh;
  2693. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene: Scene, updatable?: boolean): Mesh;
  2694. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  2695. w: number;
  2696. h: number;
  2697. }, precision: {
  2698. w: number;
  2699. h: number;
  2700. }, scene: Scene, updatable?: boolean): Mesh;
  2701. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean): GroundMesh;
  2702. static MinMax(meshes: AbstractMesh[]): {
  2703. min: Vector3;
  2704. max: Vector3;
  2705. };
  2706. static Center(meshesOrMinMaxVector: any): Vector3;
  2707. }
  2708. }
  2709. declare module BABYLON {
  2710. interface IGetSetVerticesData {
  2711. isVerticesDataPresent(kind: string): boolean;
  2712. getVerticesData(kind: string): number[];
  2713. getIndices(): number[];
  2714. setVerticesData(kind: string, data: number[], updatable?: boolean): void;
  2715. updateVerticesData(kind: string, data: number[], updateExtends?: boolean, makeItUnique?: boolean): void;
  2716. setIndices(indices: number[]): void;
  2717. }
  2718. class VertexData {
  2719. public positions: number[];
  2720. public normals: number[];
  2721. public uvs: number[];
  2722. public uv2s: number[];
  2723. public colors: number[];
  2724. public matricesIndices: number[];
  2725. public matricesWeights: number[];
  2726. public indices: number[];
  2727. public set(data: number[], kind: string): void;
  2728. public applyToMesh(mesh: Mesh, updatable?: boolean): void;
  2729. public applyToGeometry(geometry: Geometry, updatable?: boolean): void;
  2730. public updateMesh(mesh: Mesh, updateExtends?: boolean, makeItUnique?: boolean): void;
  2731. public updateGeometry(geometry: Geometry, updateExtends?: boolean, makeItUnique?: boolean): void;
  2732. private _applyTo(meshOrGeometry, updatable?);
  2733. private _update(meshOrGeometry, updateExtends?, makeItUnique?);
  2734. public transform(matrix: Matrix): void;
  2735. public merge(other: VertexData): void;
  2736. static ExtractFromMesh(mesh: Mesh): VertexData;
  2737. static ExtractFromGeometry(geometry: Geometry): VertexData;
  2738. private static _ExtractFrom(meshOrGeometry);
  2739. static CreateBox(size: number): VertexData;
  2740. static CreateSphere(segments: number, diameter: number): VertexData;
  2741. static CreateCylinder(height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions?: number): VertexData;
  2742. static CreateTorus(diameter: any, thickness: any, tessellation: any): VertexData;
  2743. static CreateLines(points: Vector3[]): VertexData;
  2744. static CreateGround(width: number, height: number, subdivisions: number): VertexData;
  2745. static CreateTiledGround(xmin: number, zmin: number, xmax: number, zmax: number, subdivisions?: {
  2746. w: number;
  2747. h: number;
  2748. }, precision?: {
  2749. w: number;
  2750. h: number;
  2751. }): VertexData;
  2752. static CreateGroundFromHeightMap(width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, buffer: Uint8Array, bufferWidth: number, bufferHeight: number): VertexData;
  2753. static CreatePlane(size: number): VertexData;
  2754. static CreateTorusKnot(radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number): VertexData;
  2755. static ComputeNormals(positions: number[], indices: number[], normals: number[]): void;
  2756. }
  2757. }
  2758. declare module BABYLON {
  2759. class SubMesh {
  2760. public materialIndex: number;
  2761. public verticesStart: number;
  2762. public verticesCount: number;
  2763. public indexStart: any;
  2764. public indexCount: number;
  2765. public linesIndexCount: number;
  2766. private _mesh;
  2767. private _renderingMesh;
  2768. private _boundingInfo;
  2769. private _linesIndexBuffer;
  2770. public _lastColliderWorldVertices: Vector3[];
  2771. public _trianglePlanes: Plane[];
  2772. public _lastColliderTransformMatrix: Matrix;
  2773. public _renderId: number;
  2774. public _distanceToCamera: number;
  2775. public _id: number;
  2776. constructor(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: any, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  2777. public getBoundingInfo(): BoundingInfo;
  2778. public getMesh(): AbstractMesh;
  2779. public getRenderingMesh(): Mesh;
  2780. public getMaterial(): Material;
  2781. public refreshBoundingInfo(): void;
  2782. public _checkCollision(collider: Collider): boolean;
  2783. public updateBoundingInfo(world: Matrix): void;
  2784. public isInFrustum(frustumPlanes: Plane[]): boolean;
  2785. public render(): void;
  2786. public getLinesIndexBuffer(indices: number[], engine: any): WebGLBuffer;
  2787. public canIntersects(ray: Ray): boolean;
  2788. public intersects(ray: Ray, positions: Vector3[], indices: number[], fastCheck?: boolean): IntersectionInfo;
  2789. public clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  2790. public dispose(): void;
  2791. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  2792. }
  2793. }
  2794. declare module BABYLON {
  2795. class VertexBuffer {
  2796. private _mesh;
  2797. private _engine;
  2798. private _buffer;
  2799. private _data;
  2800. private _updatable;
  2801. private _kind;
  2802. private _strideSize;
  2803. constructor(engine: any, data: number[], kind: string, updatable: boolean, postponeInternalCreation?: boolean);
  2804. public isUpdatable(): boolean;
  2805. public getData(): number[];
  2806. public getBuffer(): WebGLBuffer;
  2807. public getStrideSize(): number;
  2808. public create(data?: number[]): void;
  2809. public update(data: number[]): void;
  2810. public updateDirectly(data: Float32Array): void;
  2811. public dispose(): void;
  2812. private static _PositionKind;
  2813. private static _NormalKind;
  2814. private static _UVKind;
  2815. private static _UV2Kind;
  2816. private static _ColorKind;
  2817. private static _MatricesIndicesKind;
  2818. private static _MatricesWeightsKind;
  2819. static PositionKind : string;
  2820. static NormalKind : string;
  2821. static UVKind : string;
  2822. static UV2Kind : string;
  2823. static ColorKind : string;
  2824. static MatricesIndicesKind : string;
  2825. static MatricesWeightsKind : string;
  2826. }
  2827. }
  2828. declare module BABYLON {
  2829. class Particle {
  2830. public position: Vector3;
  2831. public direction: Vector3;
  2832. public color: Color4;
  2833. public colorStep: Color4;
  2834. public lifeTime: number;
  2835. public age: number;
  2836. public size: number;
  2837. public angle: number;
  2838. public angularSpeed: number;
  2839. }
  2840. }
  2841. declare module BABYLON {
  2842. class ParticleSystem implements IDisposable {
  2843. public name: string;
  2844. static BLENDMODE_ONEONE: number;
  2845. static BLENDMODE_STANDARD: number;
  2846. public id: string;
  2847. public renderingGroupId: number;
  2848. public emitter: any;
  2849. public emitRate: number;
  2850. public manualEmitCount: number;
  2851. public updateSpeed: number;
  2852. public targetStopDuration: number;
  2853. public disposeOnStop: boolean;
  2854. public minEmitPower: number;
  2855. public maxEmitPower: number;
  2856. public minLifeTime: number;
  2857. public maxLifeTime: number;
  2858. public minSize: number;
  2859. public maxSize: number;
  2860. public minAngularSpeed: number;
  2861. public maxAngularSpeed: number;
  2862. public particleTexture: Texture;
  2863. public onDispose: () => void;
  2864. public blendMode: number;
  2865. public forceDepthWrite: boolean;
  2866. public gravity: Vector3;
  2867. public direction1: Vector3;
  2868. public direction2: Vector3;
  2869. public minEmitBox: Vector3;
  2870. public maxEmitBox: Vector3;
  2871. public color1: Color4;
  2872. public color2: Color4;
  2873. public colorDead: Color4;
  2874. public textureMask: Color4;
  2875. public startDirectionFunction: (emitPower: number, worldMatrix: Matrix, directionToUpdate: Vector3) => void;
  2876. public startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3) => void;
  2877. private particles;
  2878. private _capacity;
  2879. private _scene;
  2880. private _vertexDeclaration;
  2881. private _vertexStrideSize;
  2882. private _stockParticles;
  2883. private _newPartsExcess;
  2884. private _vertexBuffer;
  2885. private _indexBuffer;
  2886. private _vertices;
  2887. private _effect;
  2888. private _customEffect;
  2889. private _cachedDefines;
  2890. private _scaledColorStep;
  2891. private _colorDiff;
  2892. private _scaledDirection;
  2893. private _scaledGravity;
  2894. private _currentRenderId;
  2895. private _alive;
  2896. private _started;
  2897. private _stopped;
  2898. private _actualFrame;
  2899. private _scaledUpdateSpeed;
  2900. constructor(name: string, capacity: number, scene: Scene, customEffect?: Effect);
  2901. public getCapacity(): number;
  2902. public isAlive(): boolean;
  2903. public isStarted(): boolean;
  2904. public start(): void;
  2905. public stop(): void;
  2906. public _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  2907. private _update(newParticles);
  2908. private _getEffect();
  2909. public animate(): void;
  2910. public render(): number;
  2911. public dispose(): void;
  2912. public clone(name: string, newEmitter: any): ParticleSystem;
  2913. }
  2914. }
  2915. declare module BABYLON {
  2916. interface IPhysicsEnginePlugin {
  2917. initialize(iterations?: number): any;
  2918. setGravity(gravity: Vector3): void;
  2919. runOneStep(delta: number): void;
  2920. registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  2921. registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  2922. unregisterMesh(mesh: AbstractMesh): any;
  2923. applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  2924. createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  2925. dispose(): void;
  2926. isSupported(): boolean;
  2927. updateBodyPosition(mesh: AbstractMesh): void;
  2928. }
  2929. interface PhysicsBodyCreationOptions {
  2930. mass: number;
  2931. friction: number;
  2932. restitution: number;
  2933. }
  2934. interface PhysicsCompoundBodyPart {
  2935. mesh: Mesh;
  2936. impostor: number;
  2937. }
  2938. class PhysicsEngine {
  2939. public gravity: Vector3;
  2940. private _currentPlugin;
  2941. constructor(plugin?: IPhysicsEnginePlugin);
  2942. public _initialize(gravity?: Vector3): void;
  2943. public _runOneStep(delta: number): void;
  2944. public _setGravity(gravity: Vector3): void;
  2945. public _registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  2946. public _registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  2947. public _unregisterMesh(mesh: AbstractMesh): void;
  2948. public _applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  2949. public _createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  2950. public _updateBodyPosition(mesh: AbstractMesh): void;
  2951. public dispose(): void;
  2952. public isSupported(): boolean;
  2953. static NoImpostor: number;
  2954. static SphereImpostor: number;
  2955. static BoxImpostor: number;
  2956. static PlaneImpostor: number;
  2957. static MeshImpostor: number;
  2958. static CapsuleImpostor: number;
  2959. static ConeImpostor: number;
  2960. static CylinderImpostor: number;
  2961. static ConvexHullImpostor: number;
  2962. static Epsilon: number;
  2963. }
  2964. }
  2965. declare module BABYLON {
  2966. class CannonJSPlugin implements IPhysicsEnginePlugin {
  2967. public checkWithEpsilon: (value: number) => number;
  2968. private _world;
  2969. private _registeredMeshes;
  2970. private _physicsMaterials;
  2971. public initialize(iterations?: number): void;
  2972. private _checkWithEpsilon(value);
  2973. public runOneStep(delta: number): void;
  2974. public setGravity(gravity: Vector3): void;
  2975. public registerMesh(mesh: AbstractMesh, impostor: number, options?: PhysicsBodyCreationOptions): any;
  2976. private _createSphere(radius, mesh, options?);
  2977. private _createBox(x, y, z, mesh, options?);
  2978. private _createPlane(mesh, options?);
  2979. private _createConvexPolyhedron(rawVerts, rawFaces, mesh, options?);
  2980. private _addMaterial(friction, restitution);
  2981. private _createRigidBodyFromShape(shape, mesh, mass, friction, restitution);
  2982. public registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  2983. private _unbindBody(body);
  2984. public unregisterMesh(mesh: AbstractMesh): void;
  2985. public applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  2986. public updateBodyPosition: (mesh: AbstractMesh) => void;
  2987. public createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3): boolean;
  2988. public dispose(): void;
  2989. public isSupported(): boolean;
  2990. }
  2991. }
  2992. declare module BABYLON {
  2993. class OimoJSPlugin implements IPhysicsEnginePlugin {
  2994. private _world;
  2995. private _registeredMeshes;
  2996. private _checkWithEpsilon(value);
  2997. public initialize(iterations?: number): void;
  2998. public setGravity(gravity: Vector3): void;
  2999. public registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  3000. public registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  3001. private _createBodyAsCompound(part, options, initialMesh);
  3002. public unregisterMesh(mesh: AbstractMesh): void;
  3003. private _unbindBody(body);
  3004. /**
  3005. * Update the body position according to the mesh position
  3006. * @param mesh
  3007. */
  3008. public updateBodyPosition: (mesh: AbstractMesh) => void;
  3009. public applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3010. public createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  3011. public dispose(): void;
  3012. public isSupported(): boolean;
  3013. private _getLastShape(body);
  3014. public runOneStep(time: number): void;
  3015. }
  3016. }
  3017. declare module BABYLON {
  3018. class AnaglyphPostProcess extends PostProcess {
  3019. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3020. }
  3021. }
  3022. declare module BABYLON {
  3023. class BlackAndWhitePostProcess extends PostProcess {
  3024. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3025. }
  3026. }
  3027. declare module BABYLON {
  3028. class BlurPostProcess extends PostProcess {
  3029. public direction: Vector2;
  3030. public blurWidth: number;
  3031. constructor(name: string, direction: Vector2, blurWidth: number, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3032. }
  3033. }
  3034. declare module BABYLON {
  3035. class ConvolutionPostProcess extends PostProcess {
  3036. public kernel: number[];
  3037. constructor(name: string, kernel: number[], ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3038. static EdgeDetect0Kernel: number[];
  3039. static EdgeDetect1Kernel: number[];
  3040. static EdgeDetect2Kernel: number[];
  3041. static SharpenKernel: number[];
  3042. static EmbossKernel: number[];
  3043. static GaussianKernel: number[];
  3044. }
  3045. }
  3046. declare module BABYLON {
  3047. class DisplayPassPostProcess extends PostProcess {
  3048. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3049. }
  3050. }
  3051. declare module BABYLON {
  3052. class FilterPostProcess extends PostProcess {
  3053. public kernelMatrix: Matrix;
  3054. constructor(name: string, kernelMatrix: Matrix, ratio: number, camera?: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3055. }
  3056. }
  3057. declare module BABYLON {
  3058. class FxaaPostProcess extends PostProcess {
  3059. public texelWidth: number;
  3060. public texelHeight: number;
  3061. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3062. }
  3063. }
  3064. declare module BABYLON {
  3065. class OculusDistortionCorrectionPostProcess extends PostProcess {
  3066. public aspectRatio: number;
  3067. private _isRightEye;
  3068. private _distortionFactors;
  3069. private _postProcessScaleFactor;
  3070. private _lensCenterOffset;
  3071. private _scaleIn;
  3072. private _scaleFactor;
  3073. private _lensCenter;
  3074. constructor(name: string, camera: Camera, isRightEye: boolean, cameraSettings: any);
  3075. }
  3076. }
  3077. declare module BABYLON {
  3078. class PassPostProcess extends PostProcess {
  3079. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3080. }
  3081. }
  3082. declare module BABYLON {
  3083. class PostProcess {
  3084. public name: string;
  3085. public onApply: (Effect: any) => void;
  3086. public onBeforeRender: (Effect: any) => void;
  3087. public onSizeChanged: () => void;
  3088. public onActivate: (Camera: any) => void;
  3089. public width: number;
  3090. public height: number;
  3091. public renderTargetSamplingMode: number;
  3092. private _camera;
  3093. private _scene;
  3094. private _engine;
  3095. private _renderRatio;
  3096. private _reusable;
  3097. public _textures: SmartArray<WebGLTexture>;
  3098. public _currentRenderTextureInd: number;
  3099. private _effect;
  3100. constructor(name: string, fragmentUrl: string, parameters: string[], samplers: string[], ratio: number, camera: Camera, samplingMode: number, engine?: Engine, reusable?: boolean);
  3101. public isReusable(): boolean;
  3102. public activate(camera: Camera, sourceTexture?: WebGLTexture): void;
  3103. public apply(): Effect;
  3104. public dispose(camera: Camera): void;
  3105. }
  3106. }
  3107. declare module BABYLON {
  3108. class PostProcessManager {
  3109. private _scene;
  3110. private _indexBuffer;
  3111. private _vertexDeclaration;
  3112. private _vertexStrideSize;
  3113. private _vertexBuffer;
  3114. constructor(scene: Scene);
  3115. public _prepareFrame(sourceTexture?: WebGLTexture): boolean;
  3116. public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture): void;
  3117. public dispose(): void;
  3118. }
  3119. }
  3120. declare module BABYLON {
  3121. class RefractionPostProcess extends PostProcess {
  3122. public color: Color3;
  3123. public depth: number;
  3124. public colorLevel: number;
  3125. private _refRexture;
  3126. constructor(name: string, refractionTextureUrl: string, color: Color3, depth: number, colorLevel: number, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3127. public dispose(camera: Camera): void;
  3128. }
  3129. }
  3130. declare module BABYLON {
  3131. class PostProcessRenderEffect {
  3132. private _engine;
  3133. private _postProcesses;
  3134. private _getPostProcess;
  3135. private _singleInstance;
  3136. private _cameras;
  3137. private _indicesForCamera;
  3138. private _renderPasses;
  3139. private _renderEffectAsPasses;
  3140. public _name: string;
  3141. public applyParameters: (postProcess: PostProcess) => void;
  3142. constructor(engine: Engine, name: string, getPostProcess: () => PostProcess, singleInstance?: boolean);
  3143. public _update(): void;
  3144. public addPass(renderPass: PostProcessRenderPass): void;
  3145. public removePass(renderPass: PostProcessRenderPass): void;
  3146. public addRenderEffectAsPass(renderEffect: PostProcessRenderEffect): void;
  3147. public getPass(passName: string): void;
  3148. public emptyPasses(): void;
  3149. public _attachCameras(cameras: Camera): any;
  3150. public _attachCameras(cameras: Camera[]): any;
  3151. public _detachCameras(cameras: Camera): any;
  3152. public _detachCameras(cameras: Camera[]): any;
  3153. public _enable(cameras: Camera): any;
  3154. public _enable(cameras: Camera[]): any;
  3155. public _disable(cameras: Camera): any;
  3156. public _disable(cameras: Camera[]): any;
  3157. public getPostProcess(camera?: Camera): PostProcess;
  3158. private _linkParameters();
  3159. private _linkTextures(effect);
  3160. }
  3161. }
  3162. declare module BABYLON {
  3163. class PostProcessRenderPass {
  3164. private _enabled;
  3165. private _renderList;
  3166. private _renderTexture;
  3167. private _scene;
  3168. private _refCount;
  3169. public _name: string;
  3170. constructor(scene: Scene, name: string, size: number, renderList: Mesh[], beforeRender: () => void, afterRender: () => void);
  3171. public _incRefCount(): number;
  3172. public _decRefCount(): number;
  3173. public _update(): void;
  3174. public setRenderList(renderList: Mesh[]): void;
  3175. public getRenderTexture(): RenderTargetTexture;
  3176. }
  3177. }
  3178. declare module BABYLON {
  3179. class PostProcessRenderPipeline {
  3180. private _engine;
  3181. private _renderEffects;
  3182. private _renderEffectsForIsolatedPass;
  3183. private _cameras;
  3184. public _name: string;
  3185. private static PASS_EFFECT_NAME;
  3186. private static PASS_SAMPLER_NAME;
  3187. constructor(engine: Engine, name: string);
  3188. public addEffect(renderEffect: PostProcessRenderEffect): void;
  3189. public _enableEffect(renderEffectName: string, cameras: Camera): any;
  3190. public _enableEffect(renderEffectName: string, cameras: Camera[]): any;
  3191. public _disableEffect(renderEffectName: string, cameras: Camera): any;
  3192. public _disableEffect(renderEffectName: string, cameras: Camera[]): any;
  3193. public _attachCameras(cameras: Camera, unique: boolean): any;
  3194. public _attachCameras(cameras: Camera[], unique: boolean): any;
  3195. public _detachCameras(cameras: Camera): any;
  3196. public _detachCameras(cameras: Camera[]): any;
  3197. public _enableDisplayOnlyPass(passName: any, cameras: Camera): any;
  3198. public _enableDisplayOnlyPass(passName: any, cameras: Camera[]): any;
  3199. public _disableDisplayOnlyPass(cameras: Camera): any;
  3200. public _disableDisplayOnlyPass(cameras: Camera[]): any;
  3201. public _update(): void;
  3202. }
  3203. }
  3204. declare module BABYLON {
  3205. class PostProcessRenderPipelineManager {
  3206. private _renderPipelines;
  3207. constructor();
  3208. public addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  3209. public attachCamerasToRenderPipeline(renderPipelineName: string, cameras: Camera, unique?: boolean): any;
  3210. public attachCamerasToRenderPipeline(renderPipelineName: string, cameras: Camera[], unique?: boolean): any;
  3211. public detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: Camera): any;
  3212. public detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: Camera[]): any;
  3213. public enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera): any;
  3214. public enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera[]): any;
  3215. public disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera): any;
  3216. public disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera[]): any;
  3217. public enableDisplayOnlyPassInPipeline(renderPipelineName: string, passName: string, cameras: Camera): any;
  3218. public enableDisplayOnlyPassInPipeline(renderPipelineName: string, passName: string, cameras: Camera[]): any;
  3219. public disableDisplayOnlyPassInPipeline(renderPipelineName: string, cameras: Camera): any;
  3220. public disableDisplayOnlyPassInPipeline(renderPipelineName: string, cameras: Camera[]): any;
  3221. public update(): void;
  3222. }
  3223. }
  3224. declare module BABYLON {
  3225. class BoundingBoxRenderer {
  3226. public frontColor: Color3;
  3227. public backColor: Color3;
  3228. public showBackLines: boolean;
  3229. public renderList: SmartArray<BoundingBox>;
  3230. private _scene;
  3231. private _colorShader;
  3232. private _vb;
  3233. private _ib;
  3234. constructor(scene: Scene);
  3235. public reset(): void;
  3236. public render(): void;
  3237. public dispose(): void;
  3238. }
  3239. }
  3240. declare module BABYLON {
  3241. class OutlineRenderer {
  3242. private _scene;
  3243. private _effect;
  3244. private _cachedDefines;
  3245. constructor(scene: Scene);
  3246. public render(subMesh: SubMesh, batch: _InstancesBatch): void;
  3247. public isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  3248. }
  3249. }
  3250. declare module BABYLON {
  3251. class RenderingGroup {
  3252. public index: number;
  3253. private _scene;
  3254. private _opaqueSubMeshes;
  3255. private _transparentSubMeshes;
  3256. private _alphaTestSubMeshes;
  3257. private _activeVertices;
  3258. constructor(index: number, scene: Scene);
  3259. public render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeTransparents: () => void) => void, beforeTransparents: any): boolean;
  3260. public prepare(): void;
  3261. public dispatch(subMesh: SubMesh): void;
  3262. }
  3263. }
  3264. declare module BABYLON {
  3265. class RenderingManager {
  3266. static MAX_RENDERINGGROUPS: number;
  3267. private _scene;
  3268. private _renderingGroups;
  3269. private _depthBufferAlreadyCleaned;
  3270. constructor(scene: Scene);
  3271. private _renderParticles(index, activeMeshes);
  3272. private _renderSprites(index);
  3273. private _clearDepthBuffer();
  3274. public render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeTransparents: () => void) => void, activeMeshes: AbstractMesh[], renderParticles: boolean, renderSprites: boolean): void;
  3275. public reset(): void;
  3276. public dispatch(subMesh: SubMesh): void;
  3277. }
  3278. }
  3279. declare module BABYLON {
  3280. class Sprite {
  3281. public name: string;
  3282. public position: Vector3;
  3283. public color: Color4;
  3284. public size: number;
  3285. public angle: number;
  3286. public cellIndex: number;
  3287. public invertU: number;
  3288. public invertV: number;
  3289. public disposeWhenFinishedAnimating: boolean;
  3290. public animations: Animation[];
  3291. private _animationStarted;
  3292. private _loopAnimation;
  3293. private _fromIndex;
  3294. private _toIndex;
  3295. private _delay;
  3296. private _direction;
  3297. private _frameCount;
  3298. private _manager;
  3299. private _time;
  3300. constructor(name: string, manager: SpriteManager);
  3301. public playAnimation(from: number, to: number, loop: boolean, delay: number): void;
  3302. public stopAnimation(): void;
  3303. public _animate(deltaTime: number): void;
  3304. public dispose(): void;
  3305. }
  3306. }
  3307. declare module BABYLON {
  3308. class SpriteManager {
  3309. public name: string;
  3310. public cellSize: number;
  3311. public sprites: Sprite[];
  3312. public renderingGroupId: number;
  3313. public onDispose: () => void;
  3314. public fogEnabled: boolean;
  3315. private _capacity;
  3316. private _spriteTexture;
  3317. private _epsilon;
  3318. private _scene;
  3319. private _vertexDeclaration;
  3320. private _vertexStrideSize;
  3321. private _vertexBuffer;
  3322. private _indexBuffer;
  3323. private _vertices;
  3324. private _effectBase;
  3325. private _effectFog;
  3326. constructor(name: string, imgUrl: string, capacity: number, cellSize: number, scene: Scene, epsilon?: number);
  3327. private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
  3328. public render(): void;
  3329. public dispose(): void;
  3330. }
  3331. }
  3332. declare module BABYLON.Internals {
  3333. class AndOrNotEvaluator {
  3334. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  3335. private static _HandleParenthesisContent(parenthesisContent, evaluateCallback);
  3336. private static _SimplifyNegation(booleanString);
  3337. }
  3338. }
  3339. declare module BABYLON {
  3340. interface IAssetTask {
  3341. onSuccess: (task: IAssetTask) => void;
  3342. onError: (task: IAssetTask) => void;
  3343. isCompleted: boolean;
  3344. run(scene: Scene, onSuccess: () => void, onError: () => void): any;
  3345. }
  3346. class MeshAssetTask implements IAssetTask {
  3347. public name: string;
  3348. public meshesNames: any;
  3349. public rootUrl: string;
  3350. public sceneFilename: string;
  3351. public loadedMeshes: AbstractMesh[];
  3352. public loadedParticleSystems: ParticleSystem[];
  3353. public loadedSkeletons: Skeleton[];
  3354. public onSuccess: (task: IAssetTask) => void;
  3355. public onError: (task: IAssetTask) => void;
  3356. public isCompleted: boolean;
  3357. constructor(name: string, meshesNames: any, rootUrl: string, sceneFilename: string);
  3358. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3359. }
  3360. class TextFileAssetTask implements IAssetTask {
  3361. public name: string;
  3362. public url: string;
  3363. public onSuccess: (task: IAssetTask) => void;
  3364. public onError: (task: IAssetTask) => void;
  3365. public isCompleted: boolean;
  3366. public text: string;
  3367. constructor(name: string, url: string);
  3368. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3369. }
  3370. class BinaryFileAssetTask implements IAssetTask {
  3371. public name: string;
  3372. public url: string;
  3373. public onSuccess: (task: IAssetTask) => void;
  3374. public onError: (task: IAssetTask) => void;
  3375. public isCompleted: boolean;
  3376. public data: ArrayBuffer;
  3377. constructor(name: string, url: string);
  3378. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3379. }
  3380. class ImageAssetTask implements IAssetTask {
  3381. public name: string;
  3382. public url: string;
  3383. public onSuccess: (task: IAssetTask) => void;
  3384. public onError: (task: IAssetTask) => void;
  3385. public isCompleted: boolean;
  3386. public image: HTMLImageElement;
  3387. constructor(name: string, url: string);
  3388. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3389. }
  3390. class TextureAssetTask implements IAssetTask {
  3391. public name: string;
  3392. public url: string;
  3393. public noMipmap: boolean;
  3394. public invertY: boolean;
  3395. public samplingMode: number;
  3396. public onSuccess: (task: IAssetTask) => void;
  3397. public onError: (task: IAssetTask) => void;
  3398. public isCompleted: boolean;
  3399. public texture: Texture;
  3400. constructor(name: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number);
  3401. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3402. }
  3403. class AssetsManager {
  3404. private _tasks;
  3405. private _scene;
  3406. private _waitingTasksCount;
  3407. public onFinish: (tasks: IAssetTask[]) => void;
  3408. public onTaskSuccess: (task: IAssetTask) => void;
  3409. public onTaskError: (task: IAssetTask) => void;
  3410. public useDefaultLoadingScreen: boolean;
  3411. constructor(scene: Scene);
  3412. public addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): IAssetTask;
  3413. public addTextFileTask(taskName: string, url: string): IAssetTask;
  3414. public addBinaryFileTask(taskName: string, url: string): IAssetTask;
  3415. public addImageTask(taskName: string, url: string): IAssetTask;
  3416. public addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): IAssetTask;
  3417. private _decreaseWaitingTasksCount();
  3418. private _runTask(task);
  3419. public reset(): AssetsManager;
  3420. public load(): AssetsManager;
  3421. }
  3422. }
  3423. declare module BABYLON {
  3424. class Database {
  3425. private callbackManifestChecked;
  3426. private currentSceneUrl;
  3427. private db;
  3428. private enableSceneOffline;
  3429. private enableTexturesOffline;
  3430. private manifestVersionFound;
  3431. private mustUpdateRessources;
  3432. private hasReachedQuota;
  3433. private isSupported;
  3434. private idbFactory;
  3435. static isUASupportingBlobStorage: boolean;
  3436. constructor(urlToScene: string, callbackManifestChecked: (boolean: any) => any);
  3437. static parseURL: (url: string) => string;
  3438. static ReturnFullUrlLocation: (url: string) => string;
  3439. public checkManifestFile(): void;
  3440. public openAsync(successCallback: any, errorCallback: any): void;
  3441. public loadImageFromDB(url: string, image: HTMLImageElement): void;
  3442. private _loadImageFromDBAsync(url, image, notInDBCallback);
  3443. private _saveImageIntoDBAsync(url, image);
  3444. private _checkVersionFromDB(url, versionLoaded);
  3445. private _loadVersionFromDBAsync(url, callback, updateInDBCallback);
  3446. private _saveVersionIntoDBAsync(url, callback);
  3447. private loadFileFromDB(url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer?);
  3448. private _loadFileFromDBAsync(url, callback, notInDBCallback, useArrayBuffer?);
  3449. private _saveFileIntoDBAsync(url, callback, progressCallback, useArrayBuffer?);
  3450. }
  3451. }
  3452. declare module BABYLON {
  3453. class FilesInput {
  3454. private engine;
  3455. private currentScene;
  3456. private canvas;
  3457. private sceneLoadedCallback;
  3458. private progressCallback;
  3459. private additionnalRenderLoopLogicCallback;
  3460. private textureLoadingCallback;
  3461. private startingProcessingFilesCallback;
  3462. private elementToMonitor;
  3463. static FilesTextures: any[];
  3464. static FilesToLoad: any[];
  3465. constructor(p_engine: Engine, p_scene: Scene, p_canvas: HTMLCanvasElement, p_sceneLoadedCallback: any, p_progressCallback: any, p_additionnalRenderLoopLogicCallback: any, p_textureLoadingCallback: any, p_startingProcessingFilesCallback: any);
  3466. public monitorElementForDragNDrop(p_elementToMonitor: HTMLElement): void;
  3467. private renderFunction();
  3468. private drag(e);
  3469. private drop(eventDrop);
  3470. private loadFiles(event);
  3471. }
  3472. }
  3473. declare module BABYLON {
  3474. class Gamepads {
  3475. private babylonGamepads;
  3476. private oneGamepadConnected;
  3477. private isMonitoring;
  3478. private gamepadEventSupported;
  3479. private gamepadSupportAvailable;
  3480. private _callbackGamepadConnected;
  3481. private buttonADataURL;
  3482. private static gamepadDOMInfo;
  3483. constructor(ongamedpadconnected: (gamepad: Gamepad) => void);
  3484. private _insertGamepadDOMInstructions();
  3485. private _insertGamepadDOMNotSupported();
  3486. public dispose(): void;
  3487. private _onGamepadConnected(evt);
  3488. private _addNewGamepad(gamepad);
  3489. private _onGamepadDisconnected(evt);
  3490. private _startMonitoringGamepads();
  3491. private _stopMonitoringGamepads();
  3492. private _checkGamepadsStatus();
  3493. private _updateGamepadObjects();
  3494. }
  3495. class StickValues {
  3496. public x: any;
  3497. public y: any;
  3498. constructor(x: any, y: any);
  3499. }
  3500. class Gamepad {
  3501. public id: string;
  3502. public index: number;
  3503. public browserGamepad: any;
  3504. private _leftStick;
  3505. private _rightStick;
  3506. private _onleftstickchanged;
  3507. private _onrightstickchanged;
  3508. constructor(id: string, index: number, browserGamepad: any);
  3509. public onleftstickchanged(callback: (values: StickValues) => void): void;
  3510. public onrightstickchanged(callback: (values: StickValues) => void): void;
  3511. public leftStick : StickValues;
  3512. public rightStick : StickValues;
  3513. public update(): void;
  3514. }
  3515. class GenericPad extends Gamepad {
  3516. public id: string;
  3517. public index: number;
  3518. public gamepad: any;
  3519. private _buttons;
  3520. private _onbuttondown;
  3521. private _onbuttonup;
  3522. public onbuttondown(callback: (buttonPressed: number) => void): void;
  3523. public onbuttonup(callback: (buttonReleased: number) => void): void;
  3524. constructor(id: string, index: number, gamepad: any);
  3525. private _setButtonValue(newValue, currentValue, buttonIndex);
  3526. public update(): void;
  3527. }
  3528. enum Xbox360Button {
  3529. A = 0,
  3530. B = 1,
  3531. X = 2,
  3532. Y = 3,
  3533. Start = 4,
  3534. Back = 5,
  3535. LB = 6,
  3536. RB = 7,
  3537. LeftStick = 8,
  3538. RightStick = 9,
  3539. }
  3540. enum Xbox360Dpad {
  3541. Up = 0,
  3542. Down = 1,
  3543. Left = 2,
  3544. Right = 3,
  3545. }
  3546. class Xbox360Pad extends Gamepad {
  3547. private _leftTrigger;
  3548. private _rightTrigger;
  3549. private _onlefttriggerchanged;
  3550. private _onrighttriggerchanged;
  3551. private _onbuttondown;
  3552. private _onbuttonup;
  3553. private _ondpaddown;
  3554. private _ondpadup;
  3555. private _buttonA;
  3556. private _buttonB;
  3557. private _buttonX;
  3558. private _buttonY;
  3559. private _buttonBack;
  3560. private _buttonStart;
  3561. private _buttonLB;
  3562. private _buttonRB;
  3563. private _buttonLeftStick;
  3564. private _buttonRightStick;
  3565. private _dPadUp;
  3566. private _dPadDown;
  3567. private _dPadLeft;
  3568. private _dPadRight;
  3569. public onlefttriggerchanged(callback: (value: number) => void): void;
  3570. public onrighttriggerchanged(callback: (value: number) => void): void;
  3571. public leftTrigger : number;
  3572. public rightTrigger : number;
  3573. public onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  3574. public onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  3575. public ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  3576. public ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  3577. private _setButtonValue(newValue, currentValue, buttonType);
  3578. private _setDPadValue(newValue, currentValue, buttonType);
  3579. public buttonA : number;
  3580. public buttonB : number;
  3581. public buttonX : number;
  3582. public buttonY : number;
  3583. public buttonStart : number;
  3584. public buttonBack : number;
  3585. public buttonLB : number;
  3586. public buttonRB : number;
  3587. public buttonLeftStick : number;
  3588. public buttonRightStick : number;
  3589. public dPadUp : number;
  3590. public dPadDown : number;
  3591. public dPadLeft : number;
  3592. public dPadRight : number;
  3593. public update(): void;
  3594. }
  3595. }
  3596. interface Navigator {
  3597. getGamepads(func?: any): any;
  3598. webkitGetGamepads(func?: any): any;
  3599. msGetGamepads(func?: any): any;
  3600. webkitGamepads(func?: any): any;
  3601. }
  3602. declare module BABYLON {
  3603. class SceneOptimization {
  3604. public priority: number;
  3605. public apply: (scene: Scene) => boolean;
  3606. constructor(priority?: number);
  3607. }
  3608. class TextureSceneOptimization extends SceneOptimization {
  3609. public priority: number;
  3610. public maximumSize: number;
  3611. constructor(priority?: number, maximumSize?: number);
  3612. public apply: (scene: Scene) => boolean;
  3613. }
  3614. class HardwareScalingSceneOptimization extends SceneOptimization {
  3615. public priority: number;
  3616. public maximumScale: number;
  3617. private _currentScale;
  3618. constructor(priority?: number, maximumScale?: number);
  3619. public apply: (scene: Scene) => boolean;
  3620. }
  3621. class ShadowsSceneOptimization extends SceneOptimization {
  3622. public apply: (scene: Scene) => boolean;
  3623. }
  3624. class PostProcessesSceneOptimization extends SceneOptimization {
  3625. public apply: (scene: Scene) => boolean;
  3626. }
  3627. class LensFlaresSceneOptimization extends SceneOptimization {
  3628. public apply: (scene: Scene) => boolean;
  3629. }
  3630. class ParticlesSceneOptimization extends SceneOptimization {
  3631. public apply: (scene: Scene) => boolean;
  3632. }
  3633. class RenderTargetsSceneOptimization extends SceneOptimization {
  3634. public apply: (scene: Scene) => boolean;
  3635. }
  3636. class SceneOptimizerOptions {
  3637. public targetFrameRate: number;
  3638. public trackerDuration: number;
  3639. public optimizations: SceneOptimization[];
  3640. constructor(targetFrameRate?: number, trackerDuration?: number);
  3641. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  3642. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  3643. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  3644. }
  3645. class SceneOptimizer {
  3646. static _CheckCurrentState(scene: Scene, options: SceneOptimizerOptions, currentPriorityLevel: number, onSuccess?: () => void, onFailure?: () => void): void;
  3647. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): void;
  3648. }
  3649. }
  3650. declare module BABYLON {
  3651. class SceneSerializer {
  3652. static Serialize(scene: Scene): any;
  3653. }
  3654. }
  3655. declare module BABYLON {
  3656. class SmartArray<T> {
  3657. public data: T[];
  3658. public length: number;
  3659. private _id;
  3660. private _duplicateId;
  3661. constructor(capacity: number);
  3662. public push(value: any): void;
  3663. public pushNoDuplicate(value: any): void;
  3664. public sort(compareFn: any): void;
  3665. public reset(): void;
  3666. public concat(array: any): void;
  3667. public concatWithNoDuplicate(array: any): void;
  3668. public indexOf(value: any): number;
  3669. private static _GlobalId;
  3670. }
  3671. }
  3672. declare module BABYLON {
  3673. class Tags {
  3674. static EnableFor(obj: any): void;
  3675. static DisableFor(obj: any): void;
  3676. static HasTags(obj: any): boolean;
  3677. static GetTags(obj: any): any;
  3678. static AddTagsTo(obj: any, tagsString: string): void;
  3679. static _AddTagTo(obj: any, tag: string): void;
  3680. static RemoveTagsFrom(obj: any, tagsString: string): void;
  3681. static _RemoveTagFrom(obj: any, tag: string): void;
  3682. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  3683. }
  3684. }
  3685. declare module BABYLON {
  3686. interface IAnimatable {
  3687. animations: Animation[];
  3688. }
  3689. interface ISize {
  3690. width: number;
  3691. height: number;
  3692. }
  3693. class Tools {
  3694. static BaseUrl: string;
  3695. static GetExponantOfTwo: (value: number, max: number) => number;
  3696. static GetFilename(path: string): string;
  3697. static GetDOMTextContent(element: HTMLElement): string;
  3698. static ToDegrees(angle: number): number;
  3699. static ToRadians(angle: number): number;
  3700. static ExtractMinAndMaxIndexed(positions: number[], indices: number[], indexStart: number, indexCount: number): {
  3701. minimum: Vector3;
  3702. maximum: Vector3;
  3703. };
  3704. static ExtractMinAndMax(positions: number[], start: number, count: number): {
  3705. minimum: Vector3;
  3706. maximum: Vector3;
  3707. };
  3708. static MakeArray(obj: any, allowsNullUndefined?: boolean): any[];
  3709. static GetPointerPrefix(): string;
  3710. static QueueNewFrame(func: any): void;
  3711. static RequestFullscreen(element: any): void;
  3712. static ExitFullscreen(): void;
  3713. static CleanUrl(url: string): string;
  3714. static LoadImage(url: string, onload: any, onerror: any, database: any): HTMLImageElement;
  3715. static LoadFile(url: string, callback: (data: any) => void, progressCallBack?: () => void, database?: any, useArrayBuffer?: boolean, onError?: () => void): void;
  3716. static ReadFileAsDataURL(fileToLoad: any, callback: any, progressCallback: any): void;
  3717. static ReadFile(fileToLoad: any, callback: any, progressCallBack: any, useArrayBuffer?: boolean): void;
  3718. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  3719. static WithinEpsilon(a: number, b: number): boolean;
  3720. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  3721. static IsEmpty(obj: any): boolean;
  3722. static RegisterTopRootEvents(events: {
  3723. name: string;
  3724. handler: EventListener;
  3725. }[]): void;
  3726. static UnregisterTopRootEvents(events: {
  3727. name: string;
  3728. handler: EventListener;
  3729. }[]): void;
  3730. static GetFps(): number;
  3731. static GetDeltaTime(): number;
  3732. static _MeasureFps(): void;
  3733. static CreateScreenshot(engine: Engine, camera: Camera, size: any): void;
  3734. static ValidateXHRData(xhr: XMLHttpRequest, dataType?: number): boolean;
  3735. private static _NoneLogLevel;
  3736. private static _MessageLogLevel;
  3737. private static _WarningLogLevel;
  3738. private static _ErrorLogLevel;
  3739. static NoneLogLevel : number;
  3740. static MessageLogLevel : number;
  3741. static WarningLogLevel : number;
  3742. static ErrorLogLevel : number;
  3743. static AllLogLevel : number;
  3744. private static _FormatMessage(message);
  3745. static Log: (message: string) => void;
  3746. private static _LogDisabled(message);
  3747. private static _LogEnabled(message);
  3748. static Warn: (message: string) => void;
  3749. private static _WarnDisabled(message);
  3750. private static _WarnEnabled(message);
  3751. static Error: (message: string) => void;
  3752. private static _ErrorDisabled(message);
  3753. private static _ErrorEnabled(message);
  3754. static LogLevels : number;
  3755. private static _PerformanceNoneLogLevel;
  3756. private static _PerformanceUserMarkLogLevel;
  3757. private static _PerformanceConsoleLogLevel;
  3758. private static _performance;
  3759. static PerformanceNoneLogLevel : number;
  3760. static PerformanceUserMarkLogLevel : number;
  3761. static PerformanceConsoleLogLevel : number;
  3762. static PerformanceLogLevel : number;
  3763. static _StartPerformanceCounterDisabled(counterName: string, condition?: boolean): void;
  3764. static _EndPerformanceCounterDisabled(counterName: string, condition?: boolean): void;
  3765. static _StartUserMark(counterName: string, condition?: boolean): void;
  3766. static _EndUserMark(counterName: string, condition?: boolean): void;
  3767. static _StartPerformanceConsole(counterName: string, condition?: boolean): void;
  3768. static _EndPerformanceConsole(counterName: string, condition?: boolean): void;
  3769. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  3770. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  3771. static Now : number;
  3772. }
  3773. }
  3774. declare module BABYLON.Internals {
  3775. interface DDSInfo {
  3776. width: number;
  3777. height: number;
  3778. mipmapCount: number;
  3779. isFourCC: boolean;
  3780. isRGB: boolean;
  3781. isLuminance: boolean;
  3782. isCube: boolean;
  3783. }
  3784. class DDSTools {
  3785. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  3786. private static GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  3787. private static GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  3788. private static GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  3789. static UploadDDSLevels(gl: WebGLRenderingContext, ext: any, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number): void;
  3790. }
  3791. }
  3792. /**
  3793. * Based on jsTGALoader - Javascript loader for TGA file
  3794. * By Vincent Thibault
  3795. * @blog http://blog.robrowser.com/javascript-tga-loader.html
  3796. */
  3797. declare module BABYLON.Internals {
  3798. class TGATools {
  3799. private static _TYPE_NO_DATA;
  3800. private static _TYPE_INDEXED;
  3801. private static _TYPE_RGB;
  3802. private static _TYPE_GREY;
  3803. private static _TYPE_RLE_INDEXED;
  3804. private static _TYPE_RLE_RGB;
  3805. private static _TYPE_RLE_GREY;
  3806. private static _ORIGIN_MASK;
  3807. private static _ORIGIN_SHIFT;
  3808. private static _ORIGIN_BL;
  3809. private static _ORIGIN_BR;
  3810. private static _ORIGIN_UL;
  3811. private static _ORIGIN_UR;
  3812. static GetTGAHeader(data: Uint8Array): any;
  3813. static UploadContent(gl: WebGLRenderingContext, data: Uint8Array): void;
  3814. 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;
  3815. 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;
  3816. 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;
  3817. 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;
  3818. 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;
  3819. 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;
  3820. }
  3821. }
  3822. declare module BABYLON {
  3823. enum JoystickAxis {
  3824. X = 0,
  3825. Y = 1,
  3826. Z = 2,
  3827. }
  3828. class VirtualJoystick {
  3829. public reverseLeftRight: boolean;
  3830. public reverseUpDown: boolean;
  3831. public deltaPosition: Vector3;
  3832. public pressed: boolean;
  3833. private static _globalJoystickIndex;
  3834. private static vjCanvas;
  3835. private static vjCanvasContext;
  3836. private static vjCanvasWidth;
  3837. private static vjCanvasHeight;
  3838. private static halfWidth;
  3839. private static halfHeight;
  3840. private _action;
  3841. private _axisTargetedByLeftAndRight;
  3842. private _axisTargetedByUpAndDown;
  3843. private _joystickSensibility;
  3844. private _inversedSensibility;
  3845. private _rotationSpeed;
  3846. private _inverseRotationSpeed;
  3847. private _rotateOnAxisRelativeToMesh;
  3848. private _joystickPointerID;
  3849. private _joystickColor;
  3850. private _joystickPointerPos;
  3851. private _joystickPointerStartPos;
  3852. private _deltaJoystickVector;
  3853. private _leftJoystick;
  3854. private _joystickIndex;
  3855. private _touches;
  3856. constructor(leftJoystick?: boolean);
  3857. public setJoystickSensibility(newJoystickSensibility: number): void;
  3858. private _onPointerDown(e);
  3859. private _onPointerMove(e);
  3860. private _onPointerUp(e);
  3861. /**
  3862. * Change the color of the virtual joystick
  3863. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  3864. */
  3865. public setJoystickColor(newColor: string): void;
  3866. public setActionOnTouch(action: () => any): void;
  3867. public setAxisForLeftRight(axis: JoystickAxis): void;
  3868. public setAxisForUpDown(axis: JoystickAxis): void;
  3869. private _clearCanvas();
  3870. private _drawVirtualJoystick();
  3871. public releaseCanvas(): void;
  3872. }
  3873. }
  3874. declare module BABYLON.VirtualJoystick {
  3875. class Collection<T> {
  3876. private _count;
  3877. private _collection;
  3878. constructor();
  3879. public Count(): number;
  3880. public add<T>(key: string, item: T): number;
  3881. public remove(key: string): number;
  3882. public item(key: string): any;
  3883. public forEach<T>(block: (item: T) => void): void;
  3884. }
  3885. }